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 Another battle system request. o_o;
#10
Replace the FPLE CTB script by this one :

Code:
#====================================================================
# FPLE CTB
# Author : MGC
# This compatibility script enables the use of zoom with the Count Turn Battle (CTB)
# To use this add-on, required scripts must be in this order :
# - CTB (Ver 1.13)
# - FPLE scripts (Ver 1.3)
# - Addon FPLE map as battleback
# - This script
# - Main
# While it is below main, it doesn't have any effect.
#====================================================================
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  alias make_battleback_fple_ctb_spriteset_battle make_battleback
  #--------------------------------------------------------------------------
  # * Setting of battle background
  #--------------------------------------------------------------------------
  def make_battleback
    if $game_system.fple
      if @battleback_sprite.bitmap != nil
        @battleback_sprite.bitmap.dispose
      end
      @battleback_name = $game_temp.battleback_name
      if !@make_battleback_init
        # That part of code is dedicated to avoid transition for the map as battleback
        @make_battleback_init = true
        $game_temp.battleback_name = "fple"
        @battleback_sprite.bitmap = Bitmap.new(640, 480)
        @original_zoom = 1
        slide = false
      else
        # load the FPLE rendering as battleback_sprite
        fple_spriteset = $scene.instance_variable_get(:@spriteset_map)
        @battleback_sprite.bitmap = fple_spriteset.fple_render.sprite_screen.bitmap
        @original_zoom = fple_spriteset.fple_render.sprite_screen.zoom_x
        fple_spriteset.fple_render.sprite_screen.dispose
        slide = true
      end
      @battleback_sprite.src_rect.set(0, 0, 640, 480)
      @battleback_sprite.zoom_x = @original_zoom
      @battleback_sprite.zoom_y = @battleback_sprite.zoom_x
      @base_zoom = @original_zoom * ($scene.drive ? 1.5 : 1)
      @battleback_sprite.x = 320
      @battleback_sprite.y = ($scene.drive ? 120 : 0)
      @battleback_sprite.ox = @battleback_sprite.bitmap.width / 2
      @battleback_sprite.oy = ($scene.drive ? @battleback_sprite.bitmap.height / 4 : 0)
      if slide
        slide_to_zoom
      else
        @battleback_sprite.zoom_x = @base_zoom
        @battleback_sprite.zoom_y = @battleback_sprite.zoom_x
      end
    else
      make_battleback_fple_ctb_spriteset_battle
    end
  end
  #--------------------------------------------------------------------------
  # * Slide to the desired zoom and position when entering battle
  #--------------------------------------------------------------------------
  def slide_to_zoom
    slide_speed = 0.10
    count = ((@base_zoom - @battleback_sprite.zoom_x) / slide_speed).to_i + 1
    offset_y = @battleback_sprite.y.to_f / count
    battleback_sprite_y_float = @battleback_sprite.y.to_f
    i = 0
    while i < count
      @battleback_sprite.zoom_x  = [(@battleback_sprite.zoom_x + slide_speed), @base_zoom].min
      @battleback_sprite.zoom_y = @battleback_sprite.zoom_x
      battleback_sprite_y_float = battleback_sprite_y_float - offset_y
      @battleback_sprite.y = [battleback_sprite_y_float.to_i, 0].max
      Graphics.update
      i += 1
    end
  end
  #--------------------------------------------------------------------------
  # * Unslide when ending battle
  #--------------------------------------------------------------------------
  def unslide
    slide_speed = 0.10
    count = ((@battleback_sprite.zoom_x - @original_zoom) / slide_speed).to_i + 1
    offset_y = (120 - @battleback_sprite.y).to_f / count
    battleback_sprite_y_float = @battleback_sprite.y.to_f
    i = 0
    while i < count
      @battleback_sprite.zoom_x  = [(@battleback_sprite.zoom_x - slide_speed), @original_zoom].max
      @battleback_sprite.zoom_y = @battleback_sprite.zoom_x
      battleback_sprite_y_float = battleback_sprite_y_float + offset_y
      @battleback_sprite.y = [battleback_sprite_y_float.to_i, 120].min
      Graphics.update
      i += 1
    end
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
  alias battle_end_fple_ctb_scene_battle battle_end
  #--------------------------------------------------------------------------
  # * Battle Ends
  #     result : results (0:win 1:lose 2:escape)
  #--------------------------------------------------------------------------
  def battle_end(result)
    if $game_system.fple && @drive
      @spriteset.unslide
    end
    battle_end_fple_ctb_scene_battle(result)
  end
end

DerVVulfman's solution should work (make sure that you call $mydrive = true/false before the launch of the battle).
Some scripts :
Working on :
Reply }


Messages In This Thread
Another battle system request. o_o; - by Boot - 04-18-2010, 12:19 PM
[Resolved] Another battle system request. o_o; - by MGC - 04-29-2010, 08:44 PM

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