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Battle Message - AKA RM2k battle system message
Version: 2.05
Translation Version: 2.00

Warning!":2y47hmwd said:
This is not my script, I'm merely translating it. The script is of http://aea.to/hako/script/bm.html. not me.

Introduction

I've noticed a few people have requested the RM2k battle system to be remade, and as far as I know no one actually has, until now.
Please note that this doesn't change the battle status screen at all.

Screenshots



Demo

No demo available, but I'll put one up if needed.

Script

Code:
#==============================================================================

# Battle Message  --- RM2000

#------------------------------------------------------------------------------

# RM2000

# class Scene_Battle     : text_hash, add_text, check_states, set_text

# class Spriteset_Battle : actor_sprites(attr_accessor)

#------------------------------------------------------------------------------

#  ver 2.05 05/11/01 by Hako (http://aea.to/hako/)

#  Tranlated and edited by Lockheart.

#==============================================================================

 

class Window_BattleMessage < Window_Base

  #--------------------------------------------------------------------------

  # ● Main Set up

  #--------------------------------------------------------------------------

  # Maxium number of lines (1..4)

  WBM200_MAX_LINE = 4

  # The width of the window

  WBM200_WIDTH = 640

  # The height of the window (0:自動調整)

  WBM200_HEIGHT = 0

  # Windows X and width

  WBM200_X = (640 - WBM200_WIDTH) / 2  # 画面の中心へ

  # Windows Y axis

  WBM200_Y = 0

  # Windows pixel(0..10)

  WBM200_LINE_SPACE = 3

  # Border opactity (0..255)

  WBM200_OPACITY = 255

  # Back opactity (0..255)

  WBM200_BACK_OPACITY = 255

  # Font used and size.

  WBM200_TEXT_FONT = Font.new("Arial", 22)

  # Font color

  WBM200_TEXT_FONT.color = Color.new(255, 255, 255)

  # Shadowed text, true or false.

  WBM200_TEXT_SHADOW = true

end

 

class Scene_Battle

  #--------------------------------------------------------------------------

  # ● Set up

  #--------------------------------------------------------------------------

  # Show party battlers?

  WBM200_ACTOR_VISIBLE = false

  # Show animation over actor battlers?

  WBM200_ACTOR_ANIMATION = true

  # Show the damage appearing over the battlers?

  WBM200_DAMAGE_POP = false

  # Timer for how long the text remains on screen, in frames.

  WBM200_TEXT_WAIT = 30

  #--------------------------------------------------------------------------

  # ● Has lines

  #--------------------------------------------------------------------------

  def text_hash

    @wbm_set1 = {

    # Do not modify this line

    "**no" => "",

    #--------------------------------------------------

    # Base Text

    #--------------------------------------------------

    # Text shown when an enemy appears

    "**start" =>             " wants to fight!",

    # Victory text

    "**win" =>               "Victory is yours!",

    # Successful escape

    "**escape" =>            "You fled the battle.",

    # Failed Escape

    "**no_escape" =>         "Couldn't get away.",

    #--------------------------------------------------

    # These words go at the end of the lines, be sure to set them up correctly

    # or else you'll end up with words like, ghost caused 100 attacks or something.

    #--------------------------------------------------

    # When an attack is made

    "**attack" =>            " attacks",

    # Actors Critical word

    "**actor_critical" =>    " A critical hit!",

    # Enemys Critical word

    "**enemy_critical" =>    " A critical blow!",

    # Actor/Enemy guarding text 

    "**guard" =>             " guards",

    # Text for when an enemy flees

    "**enemy_action1" =>     " fled",

    # Text used for the 'do nothing' command, this could be, 'stands around'

    # 'watchs the party', etc, etc,

    "**enemy_action2" =>     " does nothing",

    # Skill usage(For physical skills F >= 1)

    "**skill1" =>            "!",

    # Skill usage(For magical skills F == 0)

    "**skill2" =>            "!",

    # Item usage

    "**item" =>               "!",

    #--------------------------------------------------

    # These words go at the end of the lines, be sure to set them up correctly

    # or else you'll end up with words like, ghost caused HP 100 attacks or something

    #--------------------------------------------------

    # Enemy attack damage text

    "**enemy_damage" =>       " Hp",

    # Damage, no hit. failed hit text for enemy

    "**enemy_no_damage" =>    " wasn't harmed",

    # Actor attack damage text

    "**actor_damage" =>       " Hp",

    # Damage, no hit. failed hit text for actor

    "**actor_no_damage" =>    " wasn't harmed",

    # Damage, no hit. failed hit text

    "**no_damage1" =>         " wasn't harmed",

    # Miss

    "**miss" =>               " was missed",

    # Recovery text for healing HP and SP

    "**cure" =>               "!",

    # SP damage text

    "**damage_sp" =>          " lost",

    # Stats up text

    "**up" =>                 " Increased!",

    # Stats down text

    "**down" =>               " Decreased!"

    }

    #--------------------------------------------------

    # Skill casting text

    # * This area allows you to give custom text for skills and spells

    # * Fro example, casting Heal would cause the text, Heal was used to recover the party.

    # * If not spell/skill is listed here, then the default text is used, which was filled in above.

    #   To set up your own skills use copy the following samples and replace the names with your own.

    # You can use $data_skills[x].name in place of the actual name and it will use the name from the database

    # this command can also be used within the text itself.

    #--------------------------------------------------

    @wbm_set1["Heal"] = ": Heal was used to recover the party."

    @wbm_set1[$data_skills[2].name] = " #{$data_skills[2].name} was cast"

    

    #--------------------------------------------------

    # State text

    # * To show text for the states.

    # * replace Statename with the name of your state from the database

    # * You can also use the line $data_states[x].name + "_0" where x is the

    #   number of the state in th database.

    # * 0, 1, 2, 3 meanings are as follows.

    #--------------------------------------------------

    # Statename_0 : When used on Actor

    # Statename_1 : When used on enemy

    # Statename_2 : When cancelled/removed

    # Statename_3 : when used on yourself

    #--------------------------------------------------

    @wbm_set1[$data_states[2].name + "_0"] = " was stunned"

    @wbm_set1[$data_states[2].name + "_1"] = " was stunned"

    @wbm_set1[$data_states[2].name + "_2"] = " is no longer stunned"

    #-----------------------------------------

    @wbm_set1["Knockout_0"] = " was knocked out"

    @wbm_set1["Knockout_1"] = " was knocked out"

    @wbm_set1["Knockout_2"] = " was revived"

    @wbm_set1["Knockout_3"] = " Dies"

    #-----------------------------------------

    @wbm_set1["Venom_0"] = " was posioned"

    @wbm_set1["Venom_1"] = " was posioned"

    @wbm_set1["Venom_2"] = " is no longer poisoned"

  end

  #--------------------------------------------------------------------------

  # ● Add blank text

  #--------------------------------------------------------------------------

  def add_text(set0, key)

    # Blank return

    if key == nil or key == []

      return ""

    end

    # Blank

    if not @wbm_set1.include?(key)

      set0 = ""

      key = "**no"

    end

    text = set0 + @wbm_set1[key]

    return text

  end

  #---------------------------------------------------------------------------

  # ● This checks the states

  #---------------------------------------------------------------------------  

  def check_states

    @states0.clear

    @live.clear

    @target_sp.clear

    for target in @target_battlers

      st = []  # If state is

      target.states.each_index do |i|

        st << $data_states[target.states[i]].name

      end

      @states0[target] = st

      # If actor/enemy lives

      @live[target] = (target.hp > 0)

      @target_sp[target] = target.sp

    end

  end

  #---------------------------------------------------------------------------

  # ● Sets up the command lines

  # command : "**attack", "**skill", "**item"

  #---------------------------------------------------------------------------

  def set_text(command)

    if command == "**item"

      @text_0 = [@active_battler.name + " uses " + @item.name]

    else

      @text_0 = [@active_battler.name]

    end

    if command == "**skill"

      @text_key = [@skill.name]

      # Skill casting line

      if not @wbm_set1.include?(@text_key[0])

        @text_0 = [@active_battler.name + " casts " + @skill.name]

        # If attack power is over 1

        @text_key = @skill.atk_f > 0 ? ["**skill1"] : ["**skill2"]

      end

    else

      @text_key = [command]

    end

    states1 = []

    states_p = []

    states_m = []

    for target in @target_battlers

      damage = target.damage

      name   = target.name

      index  = target.index

      st = []

      target.states.each_index do |i|

        st << $data_states[target.states[i]].name.dup

      end

      states1 = st

      states_p = states1 - @states0[target]

      states_m = @states0[target] - states1

      if damage.to_s != "Miss"

        # HP damage

        if damage.to_i > 0

          if target.critical  # Critical

            @critical = true  # if critical set

            @text_0 << ""

            if @active_battler.is_a?(Game_Actor)

              @text_key << "**actor_critical" 

            else

              @text_key << "**enemy_critical"

            end

          end

          if target.is_a?(Game_Enemy)

            @text_0 << "#{name} lost #{damage}"

            @text_key << "**enemy_damage"

          else

            @text_0 << "#{name} lost #{damage}"

            @text_key << "**actor_damage"

          end

        # HP Recovery

        elsif damage.to_i < 0 and @live[target] == true

          damage *= -1

          @text_0 << "#{name} Recovered #{damage} #{$data_system.words.hp}"

          @text_key << "**cure"

        end

        sp = target.sp - @target_sp[target]  # SP

        # SP Damage

        if sp < 0

          sp *= -1

          @text_0 << "#{name} lost #{sp} #{$data_system.words.sp}"

          @text_key << "**damage_sp"

        # SP Recovery

        elsif sp > 0

          @text_0 << "#{name} #{sp} #{$data_system.words.sp}"

          @text_key << "**cure"

        end

        if command == "**item"

          # Parameter Set

          if @item.parameter_type > 0 and @item.parameter_points != 0

            points = @item.parameter_points

            case @item.parameter_type

            when 1  # MaxHP

              words = "" + $data_system.words.hp

            when 2  # MaxSP

              words = "" + $data_system.words.sp

            when 3  # Str

              words = $data_system.words.str

            when 4  # Dex

              words = $data_system.words.dex

            when 5  # Agi

              words = $data_system.words.agi

            when 6  # Int

              words = $data_system.words.int

            end

            if points > 0 # If points go up

              @text_0 << "#{name} #{words} #{points}"

              @text_key << "**up"

            else          # If points go down

              points *= -1

              @text_0 << "#{name} #{words} #{points}"

              @text_key << "**down"

            end

          end

        end

        # States

        if states_p != []

          states_p.each_index do |i|

            @text_key << "_STATES_" if damage.to_i != 0

            @text_0 << name

            if target.is_a?(Game_Enemy)

              @text_key << states_p[i] + "_1"

            else

              @text_key << states_p[i] + "_0"

            end

          end

        # States 2

        elsif states_m != [] and target.hp > 0

          states_m.each_index do |i|

            if damage.to_i != 0 and @live[target] == true

              @text_key << "_STATES_"

            end

            @text_0 << name

            @text_key << states_m[i] + "_2"

          end

        # Attack zero damage

        elsif damage.to_i == 0 and command == "**attack"

          @text_0 << name

          if target.is_a?(Game_Enemy)

            @text_key << "**enemy_no_damage"

          else

            @text_key << "**actor_no_damage"

          end

        elsif damage.to_i == 0 and command == "**skill"

          @text_0 << name

          @text_key << "**no_damage1"

        end

      # Miss

      else

        @text_0 << name

        @text_key << "**miss"

      end

      @text_key << "NEXT_TARGET"

    end # for target

  end

end

 

#==============================================================================

# â–  Window_BattleMessage

#==============================================================================

class Window_BattleMessage < Window_Base

  #--------------------------------------------------------------------------

  # ● initialize

  #--------------------------------------------------------------------------

  def initialize

    h = WBM200_HEIGHT == 0 ?

      (WBM200_TEXT_FONT.size + WBM200_LINE_SPACE) * WBM200_MAX_LINE + 32 :

      WBM200_HEIGHT

    #super(WBM200_X, WBM200_Y, WBM200_WIDTH, h)

    super(0, 320, 640, 160)

    self.contents = Bitmap.new(width - 32, height - 32)

    self.opacity = WBM200_OPACITY

    self.back_opacity = WBM200_BACK_OPACITY

    self.contents.font = WBM200_TEXT_FONT

    self.z = 104

    self.visible = false

  end

  #--------------------------------------------------------------------------

  # ● Base of text

  #   text      :

  #   line      : Line (0: first row, 1: econd row, 2:third row, 3: fourth row)

  #   line_over : Lines going over (true: goes over, false: doesn't go over)

  #--------------------------------------------------------------------------

  def draw_text(text, line, line_over = false)

    x = 4

    y = 0

    w = WBM200_WIDTH - 32

    h = WBM200_TEXT_FONT.size + WBM200_LINE_SPACE

    sx = sy = 2

    # Max lines

    if line > WBM200_MAX_LINE - 1

      line = line_over ? line % WBM200_MAX_LINE : WBM200_MAX_LINE - 1

    end

    self.contents.clear

    alpha = WBM200_TEXT_SHADOW ? 255 : 0

    self.contents.font.color = Color.new(0, 0, 0, alpha)

    color = WBM200_TEXT_FONT.color

    case line

    when 0  # Line 1

      @text = [text, "", ""]

    when 1  # Line 2

      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)

      self.contents.font.color = color

      self.contents.draw_text(x, y, w, h, @text[0], 0)

      @text[1] = text

    when 2  # Line 3

      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)

      self.contents.draw_text(x+sx, y+h+sy, w, h, @text[1], 0)

      self.contents.font.color = color

      self.contents.draw_text(x, y, w, h, @text[0], 0)

      self.contents.draw_text(x, y+h, w, h, @text[1], 0)

      @text[2] = text

    when 3  # Line 4

      self.contents.draw_text(x+sx, y+sy, w, h, @text[0], 0)

      self.contents.draw_text(x+sx, y+h+sy, w, h, @text[1], 0)

      self.contents.draw_text(x+sx, y+h+h+sy, w, h, @text[2], 0)

      self.contents.font.color = color

      self.contents.draw_text(x, y, w, h, @text[0], 0)

      self.contents.draw_text(x, y+h, w, h, @text[1], 0)

      self.contents.draw_text(x, y+h+h, w, h, @text[2], 0)

    end

    self.contents.font.color = Color.new(0, 0, 0, alpha)

    self.contents.draw_text(x + sx, line*h + sy, w, h, text, 0)

    self.contents.font.color = color

    self.contents.draw_text(x, line*h, w, h, text, 0)

    self.visible = true

  end

end

 

#==============================================================================

# â–  Spriteset_Battle

#==============================================================================

class Spriteset_Battle

  attr_accessor :actor_sprites # Sprite_Battler

end

 

#==============================================================================

# â–  Scene_Battle 1

#==============================================================================

class Scene_Battle

  #--------------------------------------------------------------------------

  # ● Main Processing

  #--------------------------------------------------------------------------

  alias window_battle_message_200_main main

  def main

    text_hash

    @bwin_wbm = Window_BattleMessage.new

    @critcal = false

    @wbm_loop = 0

    @wbm_loop1 = 0

    @states0 = {}

    @live = {}

    @target_sp = {}

    window_battle_message_200_main

    @bwin_wbm.dispose

    @bwin_wbm = nil

  end

end

 

#==============================================================================

# â–  Scene_Battle 2

#==============================================================================

class Scene_Battle

  #--------------------------------------------------------------------------

  alias window_battle_message_200_start_phase1 start_phase1

  def start_phase1

    if not WBM200_ACTOR_VISIBLE

      for i in 0...$game_party.actors.size

        @spriteset.actor_sprites[i].visible = false

      end

    end

    window_battle_message_200_start_phase1

  end

  #--------------------------------------------------------------------------

  # ● Frame Update (pre-battle phase)

  #--------------------------------------------------------------------------

  alias window_battle_message_200_update_phase1 update_phase1

  def update_phase1

 

    if $game_troop.enemies[@wbm_loop] != nil

      unless $game_troop.enemies[@wbm_loop].hidden

        text = add_text($game_troop.enemies[@wbm_loop].name, "**start")

        @bwin_wbm.draw_text(text, @wbm_loop1, true)

        @wbm_loop1 += 1 # Message Line +1

        @wait_count = WBM200_TEXT_WAIT

      end

      @wbm_loop += 1 # Enemy Index +1

      return

    elsif @wbm_loop == $game_troop.enemies.size

      @wbm_loop = @wbm_loop1 = 0

      window_battle_message_200_update_phase1

    end

  end

  #--------------------------------------------------------------------------

  # ● Wait text

  #   Text wait before moving to next phase

  #--------------------------------------------------------------------------

  alias window_battle_message_200_start_phase2 start_phase2

  def start_phase2

    @wait_count = WBM200_TEXT_WAIT

    @bwin_wbm.visible = false

    window_battle_message_200_start_phase2

  end

  #--------------------------------------------------------------------------

  # ● Escape

  #--------------------------------------------------------------------------

  alias window_battle_message_200_update_phase2 update_phase2

  def update_phase2

    # Escaping

    if @success != nil

      update_phase2_escape

    end

    window_battle_message_200_update_phase2

  end

  #--------------------------------------------------------------------------

  # ● Frame Update (party command phase: escape)

  #--------------------------------------------------------------------------

  def update_phase2_escape

    # Calculate enemy agility average

    enemies_agi = 0

    enemies_number = 0

    for enemy in $game_troop.enemies

      if enemy.exist?

        enemies_agi += enemy.agi

        enemies_number += 1

      end

    end

    if enemies_number > 0

      enemies_agi /= enemies_number

    end

    # Calculate actor agility average

    actors_agi = 0

    actors_number = 0

    for actor in $game_party.actors

      if actor.exist?

        actors_agi += actor.agi

        actors_number += 1

      end

    end

    if actors_number > 0

      actors_agi /= actors_number

    end

    # Determine if escape is successful

    @success ||= rand(100) < 50 * actors_agi / enemies_agi

    # If escape is successful

    if @success

      #--------------------------------------

      # If successful escape

      if @wbm_loop == 0

        @party_command_window.active = false

        @party_command_window.visible = false

        text = add_text("", "**escape")

        @bwin_wbm.draw_text(text, 0)

        @wait_count = 20

        @wbm_loop = 1

        # Return call

        return

      end

      @bwin_wbm.visible = false

      #--------------------------------------

      # Escaping SFX

      $game_system.se_play($data_system.escape_se)

      # Starts Map BGM

      $game_system.bgm_play($game_temp.map_bgm)

      # Ends battle

      battle_end(1)

      # Else

    else

      #--------------------------------------

      # For failed escapse

      @party_command_window.visible = false

      text = add_text("", "**no_escape")

      @bwin_wbm.draw_text(text, 0)

      @text_0 = [""]

      @text_key = ["**no"]

      @success = nil

      @wait_count = 20

      #--------------------------------------

      # Clearing actions

      $game_party.clear_actions

      # Starts Phase 4

      start_phase4

    end

  end

  #--------------------------------------------------------------------------

  # ● Victory text

  #--------------------------------------------------------------------------

  alias window_battle_message_200_start_phase5 start_phase5

  def start_phase5

    # Victory text

    text = add_text("", "**win")

    @bwin_wbm.draw_text(text, 0)

    window_battle_message_200_start_phase5

  end

end

 

#==============================================================================

# â–  Scene_Battle 4

#==============================================================================

class Scene_Battle

  #--------------------------------------------------------------------------

  # ● Frame Update (main phase step 1 : action preparation)

  #--------------------------------------------------------------------------

  def update_phase4_step1

    # Hide help window

    @help_window.visible = false

    # Determine win/loss

    if judge

      # If won, or if lost : end method

      return

    end

    # If an action forcing battler doesn't exist

    if $game_temp.forcing_battler == nil

      # Set up battle event

      setup_battle_event

      # If battle event is running

      if $game_system.battle_interpreter.running?

        return

      end

    end

    # If an action forcing battler exists

    if $game_temp.forcing_battler != nil

      # Add to head, or move

      @action_battlers.delete($game_temp.forcing_battler)

      @action_battlers.unshift($game_temp.forcing_battler)

    end

    # If no actionless battlers exist (all have performed an action)

    if @action_battlers.size == 0

      # Start party command phase

      start_phase2

      return

    end

    # Initialize animation ID and common event ID

    @animation1_id = 0

    @animation2_id = 0

    @common_event_id = 0

    # Shift from head of actionless battlers

    @active_battler = @action_battlers.shift

    # If already removed from battle

    if @active_battler.index == nil

      return

    end

    #------------------------------â–¼

    # Active battler name

    text_0 = @active_battler.name

    st0 = []

    st1 = []

    @active_battler.states.each_index do |i|

      st0 << $data_states[@active_battler.states[i]].name

    end

    # Slip damage

    if @active_battler.hp > 0 and @active_battler.slip_damage?

      for i in @active_battler.states

        if $data_states[i].slip_damage

          text_key = $data_states[i].name + "_3"

          if @wbm_set1[text_key] != nil

            text = text_0 + @wbm_set1[text_key]

            @bwin_wbm.draw_text(text, 0)

            @wait_count = WBM200_TEXT_WAIT

          end

        end

      end

      # Slip damage

      @active_battler.slip_damage_effect

      @active_battler.states.each_index do |i|

        st1 << $data_states[@active_battler.states[i]].name

      end

      states_p = st1 - st0

      # If battler dies

      if @active_battler.hp <= 0

        text_key = "**no"

        for i in 1...$data_states.size

          if $data_states[i].zero_hp

            text_key = $data_states[i].name + "_0"

            break

          end

        end

        if @wbm_set1[text_key] != nil

          text = text_0 + @wbm_set1[text_key]

          @bwin_wbm.draw_text(text, 1)

          @wait_count = WBM200_TEXT_WAIT

        end

      end

      # If Damage pop available

      if WBM200_DAMAGE_POP

        @active_battler.damage_pop = true

      else

        @active_battler.damage_pop = false

        @active_battler.damage = nil

        @wait_count += WBM200_TEXT_WAIT

      end

    # Active battler

    elsif @active_battler.hp > 0 and @active_battler.states[0] != nil

      st1 = $data_states[@active_battler.states[0]].name

      text_key = st1 + "_3"

      if @wbm_set1[text_key] != nil

        text = text_0 + @wbm_set1[text_key]

        @bwin_wbm.draw_text(text, 0)

        @wait_count = WBM200_TEXT_WAIT

      end

    end

    # Natural removal of states

    @active_battler.remove_states_auto

    st1 = []

    @active_battler.states.each_index do |i|

      st1 << $data_states[@active_battler.states[i]].name

    end

    states_m = st0 - st1

    if states_m[0] != nil and @active_battler.hp > 0

      text_key = states_m[0] + "_2"

      if @wbm_set1[text_key] != nil

        text = text_0 + @wbm_set1[text_key]

        @bwin_wbm.draw_text(text, 0)

        @wait_count = WBM200_TEXT_WAIT

      end

    end

    #------------------------------â–²

    # efresh status window

    @status_window.refresh

    # Shift to step 2

    @phase4_step = 2

  end

  #--------------------------------------------------------------------------

  # ● Make Basic Action Results

  #--------------------------------------------------------------------------

  def make_basic_action_result

    # If attack

    if @active_battler.current_action.basic == 0

      # Set anaimation ID

      @animation1_id = @active_battler.animation1_id

      @animation2_id = @active_battler.animation2_id

      # If action battler is enemy

      if @active_battler.is_a?(Game_Enemy)

        if @active_battler.restriction == 3    # if attack enemy state

          target = $game_troop.random_target_enemy

        elsif @active_battler.restriction == 2 # If attack actor state

          target = $game_party.random_target_actor

        else

          index = @active_battler.current_action.target_index

          target = $game_party.smooth_target_actor(index)

        end

      end

      # If action battler is actor

      if @active_battler.is_a?(Game_Actor)

        if @active_battler.restriction == 3

          target = $game_party.random_target_actor

        elsif @active_battler.restriction == 2

          target = $game_troop.random_target_enemy

        else

          index = @active_battler.current_action.target_index

          target = $game_troop.smooth_target_enemy(index)

        end

      end

      # Set array of targeted battlers

      @target_battlers = [target]

      check_states  #Checks the states

      # Apply normal attack results

      for target in @target_battlers

        target.attack_effect(@active_battler)

      end

      set_text("**attack")  #Text call command

      return

    end

    # If guard

    if @active_battler.current_action.basic == 1

      #-----------------------------------------------------------------

      @text_0 = [@active_battler.name]

      @text_key = ["**guard"]

      #-----------------------------------------------------------------

      # Display "Guard" in help window

      #@help_window.set_text($data_system.words.guard, 1)

      return

    end

    # If battler performing action is enemy

    if @active_battler.is_a?(Game_Enemy) and

       @active_battler.current_action.basic == 2

      #-----------------------------------------------------------------

      @text_0 = [@active_battler.name]

      @text_key = ["**enemy_action1"]

      #-----------------------------------------------------------------

      # Display "Escape" in help window

      #@help_window.set_text("Escape", 1)

      # Escape

      @active_battler.escape

      return

    end

    # If doing nothing

    if @active_battler.current_action.basic == 3

      #-----------------------------------------------------------------

      # If action battler is enemy

      if @active_battler.is_a?(Game_Enemy) and ! @active_battler.hidden and

         @active_battler.restriction != 4

        @text_0 = [@active_battler.name]

        @text_key = ["**enemy_action2"]

      else

        @text_0 = [""]

        @text_key = ["**no"]

      end

      #★★-----------------------------------------------------------------

      # Clear battler being forced into action

      $game_temp.forcing_battler = nil

      # Shift to step 1

      #@phase4_step = 1

      return

    end

  end

  #--------------------------------------------------------------------------

  # ● Make Skill Action Results

  #--------------------------------------------------------------------------

  def make_skill_action_result

    # Get skill

    @skill = $data_skills[@active_battler.current_action.skill_id]

    # If not a forcing action

    unless @active_battler.current_action.forcing

      # If unable to use due to SP running out

      unless @active_battler.skill_can_use?(@skill.id)

        # Clear battler being forced into action

        $game_temp.forcing_battler = nil

        # Shift to step 1

        @phase4_step = 1

        return

      end

    end

    # Use up SP

    @active_battler.sp -= @skill.sp_cost

    # Refresh status window

    @status_window.refresh

    # Show skill name on help window

    #@help_window.set_text(@skill.name, 1)

    # Set animation ID

    @animation1_id = @skill.animation1_id

    @animation2_id = @skill.animation2_id

    # Set command event ID

    @common_event_id = @skill.common_event_id

    # Set target battlers

    set_target_battlers(@skill.scope)

    check_states  #Checks states

    # Apply skill effect

    for target in @target_battlers

      target.skill_effect(@active_battler, @skill)

    end

    set_text("**skill")  #Text call command

  end

  #--------------------------------------------------------------------------

  # ● Make Item Action Results

  #--------------------------------------------------------------------------

  def make_item_action_result

    # Get item

    @item = $data_items[@active_battler.current_action.item_id]

    # If unable to use due to items running out

    unless $game_party.item_can_use?(@item.id)

      # Shift to step 1

      @phase4_step = 1

      return

    end

    # If consumable

    if @item.consumable

      # Decrease used item by 1

      $game_party.lose_item(@item.id, 1)

    end

    # Display item name on help window

    #@help_window.set_text(@item.name, 1)

    # Set animation ID

    @animation1_id = @item.animation1_id

    @animation2_id = @item.animation2_id

    # Set common event ID

    @common_event_id = @item.common_event_id

    # Decide on target

    index = @active_battler.current_action.target_index

    target = $game_party.smooth_target_actor(index)

    # Set target battlers

    set_target_battlers(@item.scope)

    check_states  #Checks states

    # Apply item effect

    for target in @target_battlers

      target.item_effect(@item)

    end

    set_text("**item")  #Text call command

  end

  #--------------------------------------------------------------------------

  # ● Frame Update (main phase step 3 : animation for action performer)

  #--------------------------------------------------------------------------

  alias window_battle_message_200_update_phase4_step3 update_phase4_step3

  def update_phase4_step3

    if @text_0 == nil or @text_key == nil

      @text_0 = [""]

      @text_key = ["**no"]

    end

    text = add_text(@text_0[0], @text_key[0])

    @bwin_wbm.draw_text(text, 0)

    @text_0.delete_at 0

    @text_key.delete_at 0

    window_battle_message_200_update_phase4_step3

    if not WBM200_ACTOR_ANIMATION and @active_battler.is_a?(Game_Actor)

      @active_battler.animation_id = 0

    end

    @help_window.visible = false

  end

  #--------------------------------------------------------------------------

  # ● Frame Update (main phase step 4 : animation for target)

  #--------------------------------------------------------------------------

  alias window_battle_message_200_update_phase4_step4 update_phase4_step4

  def update_phase4_step4

    if @critical

      text = add_text(@text_0[0], @text_key[0])

      @bwin_wbm.draw_text(text, 1)

      @text_0.delete_at 0

      @text_key.delete_at 0

    end

    window_battle_message_200_update_phase4_step4

    for target in @target_battlers

      if not WBM200_ACTOR_ANIMATION and target.is_a?(Game_Actor)

        target.animation_id = 0

      end

    end

  end

  #--------------------------------------------------------------------------

  # ● Frame Update (main phase step 5 : damage display)

  #--------------------------------------------------------------------------

  alias window_battle_message_200_update_phase4_step5 update_phase4_step5

  def update_phase4_step5

    # 

    line = @critical ? 2 : 1

    if @text_key[@wbm_loop] == "_STATES_"

      @text_key.delete_at @wbm_loop

      text = add_text(@text_0[@wbm_loop], @text_key[@wbm_loop])

      @bwin_wbm.draw_text(text, line + 1)

    else

      text = add_text(@text_0[@wbm_loop], @text_key[@wbm_loop])

      @bwin_wbm.draw_text(text, line)

    end

    @wbm_loop += 1

    if @text_key[@wbm_loop] == "NEXT_TARGET"  

      @text_key.delete_at @wbm_loop

      if @target_battlers[@wbm_loop1].damage != nil

        if WBM200_DAMAGE_POP

          @target_battlers[@wbm_loop1].damage_pop = true

        else

          @target_battlers[@wbm_loop1].damage = nil

          @wait_count = WBM200_TEXT_WAIT

        end

      end

      @wbm_loop1 += 1

    end

    if @wbm_loop < @text_0.size

      if @wbm_set1[@text_key[@wbm_loop - 1]] != nil

        @wait_count = WBM200_TEXT_WAIT

        return

      end

    end

    @critical = false

    @wbm_loop = @wbm_loop1 = 0

    window_battle_message_200_update_phase4_step5

    for target in @target_battlers

      if target.damage != nil and not WBM200_DAMAGE_POP

        @wait_count = WBM200_TEXT_WAIT

        target.damage_pop = false

        target.damage = nil

      end

    end

  end

end

Instructions

Simply place above main, above your battle system and ensure that it's below Scene_battle 4. should be all you need to know, everything else is in the script.

This script now comes stock with the message box at the bottom of the screen to place it above the battle field like the screen shot look for this line
Code:
    #super(WBM200_X, WBM200_Y, WBM200_WIDTH, h)

    super(0, 320, 640, 160)
Uncomment the first line and comment the second line.

FAQ

N/A

Compatibility

None, should work with most battle systems though.

UPDATED!

Incompatible with multi attack scripts such as Tricksters and KCGs
Limited compatiblity with the SDK, it's useable but the messages are rushed and many are even cut out.

Doesn't work well with most other battle systems aside from the default.

Credits and Thanks

All credit should go to either Hakoirigoya(if thats his/her name) or http://aea.to/hako/index.html
I do not ask for any credit since all I did was translate this to english

Author's Notes

This isn't a fully translated script, please be aware that only the most required things have been translated. this script is fully useable and all required text has been translated.

Also please tell me if I should continue translating this script or not, cause I don't want to waste my time.

Thank you for viewing

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