08-22-2020, 01:50 PM
(08-22-2020, 02:29 AM)kyonides Wrote: Err, if you provide us with the link to the battle system and some test graphics that look like the screenshots above, perhaps I or any other scripter would help you somehow.
https://drive.google.com/file/d/1ZtQj4Tf...sp=sharing this one tehe, it's including battle status but without cogwheel's RATB
(08-22-2020, 03:31 AM)DerVVulfman Wrote: Just a shot in the dark....
I think his script basically uses/replaces traditional battlers with faces drawn over the battlestatus window. Cogwheel did it too
Battle face graphicsCode:# Battle face graphics (RTAB Business) Ver 1.00
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
# NOTE BY DERVVULFMAN:
# This system is dependant on the Face Graphic Retrieval System designed by
# Cogwheel. It is that system that caches additional graphics within the
# Graphics\Faces folder and creates 'Naming Conventions' used by the system.
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display the battler.It observes the Game_Character
# class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# ● Face graphic setting
#--------------------------------------------------------------------------
def face_select(type)
# Branch by face graphic name
case @face_name
when "f7" # If fighter 7
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_15"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_10"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_10"
when 10 # If attacking
return "_6"
when 11 # If recovery
return "_16"
when 20 # If damaged
return "_14"
when 30 # If victory
return "_12"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_2"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_3"
end
when "l2" # If lancer 2
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_7"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_2"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_2"
when 10 # If attacking
return "_8"
when 11 # If recovery
return "_12"
when 20 # If damaged
return "_16"
when 30 # If victory
return "_5"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_4"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_9"
end
when "o1" # If original 1
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_15"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_13"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_13"
when 10 # If attacking
return "_7"
when 11 # If recovery
return "_12"
when 20 # If damaged
return "_8"
when 30 # If victory
return "_10"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_5"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_6"
end
when "o3" # If original 3
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_8"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_9"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_9"
when 10 # If attacking
return "_15"
when 11 # If recovery
return "_12"
when 20 # If damaged
return "_11"
when 30 # If victory
return "_2"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_6"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_3"
end
when "o4" # If original 4
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_13"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_4"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_4"
when 10 # If attacking
return "_5"
when 11 # If recovery
return "_10"
when 20 # If damaged
return "_8"
when 30 # If victory
return "_15"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_16"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_5"
end
when "o39" # If original 39
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_11"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_14"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_6"
when 10 # If attacking
return "_9"
when 11 # If recovery
return "_13"
when 20 # If damaged
return "_7"
when 30 # If victory
return "_16"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_8"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_3"
end
when "o40" # If original 40
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_16"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_7"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_7"
when 10 # If attacking
return "_14"
when 11 # If recovery
return "_4"
when 20 # If damaged
return "_7"
when 30 # If victory
return "_3"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_9"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_2"
end
when "o41" # If original 41
# Branch by action type
case type
when 0 # If wait
return ""
when 1 # If dying
return "_7"
when 2 # If guarding
return ""
when 3 # If Confused / Status Ailment (w/ 'Always attack allies')
return "_11"
when 4 # If Stunned / Status Ailment (w/ 'Can't move')
return "_11"
when 10 # If attacking
return "_8"
when 11 # If recovery
return "_5"
when 20 # If damaged
return "_14"
when 30 # If victory
return "_3"
when 40 # If using Skill Casting script (and INT_F is over 0) - Spells
return "_5"
when 41 # If using Skill Casting script (and INT_F is 0) - Physical Skill
return "_2"
end
end
return ""
end
#--------------------------------------------------------------------------
# * Update face graphic
#--------------------------------------------------------------------------
def face_update
# When delay catches
@face_delay -= 1 if @face_delay > 0
# When the damage is received
if @hp != @battler.hp
# Show attack face
if @hp > @battler.hp
@face_delay = 20
end
# Reflect HP
@hp = @battler.hp
return
end
# If performing action
if @battler.phase > 1
# Face attack indication
if @face_type != 10
# Set face type to attack
@face_type = 10
# Branch by action type
case @battler.current_action.kind
when 0 # Basic
# If attack
if @battler.current_action.basic == 0
self.bitmap = RPG::Cache.face(@face_name + face_select(10))
end
when 1..2 # Skill and Item
# Acquire scope of attack
if @battler.current_action.kind == 1
scope = $data_skills[@battler.current_action.skill_id].scope
else
scope = $data_items[@battler.current_action.item_id].scope
end
# If attack (not on self or party members)
if scope < 3
self.bitmap = RPG::Cache.face(@face_name + face_select(10))
# If recovery (on self or party members)
else
self.bitmap = RPG::Cache.face(@face_name + face_select(11))
end
end
end
return
end
# If victory
if $scene.phase == 5
if @face_type != 30
# Set face type to victory
@face_type = 30
self.bitmap = RPG::Cache.face(@face_name + face_select(30))
end
return
end
# If using the 'Skill Casting Time Counter' script
if @battler.rtp > 0
if @face_type != 40
# Sets face type to a 'delayed' skill
@face_type = 40
# In case of a delayed 'spell'
if $data_skills[@battler.current_action.skill_id].int_f > 0
self.bitmap = RPG::Cache.face(@face_name + face_select(40))
# In case of a delayed 'skill'
else
self.bitmap = RPG::Cache.face(@face_name + face_select(41))
end
end
return
end
# If damage is received
if @face_delay > 0
if @face_type != 20
# Sets face type to damaged
@face_type = 20
self.bitmap = RPG::Cache.face(@face_name + face_select(20))
end
return
end
# If guarding
if @battler.guarding?
if @face_type != 2
@face_type = 2
self.bitmap = RPG::Cache.face(@face_name + face_select(2))
end
# If normal
elsif @hp > @battler.maxhp/4 and @battler.movable? and @battler.inputable?
if @face_type != 0
@face_type = 0
self.bitmap = RPG::Cache.face(@face_name + face_select(0))
end
# If dying
elsif @battler.inputable?
if @face_type != 1
@face_type = 1
self.bitmap = RPG::Cache.face(@face_name + face_select(1))
end
# If Berserk
else
# If Berserk
if @battler.restriction == 3
if @face_type != 3
@face_type = 3
self.bitmap = RPG::Cache.face(@face_name + face_select(3))
end
# If confused
else
if @face_type != 4
@face_type = 4
self.bitmap = RPG::Cache.face(@face_name + face_select(4))
end
end
end
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
# If battler is nil
if @battler == nil
self.bitmap = nil
loop_animation(nil)
return
end
# If file name or hue are different than current ones
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
# Get and set bitmap
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
# If the face graphic file exists
if @battler.is_a?(Game_Actor)
# From character graphic name, search of face graphic name
@face_name = RPG::Face.seek(@battler.character_name)
@face_name.sub!(/_\d+$/) { "" }
@face_type = 0
@face_delay = 0
@hp = @battler.hp
if FileTest.exist?("Graphics/Faces/" + @face_name + ".png")
# Draw face graphics
self.bitmap = RPG::Cache.face(@face_name)
# If the face graphic file does not exist
else
@face_name = ""
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
end
# Else normal battlers
else
@face_name = ""
self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)
end
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height + 16
if @battler.is_a?(Game_Enemy)
@battler.height = @height
end
# Change opacity level to 0 when dead or hidden
if @battler.dead? or @battler.hidden
self.opacity = 0
end
@hp = @battler.hp
end
# Update face graphics
face_update if @face_name != ""
# When animation ID differs from present ones,
if @battler.state_animation_id != @state_animation_id
@state_animation_id = @battler.state_animation_id
loop_animation($data_animations[@state_animation_id])
end
# If actor which should be displayed
if @battler.is_a?(Game_Actor) and @battler_visible
# Bring opacity level down a bit when not in main phase
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# Blink
if @battler.blink
blink_on
else
blink_off
end
# If invisible
unless @battler_visible
# Appear
if not @battler.hidden and not @battler.dead? and
(@battler.damage.size < 2 or @battler.damage_pop.size < 2)
appear
@battler_visible = true
end
end
# Damage
for battler in @battler.damage_pop
if battler[0].class == Array
if battler[0][1] >= 0
$scene.skill_se
else
$scene.levelup_se
end
damage(@battler.damage[battler[0]], false, 2)
else
damage(@battler.damage[battler[0]], @battler.critical[battler[0]])
end
if @battler.damage_sp.include?(battler[0])
damage(@battler.damage_sp[battler[0]],
@battler.critical[battler[0]], 1)
@battler.damage_sp.delete(battler[0])
end
@battler.damage_pop.delete(battler[0])
@battler.damage.delete(battler[0])
@battler.critical.delete(battler[0])
end
# If visible
if @battler_visible
# Escape
if @battler.hidden
$game_system.se_play($data_system.escape_se)
escape
@battler_visible = false
end
# White flash
if @battler.white_flash
whiten
@battler.white_flash = false
end
# Animation
unless @battler.animation.empty?
for animation in @battler.animation.reverse
animation($data_animations[animation[0]], animation[1])
@battler.animation.delete(animation)
end
end
# Collapse
if @battler.damage.empty? and @battler.dead?
if $scene.dead_ok?(@battler)
if @battler.is_a?(Game_Enemy)
$game_system.se_play($data_system.enemy_collapse_se)
else
$game_system.se_play($data_system.actor_collapse_se)
end
collapse
@battler_visible = false
end
end
end
# Set sprite coordinates
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
if @battler.is_a?(Game_Enemy)
self.zoom_x = @battler.real_zoom * @battler.zoom
self.zoom_y = @battler.real_zoom * @battler.zoom
end
end
end
class Scene_Battle
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_reader :phase # phase
end
Which relies on this script...
Face graphic retrieval systemCode:# Face graphic retrieval system Ver 1.01
# Distribution original support URL
# http://members.jcom.home.ne.jp/cogwheel/
#==============================================================================
# ** RPG
#------------------------------------------------------------------------------
# It is basic module
#==============================================================================
module RPG
#============================================================================
# ** Face
#----------------------------------------------------------------------------
# It is the module which processes face graphics.
#============================================================================
module Face
#--------------------------------------------------------------------------
# * Search face graphics
#--------------------------------------------------------------------------
def self.seek(name)
# Face graphic setting of fighter system
if name[/\d+\-Fighter(\d+)/] != nil
return "f" + $1.to_i.to_s
end
# Face graphic setting of lancer system
if name[/\d+\-Lancer(\d+)/] != nil
return "l" + $1.to_i.to_s
end
# Face graphic setting of warrior system
if name[/\d+\-Warrior(\d+)/] != nil
return "w" + $1.to_i.to_s
end
# Face graphic setting of thief system
if name[/\d+\-Thief(\d+)/] != nil
return "t" + $1.to_i.to_s
end
# Face graphic setting of hunter system
if name[/\d+\-Hunter(\d+)/] != nil
return "h" + $1.to_i.to_s
end
# Face graphic setting of gunner system
if name[/\d+\-Gunner(\d+)/] != nil
return "g" + $1.to_i.to_s
end
# Face graphic setting of cleric system
if name[/\d+\-Cleric(\d+)/] != nil
return "c" + $1.to_i.to_s
end
# Face graphic setting of mage system
if name[/\d+\-Mage(\d+)/] != nil
return "m" + $1.to_i.to_s
end
# Face graphic setting of king system
if name[/\d+\-King(\d+)/] != nil
return "k" + $1.to_i.to_s
end
# Face graphic setting of queen system
if name[/\d+\-Queen(\d+)/] != nil
return "q" + $1.to_i.to_s
end
# Face graphic setting of trader system
if name[/\d+\-Trader(\d+)/] != nil
return "tr" + $1.to_i.to_s
end
# Face graphic setting of fortuneteller system
if name[/\d+\-Fortuneteller(\d+)/] != nil
return "fo" + $1.to_i.to_s
end
# Face graphic setting of grappler system
if name[/\d+\-Grappler(\d+)/] != nil
return "gr" + $1.to_i.to_s
end
# Face graphic setting of fairy system
if name[/\d+\-Fairy(\d+)/] != nil
return "fa" + $1.to_i.to_s
end
# Face graphic setting of soldier system
if name[/\d+\-Soldier(\d+)/] != nil
return "s" + $1.to_i.to_s
end
# Face graphic setting of undead system
if name[/\d+\-Undead(\d+)/] != nil
return "u" + $1.to_i.to_s
end
# Face graphic setting of snake system
if name[/\d+\-Snake(\d+)/] != nil
return "sn" + $1.to_i.to_s
end
# Face graphic setting of aquatic system
if name[/\d+\-Aquatic(\d+)/] != nil
return "a" + $1.to_i.to_s
end
# Face graphic setting of beast system
if name[/\d+\-Beast(\d+)/] != nil
return "b" + $1.to_i.to_s
end
# Face graphic setting of goblin system
if name[/\d+\-Goblin(\d+)/] != nil
return "gb" + $1.to_i.to_s
end
# Face graphic setting of bird system
if name[/\d+\-Bird(\d+)/] != nil
return "br" + $1.to_i.to_s
end
# Face graphic setting of devil system
if name[/\d+\-Devil(\d+)/] != nil
return "d" + $1.to_i.to_s
end
# Face graphic setting of angel system
if name[/\d+\-Angel(\d+)/] != nil
return "an" + $1.to_i.to_s
end
# Face graphic setting of elemental system
if name[/\d+\-Elemental(\d+)/] != nil
return "e" + $1.to_i.to_s
end
# Face graphic setting of monster system
if name[/\d+\-Monster(\d+)/] != nil
return "mo" + $1.to_i.to_s
end
# Face graphic setting of civilian system
if name[/\d+\-Civilian(\d+)/] != nil
return "ci" + $1.to_i.to_s
end
# Face graphic setting of baby system
if name[/\d+\-Baby(\d+)/] != nil
return "ba" + $1.to_i.to_s
end
# Face graphic setting of noble system
if name[/\d+\-Noble(\d+)/] != nil
return "n" + $1.to_i.to_s
end
# Face graphic setting of butler system
if name[/\d+\-Butler(\d+)/] != nil
return "bt" + $1.to_i.to_s
end
# Face graphic setting of maid system
if name[/\d+\-Maid(\d+)/] != nil
return "ma" + $1.to_i.to_s
end
# Face graphic setting of bartender system
if name[/\d+\-Bartender(\d+)/] != nil
return "bat" + $1.to_i.to_s
end
# Face graphic setting of bunnygirl system
if name[/\d+\-BunnyGirl(\d+)/] != nil
return "bn" + $1.to_i.to_s
end
# Face graphic setting of cook system
if name[/\d+\-Cook(\d+)/] != nil
return "co" + $1.to_i.to_s
end
# Face graphic setting of clown system
if name[/\d+\-Clown(\d+)/] != nil
return "cl" + $1.to_i.to_s
end
# Face graphic setting of dancer system
if name[/\d+\-Dancer(\d+)/] != nil
return "da" + $1.to_i.to_s
end
# Face graphic setting of bard system
if name[/\d+\-Bard(\d+)/] != nil
return "bar" + $1.to_i.to_s
end
# Face graphic setting of scholar system
if name[/\d+\-Scholar(\d+)/] != nil
return "sc" + $1.to_i.to_s
end
# Face graphic setting of farmer system
if name[/\d+\-Farmer(\d+)/] != nil
return "far" + $1.to_i.to_s
end
# Face graphic setting of prisoner system
if name[/\d+\-Prisoner(\d+)/] != nil
return "p" + $1.to_i.to_s
end
# Face graphic setting of storekeeper system
if name[/\d+\-Storekeeper(\d+)/] != nil
return "st" + $1.to_i.to_s
end
# Face graphic setting of captain system
if name[/\d+\-Captain(\d+)/] != nil
return "ca" + $1.to_i.to_s
end
# Face graphic setting of sailor system
if name[/\d+\-Sailor(\d+)/] != nil
return "sa" + $1.to_i.to_s
end
# Face graphic setting of animal system
if name[/\d+\-Animal(\d+)/] != nil
return "ani" + $1.to_i.to_s
end
# Face graphic setting of small system
if name[/\d+\-Small(\d+)/] != nil
return "sm" + $1.to_i.to_s
end
# Face graphic setting of original system
if name[/xpchar(\d+)/] != nil
return "o" + $1.to_i.to_s
end
return name
end
end
#============================================================================
# ** Cache
#----------------------------------------------------------------------------
# It is the module image processing.
#============================================================================
module Cache
def self.face(filename)
self.load_bitmap("Graphics/Faces/", filename)
end
end
end
Yeah, I was pretty busy translating RTAB back in 2006-2008
Aah!! Thank you so much! Anyway how to configure it? I'm kinda clueless with the face filename. Cogwheel's website is dead so I cant find most of their script :(