Posts: 45
Threads: 8
Joined: Oct 2024
Hello all! I hope everyone's weekend is going well.
I have a question regarding the Atoa ACBS script, among the patches included in the demo for other scripts. There is one named "GW Animated Battle Backs" (header of patch). The script has a link to a site :
http://www.santuariorpgmaker.com/forum/i...topic=6336)
but it's broken. A few web searches yielded this site :
http://lugarmaker.blogspot.com/p/scripts.html
But that just lead back to the same link. Point being: I would like to use this script, but can't find an active link to it. I scanned the script database section here, and searched keywords a few different ways. But no dice. Does anyone have an alternate link to this I'm not finding for some reason? Or do they have a copy of the script they could PM me? I'd very much like to use this script. Thanks!
Posts: 11,230
Threads: 649
Joined: May 2009
When the Internet Archive comes back up, it may be possible to check that link... assuming the website itself did not protect itself from intrusive bots. Some websites protect their scripts/resources pages from being read by bots.
I even tried searching for the scripter, Gabriel Winchester, but did not come up with anything except references to "SUPERNATURAL" and the Winchester Brothers facing the angel Gabriel. ROFL.
Mind you, this being a battleback animation system means that it will refresh the battleback with a new image ever X frames. For some systems, it isn't an issue. But others, it may mean flickering of the battlestatus window where your heroes HP/SP are rendered. Unless fully compatible, this battleback animation system may cause some flickering with each replaced battleback.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 45
Threads: 8
Joined: Oct 2024
Ahh I see! This is extremely helpful. I didn't even THINK of using the IA (SMACKS MYSELF IN THE HEAD AT MY OBLIOUSNESS) LOL I will test that out (Also I didn't even realize the Internet Archive was down either.)
I'll consider possible issues with the flickering too, I've never used one of these scripts before, so I will keep that in mind from now on.
Thank you very much, Mr. Wolf! o7
Posts: 45
Threads: 8
Joined: Oct 2024
10-15-2024, 02:28 AM
(This post was last modified: 10-15-2024, 02:29 AM by Solitaire.
Edit Reason: picture link not working!! :o !
)
Finally got the chance to try out that suggestion this evening, @DerVVulfMan. And I thought this was funny, and that I would update the thread:
The entire page looked like this on the Wayback LOL, I still copied it, (And painstakingly re-added what I hope are the correctly positioned line-breaks) and shall see if it works out whenever I attempt testing it. But for now, I'm beat. 'Night, Save-point!
Posts: 45
Threads: 8
Joined: Oct 2024
Another update, I tried running it with the script and got an error from the line where the attr_accessor stuff begins.
I suppose I did format the line-breaks wrong. I was going to post the script here to have someone look over it and correct it, but I don't think it's allowed to repost someone's scripts, right?
Posts: 11,230
Threads: 649
Joined: May 2009
10-16-2024, 07:59 PM
(This post was last modified: 10-16-2024, 08:39 PM by DerVVulfman.)
I think there's some illegal characters(aka hidden characters messing with ya) in the archive. STICK around ;)
EDIT: Oh, there are illegal characters all THROUGHOUT this code. Its gonna take a little longer... See ya...
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 45
Threads: 8
Joined: Oct 2024
(10-16-2024, 07:59 PM)DerVVulfman Wrote: I think there's some illegal characters(aka hidden characters messing with ya) in the archive. STICK around ;)
EDIT: Oh, there are illegal characters all THROUGHOUT this code. Its gonna take a little longer... See ya...
Aye aye, capin'!
Posts: 11,230
Threads: 649
Joined: May 2009
Okay, this is the code, and I went and added some translated instructions from the post. Sadly, not all of it was easy to translate and got omitted because... well, better missing instructions than BAD instructions.
Code: #==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
# by The Bard (Gabriel Winchester)
# - Improvements by Atoa -
# May 22, 2010
#
# This screipt allows battlebacks to be animated (no, its not like Moghunter's
# system which moves). They are actually animated, by individual frames.
#
# USAGE
# Before each battle, you establish the parameters you want for the battleback.
#
# Use the call script command: animated_bb_on(speed, frames, opacity_
# * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
# To turn off the animated battleback layer, use: animated_bb_off
#
# NEVER set a speed value to 0 or below.
#
# UPPER LAYER
# If you add a top layer to the battleback, the image will be above the heroes.
#
# To set a top layer, use the code: upper_bb_on(speed, frames, opacity)
#
# If the image is not moving, just call: upper_bb_on
#
# To turn off the upper battleback layer, use: upper_bb_off
#
# Upper layers should have the suffixes "UP" and 'frame' followed by
# each other. IF, for example, it is an image to be shown above the heroes
# and has three frames of animations, they must be named as follows
# "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
attr_accessor :animated_bb
attr_accessor :upperbb
attr_accessor :bb_speed
attr_accessor :upperbb_speed
attr_accessor :bb_frames
attr_accessor :upperbb_frames
attr_accessor :bb_opac
attr_accessor :upperbb_opac
#--------------------------------------------------------------------------
alias gw_initialize initialize
def initialize
gw_initialize
@animated_bb = false
@bb_speed = 0
@bb_frames = 0
@upperbb_speed = 0
@upperbb_frames = 0
end
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
alias gw_initialize initialize
def initialize
create_animbb if $game_system.animated_bb
create_upperbb if $game_system.upperbb
gw_initialize
end
#--------------------------------------------------------------------------
def create_animbb
@animbb_time = 0
@animbb_frame = 0
@animbb = Sprite.new(@viewport1)
@animbb.bitmap = RPG::Cache.battleback($game_temp.battleback_name +
@animbb_frame.to_s)
@animbb.z = 2
@animbb.opacity = $game_system.bb_opac
end
#--------------------------------------------------------------------------
def create_upperbb
@upperbb_time = 0
@upperbb_frame = 1
@upperbb = Sprite.new(@viewport3)
@upperbb.bitmap = RPG::Cache.battleback($game_temp.battleback_name +
"UP" + @animbb_frame.to_s)
@upperbb.opacity = $game_system.upperbb_opac
@upperbb.z = 20
# ACBS = 140, Padrão = 20
end
#--------------------------------------------------------------------------
alias gw_update update
def update
upperbb_update if $game_system.upperbb
animbb_update if $game_system.animated_bb
@animbb.dispose if @animbb != nil and not $game_system.animated_bb
@upperbb.dispose if @upperbb != nil and not $game_system.upperbb
gw_update
end
#--------------------------------------------------------------------------
alias gw_dispose dispose
def dispose
@animbb.dispose if $game_system.animated_bb
@upperbb.dispose if $game_system.upperbb
gw_dispose
end
#--------------------------------------------------------------------------
def animbb_update
create_animbb if @animbb.nil?
@animbb_time += 1
if @animbb_time % $game_system.bb_speed == 0
@animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
begin
bb = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
rescue
bb = RPG::Cache.battleback($game_temp.battleback_name)
end
@animbb.bitmap = bb
@animbb.opacity = $game_system.bb_opac
end
end
#--------------------------------------------------------------------------
def upperbb_update
create_upperbb if @upperbb.nil?
@upperbb_time += 1
if @upperbb_time % $game_system.upperbb_speed == 0
@upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
begin
upperbb = RPG::Cache.battleback(@battleback_name + "UP" +
@upperbb_frames.to_s)
rescue
upperbb = RPG::Cache.battleback($game_temp.battleback_name)
end
@upperbb.bitmap = upperbb
@upperbb.opacity = $game_system.upperbb_opac
end
end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
def animated_bb_on(speed, frames, opacity=255)
$game_system.animated_bb = true
$game_system.bb_speed = speed
$game_system.bb_frames = frames
$game_system.bb_opac = opacity
end
#--------------------------------------------------------------------------
def upper_bb_on(speed=1, frames=1, opacity=255)
$game_system.upperbb = true
$game_system.upperbb_speed = speed
$game_system.upperbb_frames = frames
$game_system.upperbb_opac = opacity
end
#--------------------------------------------------------------------------
def animated_bb_off
$game_system.animated_bb = false
$game_system.bb_speed = 0
$game_system.bb_frames = 0
end
#--------------------------------------------------------------------------
def upper_bb_off
$game_system.upperbb = false
$game_system.upperbb_speed = 0
$game_system.upperbb_frames = 0
$game_system.upperbb_opac = 0
end
end
And there was so many illegal characters throughout, it practically required RETYPING every line separately to get rid of the error causing garbage.
Oh, and ... there's zilch in the thread saying not to post anywhere. BUT it appears that site went down in 2012? Might need archival (LATER!!!!)
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
Above are clickable links
Posts: 45
Threads: 8
Joined: Oct 2024
10-16-2024, 10:48 PM
(This post was last modified: 10-16-2024, 10:51 PM by Solitaire.)
(10-16-2024, 09:59 PM)DerVVulfman Wrote: Okay, this is the code, and I went and added some translated instructions from the post. Sadly, not all of it was easy to translate and got omitted because... well, better missing instructions than BAD instructions.
Code: #==============================================================================
# ** GW Animated Battlebacks + New Features
#------------------------------------------------------------------------------
# by The Bard (Gabriel Winchester)
# - Improvements by Atoa -
# May 22, 2010
#
# This screipt allows battlebacks to be animated (no, its not like Moghunter's
# system which moves). They are actually animated, by individual frames.
#
# USAGE
# Before each battle, you establish the parameters you want for the battleback.
#
# Use the call script command: animated_bb_on(speed, frames, opacity_
# * Opacity can be omitted as it is defaulted to a full 255 solid setting
#
# To turn off the animated battleback layer, use: animated_bb_off
#
# NEVER set a speed value to 0 or below.
#
# UPPER LAYER
# If you add a top layer to the battleback, the image will be above the heroes.
#
# To set a top layer, use the code: upper_bb_on(speed, frames, opacity)
#
# If the image is not moving, just call: upper_bb_on
#
# To turn off the upper battleback layer, use: upper_bb_off
#
# Upper layers should have the suffixes "UP" and 'frame' followed by
# each other. IF, for example, it is an image to be shown above the heroes
# and has three frames of animations, they must be named as follows
# "CastleUP1" "CastleUP2" "CastleUp3"
#
#==============================================================================
#==============================================================================
# ■ Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
attr_accessor :animated_bb
attr_accessor :upperbb
attr_accessor :bb_speed
attr_accessor :upperbb_speed
attr_accessor :bb_frames
attr_accessor :upperbb_frames
attr_accessor :bb_opac
attr_accessor :upperbb_opac
#--------------------------------------------------------------------------
alias gw_initialize initialize
def initialize
gw_initialize
@animated_bb = false
@bb_speed = 0
@bb_frames = 0
@upperbb_speed = 0
@upperbb_frames = 0
end
end
#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
alias gw_initialize initialize
def initialize
create_animbb if $game_system.animated_bb
create_upperbb if $game_system.upperbb
gw_initialize
end
#--------------------------------------------------------------------------
def create_animbb
@animbb_time = 0
@animbb_frame = 0
@animbb = Sprite.new(@viewport1)
@animbb.bitmap = RPG::Cache.battleback($game_temp.battleback_name +
@animbb_frame.to_s)
@animbb.z = 2
@animbb.opacity = $game_system.bb_opac
end
#--------------------------------------------------------------------------
def create_upperbb
@upperbb_time = 0
@upperbb_frame = 1
@upperbb = Sprite.new(@viewport3)
@upperbb.bitmap = RPG::Cache.battleback($game_temp.battleback_name +
"UP" + @animbb_frame.to_s)
@upperbb.opacity = $game_system.upperbb_opac
@upperbb.z = 20
# ACBS = 140, Padrão = 20
end
#--------------------------------------------------------------------------
alias gw_update update
def update
upperbb_update if $game_system.upperbb
animbb_update if $game_system.animated_bb
@animbb.dispose if @animbb != nil and not $game_system.animated_bb
@upperbb.dispose if @upperbb != nil and not $game_system.upperbb
gw_update
end
#--------------------------------------------------------------------------
alias gw_dispose dispose
def dispose
@animbb.dispose if $game_system.animated_bb
@upperbb.dispose if $game_system.upperbb
gw_dispose
end
#--------------------------------------------------------------------------
def animbb_update
create_animbb if @animbb.nil?
@animbb_time += 1
if @animbb_time % $game_system.bb_speed == 0
@animbb_frame = (@animbb_frame % $game_system.bb_frames) + 1
begin
bb = RPG::Cache.battleback(@battleback_name + @animbb_frame.to_s)
rescue
bb = RPG::Cache.battleback($game_temp.battleback_name)
end
@animbb.bitmap = bb
@animbb.opacity = $game_system.bb_opac
end
end
#--------------------------------------------------------------------------
def upperbb_update
create_upperbb if @upperbb.nil?
@upperbb_time += 1
if @upperbb_time % $game_system.upperbb_speed == 0
@upperbb_frame = (@upperbb_frame % $game_system.upperbb_frames) + 1
begin
upperbb = RPG::Cache.battleback(@battleback_name + "UP" +
@upperbb_frames.to_s)
rescue
upperbb = RPG::Cache.battleback($game_temp.battleback_name)
end
@upperbb.bitmap = upperbb
@upperbb.opacity = $game_system.upperbb_opac
end
end
end
#==============================================================================
# ■ Interpreter
#==============================================================================
class Interpreter
#--------------------------------------------------------------------------
def animated_bb_on(speed, frames, opacity=255)
$game_system.animated_bb = true
$game_system.bb_speed = speed
$game_system.bb_frames = frames
$game_system.bb_opac = opacity
end
#--------------------------------------------------------------------------
def upper_bb_on(speed=1, frames=1, opacity=255)
$game_system.upperbb = true
$game_system.upperbb_speed = speed
$game_system.upperbb_frames = frames
$game_system.upperbb_opac = opacity
end
#--------------------------------------------------------------------------
def animated_bb_off
$game_system.animated_bb = false
$game_system.bb_speed = 0
$game_system.bb_frames = 0
end
#--------------------------------------------------------------------------
def upper_bb_off
$game_system.upperbb = false
$game_system.upperbb_speed = 0
$game_system.upperbb_frames = 0
$game_system.upperbb_opac = 0
end
end
And there was so many illegal characters throughout, it practically required RETYPING every line separately to get rid of the error causing garbage.
Oh, and ... there's zilch in the thread saying not to post anywhere. BUT it appears that site went down in 2012? Might need archival (LATER!!!!)
The holy chickens from above DESCEND WITH MIGHTY HORNS, TOOTING THIER GRATITUDE!
Thank you very kindly for going above and beyond to help with your superstar code-y-hands!
I will be glad to test this once again, since I'm back home now.
EDIT: The directions are great too! Extremely helpful! I would've had no idea how to properly use before LOL
Posts: 45
Threads: 8
Joined: Oct 2024
10-16-2024, 10:59 PM
(This post was last modified: 10-16-2024, 11:05 PM by Solitaire.)
Welp, it seems I'm still getting "unidentified" variables on line 1. :I darn!
EDIT: Nevermind. That one was a copy error on my part lol
EDIT2: Getting this error now, upon starting a battle:
|