じ☆ve冰风 发表于 2026-8-3 12:31:22

RSSBSACE: Reedo's Simple Side Battle System Ace Edition

Reedo's Simple Side Battle System Ace Edition (RSSBSACE)
Version 1.7b
September 30, 2013
By Reedo
 
References
None. This is an original script by Reedo.
 
Description
This script is a recreation of the original RSSBS created for VX back at the end of 2009.  The script has been completely reworked for ACE.

RSSBSACE offers a simple, plug-and-play, side-view-battle-system with no additional resource requirements.  This script is only a visual modification to the battle system and does not add any game-play mechanics.  RSSBSACE is designed for a high-degree of compatibility with other scripts.

Features
This simple SBS provides a classic "FF"-style side-battle experience.
 
This script will:


[*]Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout, or in a traditional angled line if the ACTOR_STAGGER option is set to false (v1.7b).
[*]Place a shadow on the ground beneath living actors.
[*]Show the actor's stepping animation on their turn and when acting, if able to take actions.
[*]Make the actor step toward the enemy when taking an action other than guarding.
[*]Show animations for all actor actions as defined in the database for the particular action being performed.
[*]Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)
[*]Flash the actor red when they successfully receive a hostile action.
[*]Show dead actors as faded, whitened, and rotated to lay on their back.
[*]Make living actors perform a "victory dance" when the battle ends (they jump and spin).
[*]Optionally "mirror" enemy images to make them face to the right.
       Version 1.2


[*]Make actors step back when guarding.
[*]Make actors start facing backward and jump when surprised.
[*]Make actors start facing down and flashing white on preemptive strike.
       Version 1.4


[*]Make actors face right and take half a step when attempting to escape from battle.
       Version 1.6


[*]Show weapon or skill icon as moving (swinging, punching, or pulsing) graphic during actions.
[*]Now compatible with "battle test" from within the database.
       Version 1.7


[*]Provides options for weapon icons to punch, pulse or do nothing instead of swinging.
[*]Ensures animations play only on the RSSBSACE on-screen actors

As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set.  Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps.
 
Options
There are a few options at the top of the script which can be modified to change the positioning and movement of the actors, specify the mirrored enemies, and disable the forced tile-based battle backgrounds.  In most cases there will be no need to modify any of these options, other than the list of enemies to mirror.  This option looks like:

FLIP_ENEMY = [                2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17,                18, 19, 21, 22, 23, 25, 28, 29,]And each number is simply the ID of the enemy to flip.  This is the number preceding the enemy name in the Enemies tab of the database.
 
Screen Shots

(battle begins)


 

(player attacks)


 

(player is hit)


 

(victory dance)

 
Known Bugs
None.

Please report any found.

9/18 - v1.4 - Corrected crash bug on escape command.  Thanks go to Lankaino for discovering this.

9/28 - v1.7 - Corrected lock-up bug on escape failure.  Thanks go to Macatlas for discovering this.

9/29 - v1.7a - Corrected deep-copy issue with YEA Victory Aftermath. Thanks go to xdrahcirfor discovering this.

9/30 - v1.7b - Corrected crash bug when actor had no weapon equipped. Thanks to comprisedpuma for finding this.
 
Requirements
None.  This is a stand-alone script.
 
Installation
Plug-and-Play
 
Just insert a new script directly under Materials, name it RSSBSACE, and paste in the script code.

For compatibility purposes it is typically best to insert RSSBSACE above all other scripts*.

* Note that when using Yanfly YEA Battle Engine, this script must be below the Yanfly script.
 
Configuration
The only configuration necessary will be to arrange the troops such that the enemies are on the left-hand side of the screen.
 
Go into the Troops tab of the database, select each troop used in your game and drag the enemy images to arrange them to your liking on the left side of the screen.
 
All other configuration is optional via the "User Options" section at the top of the script.
 
Compatibility

Should be compatible with most other scripts.
 
Obviously any other script which also modifies the battle scene may not be compatible, but this should mostly relate to visuals such as the placement of animations.  Any battle-addon which affect mechanics and not visuals should be compatible.
 
The original RSSBS for VX was highly compatible with other scripts.  This version follows a similar design pattern so I expect it to also be highly compatible with other scripts. 

 
A Note About YanFly Scripts
We had a good deal of success between our scripts in the past so if this one turns out to have any issues I will do my best to set some time aside to correct my script and ensure as much compatibility with Miss YanFly's as possible.

-Update-

According to some of the posts below, YanFly's Ace engine may already provide a side-battle system.  If so, this script would not be necessary when using YanFly's engine.

-Better Update!!-

This script is now confirmed compatible with Yanfly YEA Battle Engine!

Be sure to install this script beneath the Yanfly script.

9/29 - Now compatible with YEA Victory Aftermath.
 
Script
Here is the complete RSSBSACE script:
 

Spoiler#################################################################################RSSBSACE - Reedo's Simple Side Battle System (for VX ACE)##Version 1.7b##September 30, 2013##By Reedo#################################################################################REFERENCES####None.This is an original script by Reedo.#################################################################################FEATURES####+ Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout.##+ Place a shadow on the ground beneath living actors.##+ Show the actor's stepping animation on their turn and when acting if able to take actions.##+ Make the actor step toward the enemy when taking an action other than guarding.##+ Show animations for all actor actions as defined in the database for the particular action being performed.##+ Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)##+ Flash the actor red when they successfully receive a hostile action.##+ Show dead actors as faded, whitened, and rotated to lay on their back.##+ Make living actors perform a "victory dance" when the battle ends (they jump and spin).##+ Optionally "mirror" enemy images to make them face to the right.##    = Version 1.2 =##+ Actors step back when guarding.##+ Actors start facing backward and jump when surprised.##+ Actors start facing down and flashing white on preemptive strike.##   = Version 1.4 =##+ Actors turn and move half a step to the right when attempting to flee.##    = Version 1.6 =##+ Show weapon or skill icon as moving (swinging, punching or pulsing) graphic during actions.##    (by popular demand!)##+ Now compatible with "battle test" from within the database.##    = Version 1.7 =##+ Additional options for weapon icon movement by weapon type.##+ Corrected animations to only play on RSSBS visual battlers.##+ Corrected bug on escape (caught by Macatlas - thanks!).##+ Corrected bug on no weapon equipped (caught by comprisedpuma).###################################################################################COMPATIBILITY####Should be compatible with most other scripts.####OVERWRITES (1)##    Spriteset_Battle.update_actors####STATE CHANGES (1)##    Map scroll position (display_x, display_y) is stored and set to 0,0 when##    battle begins, and then is restored when battle ends.#################################################################################REQUIREMENTS####None for installation and operation.####However, enemy troops will need to be repositioned manually in the database##editor. This script may work best with all custom enemy images designed for##side-battle view.#################################################################################INSTALLATION####Plug-and-play.####Insert below Materials, above other add-on scripts.#################################################################################RIGHTS & RESTRICTIONS####As with most Reedo scripts, this script is free to re-use, as-is, ##in personal, educational, and commercial RPGVX Ace development projects, ##providing that:this script is credited in writing displayed readily ##to the user of the final compiled code assembly.####Reedo retains all rights of intellect and ownership.##You forego all rights of warranty by utilizing this script.################################################################################################################################################################USER OPTIONS###############################################################################module REEDO_SBSACTOR_START_TOP = 6.2   # Top position (in tiles) for first actor in partyACTOR_START_LEFT = 14.5   # Left position (in tiles) for first actor in partyACTOR_STAGGER = true      # Enables staggered layout. Set false and chance start left to 12 for angled line.ACTOR_STAGGER_HORZ = 1.0# The amount to recess each actor to the right (in tiles)ACTOR_STAGGER_VERT = 0.5# The vertical spacing between characters (in tiles)ACTOR_STEPS_IN_OUT = 10   # The number of steps to take when moving to attackACTOR_STEP_DISTANCE = 0.1 # The distance to move with each step (in tiles)    ACTOR_DEATH_OPACITY = 125   # Transparency of dead actorsACTOR_DEATH_TONE = Tone.new(128, 128, 128, 0)# Overlay color of dead actorsACTOR_DEATH_ANGLE = 270   # Rotation angle of dead actor spriteACTOR_DEATH_OFFSET_X = -0.6 # Offset in tiles for dead actorsACTOR_DEATH_OFFSET_Y = -0.2 # Offset in tiles for dead actors    VICTORY_DANCE_ENABLED = true      # Actors spin and jump on victory if alive and movableVICTORY_DANCE_JUMP_HEIGHT = 1.3   # The number of tiles an actor moves upwardVICTORY_DANCE_JUMP_HOVER = 4      # The number of frames to wait in the airVICTORY_DANCE_JUMP_WAIT = 70      # The number of frames before jumping again    ACTOR_SHADOW_IMAGE = "Shadow"       # The name of the system image to useACTOR_SHADOW_CUSTOM_PICTURE = nil   # The name of a resource picture to use instead; nil to use system image    PREEMPTIVE_TIME = 120   # The number of frames to flash white on preemptive strikeSURPRISE_TIME = 90      # The number of frames to jump facing backward on surpriseDAMAGE_RED_TIME = 15    # Number of frames actor turns red when damaged   ATTACK_SKILL_ID = 1   # The Id in the database for the skill used as the default attackENEMY_DEFAULT_ATTACK = 7    # AnimationId for enemy actions with no animationACTION_SPRITE_INCREMENT = 5 # The amount of movement for swinging or pulsing action icons    UNARMED_ICON = 175    # The icon to use if the actor has no weapon equipped.UNARMED_STYLE = 2   # The style to use when there is no weapon equipped.PUNCH_SPEED = 0.4PUNCH_DISTANCE = 32PULSE_WEAPON_TYPES = []         # Weapons with these weapon type ids will pulse like items or skillsNO_MOVE_WEAPON_TYPES = []       # Weapons with these weapon type ids will show without movingPUNCH_WEAPON_TYPES = # Weapons with these weapon type ids will move toward the enemy and back                                  # All other weapon type ids will swing    # Specify the ID of enemies who should have their image flipped in battleFLIP_ENEMY = [                2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17,               18, 19, 21, 22, 23, 25, 28, 29,                               ]    FORCE_AUTOTILE_BACKGROUND = true # attempt to use tile-based background on all mapsend#################################################################################MAIN SCRIPT#################################################################################EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!!###############################################################################module BattleManagerclass << self    alias reedo_sbs_bm_process_victory process_victory    alias reedo_sbs_bm_process_escape process_escape    alias reedo_sbs_bm_gain_exp gain_expend    def self.gain_exp    if $imported && $imported["YEA-VictoryAftermath"]       tmp_gc = []      $game_party.all_members.each do |actor|      tmp_gc.push(actor.reedo_sbs_gc)      actor.reedo_sbs_gc = nil if actor.reedo_sbs_gc      end      reedo_sbs_bm_gain_exp      $game_party.all_members.each_with_index do |actor, i|      actor.reedo_sbs_gc = tmp_gc       end    else      reedo_sbs_bm_gain_exp    endend    def self.process_victory    SceneManager.scene.reedo_victory_dance = true if REEDO_SBS::VICTORY_DANCE_ENABLED    reedo_sbs_bm_process_victoryend    def self.process_escape    SceneManager.scene.reedo_turn_and_run    SceneManager.scene.reedo_cancel_run if !reedo_sbs_bm_process_escapeend    def self.reedo_preemptive?    @preemptiveend    def self.reedo_surprise?    @surpriseend    def self.reedo_get_actor_index    return @actor_indexendendclass Game_Actiondef reedo_guard?    return item == $data_skillsendendclass Game_Actorattr_accessor :reedo_sbs_gcattr_accessor :reedo_damage_timeattr_accessor :reedo_is_acting    alias reedo_sbs_ga_initialize initializedef initialize(actor_id)    reedo_sbs_ga_initialize(actor_id)    @reedo_damage_time = 0    @reedo_is_acting = falseend    alias reedo_sbs_ga_perform_damage_effect perform_damage_effectdef perform_damage_effect    @reedo_damage_time = REEDO_SBS:
AMAGE_RED_TIME    reedo_sbs_ga_perform_damage_effectendendclass Game_Characterattr_accessor
pacityattr_accessor
riority_typeattr_accessor :reedo_start_topattr_accessor :reedo_jump_deltaattr_accessor :reedo_shadow_spriteattr_accessor :reedo_is_deadattr_accessor :reedo_action_spriteattr_accessor :reedo_action_sprite_incrementattr_accessor :reedo_action_style    def reedo_step_on    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_ON)    process_move_command(cmd)end    def reedo_step_off    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_OFF)    process_move_command(cmd)end    def reedo_create_action_sprite(view)    @reedo_action_style = 1    @reedo_action_sprite_increment = REEDO_SBS::ACTION_SPRITE_INCREMENT    @reedo_action_sprite = Sprite_Base.new(view)    @reedo_action_sprite.bitmap = Bitmap.new(24, 24)    @reedo_action_sprite.src_rect = Rect.new(0, 0, 24, 24)    @reedo_action_sprite.ox = 24    @reedo_action_sprite.oy = 24    @reedo_action_sprite.x = (self.x * 32) - 28    @reedo_action_sprite.y = (self.y * 32) + 18    @reedo_action_sprite.z = (self.priority_type * 100) + 1    @reedo_action_sprite.visible = falseend    def reedo_create_shadow_sprite(view)    @reedo_shadow_sprite = Sprite_Base.new(view)    bmp = Cache.picture(REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE) if REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE != nil    bmp = Cache.system(REEDO_SBS::ACTOR_SHADOW_IMAGE) if bmp == nil    @reedo_shadow_sprite.bitmap = bmp    @reedo_shadow_sprite.src_rect = Rect.new(0, 0, bmp.width, bmp.height)    @reedo_shadow_sprite.x = (self.x * 32)   @reedo_shadow_sprite.y = (self.y * 32)   @reedo_shadow_sprite.z = (self.priority_type * 100) - 1end    alias reedo_sbs_gc_update updatedef update    reedo_sbs_gc_update    @shadow_sprite.update if @shadow_sprite != nilend    def reedo_draw_icon(icon_index)    @reedo_action_sprite.bitmap.clear    @reedo_action_sprite.visible = (icon_index > 0)    return if icon_index < 0    bitmap = Cache.system("Iconset")    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)    @reedo_action_sprite.bitmap.blt(0, 0, bitmap, rect, 255)endendclass Spriteset_Battlealias reedo_sbs_ssb_initialize initializedef initialize    @reedo_dance_wait = 0    reedo_sbs_ssb_initializeend    alias reedo_sbs_ssb_dispose disposedef dispose    for actor in $game_party.battle_members      actor.reedo_sbs_gc.reedo_action_sprite.dispose      actor.reedo_sbs_gc.reedo_shadow_sprite.dispose      actor.reedo_sbs_gc = nil    end    @reedo_sprite_chars.each {|sprite| sprite.dispose }    reedo_sbs_ssb_disposeend    alias reedo_sbs_ssb_create_actors create_actorsdef create_actors    dispose_actors if @actor_sprites != nil    reedo_sbs_ssb_create_actors    @reedo_game_chars = []    @reedo_sprite_chars = []    @actor_sprites = []    @reedo_surprise_time = 0    @reedo_preemptive_time = 0      i = 1    for actor in $game_party.battle_members      gc = Game_Character.new      gc.set_graphic(actor.character_name, actor.character_index)      if BattleManager.reedo_surprise?      gc.set_direction(6)      @reedo_surprise_time = REEDO_SBS::SURPRISE_TIME      elsif BattleManager.reedo_preemptive?      @reedo_preemptive_time = REEDO_SBS:
REEMPTIVE_TIME      @reedo_preemptive_tone = 0      @reedo_preemptive_delta = 10      gc.set_direction(2)      else      gc.set_direction(4)      end      gc.priority_type = i      bc = Sprite_Character.new(@viewport1, gc)      sb = Sprite_Battler.new(@viewport1, actor)      top = REEDO_SBS::ACTOR_START_TOP + (i * REEDO_SBS::ACTOR_STAGGER_VERT)      left = REEDO_SBS::ACTOR_START_LEFT      if REEDO_SBS::ACTOR_STAGGER      left += REEDO_SBS::ACTOR_STAGGER_HORZ if i % 2 == 0      else      left += REEDO_SBS::ACTOR_STAGGER_HORZ * i      end      gc.reedo_is_dead = false      gc.reedo_start_top = top      gc.reedo_jump_delta = -0.1      gc.moveto(left, top)      gc.reedo_create_shadow_sprite(@viewport1)      gc.reedo_create_action_sprite(@viewport1)      bc.update      @actor_sprites.push(sb)         @reedo_sprite_chars.push(bc)      @reedo_game_chars.push(gc)      actor.reedo_sbs_gc = gc      i += 1    endend    alias reedo_sbs_ssb_create_enemies create_enemiesdef create_enemies    reedo_sbs_ssb_create_enemies    for sprite in @enemy_sprites      sprite.mirror = true if REEDO_SBS::FLIP_ENEMY.include?(sprite.battler.enemy_id)    endend    alias reedo_sbs_ssb_create_blurry_background_bitmap create_blurry_background_bitmapdef create_blurry_background_bitmap    if REEDO_SBS::FORCE_AUTOTILE_BACKGROUND && !$BTEST      tryName1 = battleback1_name      return reedo_sbs_ssb_create_blurry_background_bitmap if tryName1 == nil      wall = Cache.battleback1(tryName1)      tryName2 = battleback2_name      bitmap = Bitmap.new(640, 480)      bitmap.blt(0, 0, wall, wall.rect)      if tryName2 != nil      floor = Cache.battleback2(tryName2)      bitmap.blt(0, 320, floor, floor.rect)      end      bitmap    else      reedo_sbs_ssb_create_blurry_background_bitmap    endend    def reedo_update_victory_dance    if @reedo_dance_wait == 0      @actor_sprites.each_with_index do |sprite, i|      if sprite.battler.alive? && sprite.battler.movable?          gc = @reedo_game_chars          gc.moveto(gc.x, gc.y + gc.reedo_jump_delta)          if gc.y < gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT            gc.reedo_jump_delta = 0.1            @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_HOVER          end          if gc.y > gc.reedo_start_top            gc.reedo_jump_delta = -0.1            gc.set_direction(4)            @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_WAIT          end          if ((gc.y - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT) * 10).to_int % (REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT / 4 * 10).to_int == 0            if @reedo_dance_wait == 0            case gc.direction                when 4; gc.set_direction(2)                when 2; gc.set_direction(6)                when 6; gc.set_direction(8)                when 8; gc.set_direction(4)            end            end          end      end      end    else      @reedo_dance_wait -= 1    endend    def reedo_update_surprise    @actor_sprites.each_with_index do |sprite, i|      if sprite.battler.alive? && sprite.battler.movable?      gc = @reedo_game_chars      if @reedo_surprise_time > 1          gc.moveto(gc.x, gc.y + gc.reedo_jump_delta)          if gc.y < gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT            gc.reedo_jump_delta = 0.1          end          if gc.y > gc.reedo_start_top            gc.reedo_jump_delta = -0.1          end      else          gc.moveto(gc.x, gc.reedo_start_top)          gc.set_direction(4)          end      end    end    @reedo_surprise_time -= 1end    def reedo_update_preemptive    @actor_sprites.each_with_index do |sprite, i|      if sprite.battler.alive? && sprite.battler.movable?      sc = @reedo_sprite_chars      if @reedo_preemptive_time > 1          sc.tone.set(@reedo_preemptive_tone,@reedo_preemptive_tone,@reedo_preemptive_tone)          @reedo_preemptive_tone += @reedo_preemptive_delta          @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone >= 255          @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone <= 0      else          sc.tone.set(0,0,0)          @reedo_game_chars.set_direction(4)      end      end    end    @reedo_preemptive_time -= 1end    def update_actors    dance = false    run = false    if SceneManager.scene.is_a?(Scene_Battle)      run = SceneManager.scene.reedo_run_away      dance = SceneManager.scene.reedo_victory_dance      reedo_update_victory_dance if dance    end    reedo_update_surprise if @reedo_surprise_time > 0    reedo_update_preemptive if @reedo_preemptive_time > 0    @actor_sprites.each_with_index do |sprite, i|      gc = @reedo_game_chars      sc = @reedo_sprite_chars      if sprite.battler.movable?&& (BattleManager.reedo_get_actor_index == i || sprite.battler.reedo_is_acting || dance || run)      gc.reedo_step_on      else      gc.reedo_step_off      end            if gc.reedo_action_sprite.visible then      if gc.reedo_action_style == 0 # swing          gc.reedo_action_sprite.angle += gc.reedo_action_sprite_increment          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.angle > 90) || (gc.reedo_action_sprite.angle < 0)      elsif gc.reedo_action_style == 1 # pulse          gc.reedo_action_sprite.zoom_x += (gc.reedo_action_sprite_increment * 0.01)          gc.reedo_action_sprite.zoom_y += (gc.reedo_action_sprite_increment * 0.01)          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.zoom_x > 2.0) || (gc.reedo_action_sprite.zoom_x < 1.0)      elsif gc.reedo_action_style == 2 # punch          gc.reedo_action_sprite.x += (gc.reedo_action_sprite_increment * REEDO_SBS:
UNCH_SPEED)          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.x < gc.reedo_shadow_sprite.x - REEDO_SBS:
UNCH_DISTANCE) || (gc.reedo_action_sprite.x > gc.reedo_shadow_sprite.x)      end      gc.reedo_action_sprite.update      else      gc.reedo_action_sprite.angle = 0      gc.reedo_action_sprite.zoom_x = 1.0      gc.reedo_action_sprite.zoom_y = 1.0      gc.reedo_action_sprite.x = gc.reedo_shadow_sprite.x      end            if sprite.battler.dead?      if gc.reedo_is_dead == false          gc.moveto(gc.x + REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y + REEDO_SBS::ACTOR_DEATH_OFFSET_Y)          gc.reedo_shadow_sprite.visible = false          gc.opacity = REEDO_SBS::ACTOR_DEATH_OPACITY          sc.angle = REEDO_SBS::ACTOR_DEATH_ANGLE          sc.tone.set(REEDO_SBS::ACTOR_DEATH_TONE)          gc.reedo_is_dead = true      end      else      if gc.reedo_is_dead == true          gc.moveto(gc.x - REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y - REEDO_SBS::ACTOR_DEATH_OFFSET_Y)          gc.reedo_shadow_sprite.visible = true          gc.opacity = 255          sc.angle = 0          sc.tone.set(0,0,0)          gc.reedo_is_dead = false      end      if sprite.battler.reedo_damage_time > 0          sc.tone.set(255,0,0) if sc.tone.red == 0          sprite.battler.reedo_damage_time -= 1      else          sc.tone.set(0,0,0) if sc.tone.red == 255      end      end      sc.update      gc.update      sprite.update    endend    def reedo_game_char(index)    @reedo_game_charsend    def reedo_sprite_char(index)    @reedo_sprite_charsend    def reedo_actor_sprites    @actor_spritesendendclass Scene_Battleattr_accessor :reedo_victory_danceattr_accessor :reedo_run_awayattr_reader :subject      alias reedo_sbs_sb_start startdef start    @reedo_victory_dance = false    @reedo_run_away = false    if !$BTEST      @reedo_map_x = $game_map.display_x      @reedo_map_y = $game_map.display_y      $game_map.set_display_pos(0, 0)    else      $game_map = Game_Map.new      $game_map.setup(1)    end    reedo_sbs_sb_startend    alias reedo_sbs_sb_terminate terminatedef terminate    if !$BTEST      $game_map.set_display_pos(@reedo_map_x, @reedo_map_y)    end    reedo_sbs_sb_terminateend    alias reedo_sbs_sb_execute_action execute_actiondef execute_action    if @subject.is_a?(Game_Actor)      @subject.reedo_is_acting = true      @spriteset.update_actors      wait(15)      if !@subject.current_action.reedo_guard?      reedo_move_inout(-REEDO_SBS::ACTOR_STEP_DISTANCE)      gc = @subject.reedo_sbs_gc      iconidx = -1      if @subject.current_action.item.is_a?(RPG::Skill)          if @subject.current_action.item.id == REEDO_SBS::ATTACK_SKILL_ID            iconidx = @subject.weapons.icon_index if @subject.weapons            iconidx = REEDO_SBS::UNARMED_ICON if iconidx < 0            if iconidx == REEDO_SBS::UNARMED_ICON               gc.reedo_action_style = REEDO_SBS::UNARMED_STYLE            elsif REEDO_SBS::NO_MOVE_WEAPON_TYPES.include?(@subject.weapons.wtype_id)            gc.reedo_action_style = 3 #none            elsif REEDO_SBS:
UNCH_WEAPON_TYPES.include?(@subject.weapons.wtype_id)            gc.reedo_action_style = 2 #punch            elsif REEDO_SBS:
ULSE_WEAPON_TYPES.include?(@subject.weapons.wtype_id)            gc.reedo_action_style = 1 #pulse            else            gc.reedo_action_style = 0 #swing            end          else            iconidx = @subject.current_action.item.icon_index            gc.reedo_action_style = 1 #pulse          end      elsif @subject.current_action.item.is_a?(RPG::Item)          iconidx = @subject.current_action.item.icon_index          gc.reedo_action_style = 1      end      gc.reedo_draw_icon(iconidx)       else      reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE / 2)      end    end    reedo_sbs_sb_execute_action    if @subject.is_a?(Game_Actor)      if !@subject.current_action.reedo_guard?      gc = @subject.reedo_sbs_gc      gc.reedo_draw_icon(-1)      reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE)      else      reedo_move_inout(-(REEDO_SBS::ACTOR_STEP_DISTANCE / 2))      end      @subject.reedo_is_acting = false    endend    alias reedo_sbs_sb_show_animation show_animationdef show_animation(targets, animation_id)    oktargets = []    targets.each do |sprite|      if sprite.is_a?(Game_Actor)      if animation_id == -1          sprite.reedo_sbs_gc.animation_id = REEDO_SBS::ENEMY_DEFAULT_ATTACK      else          sprite.reedo_sbs_gc.animation_id = animation_id      end      else      oktargets.push(sprite)      end    end   reedo_sbs_sb_show_animation(oktargets, animation_id)end    def reedo_move_inout(dist)    i = 0    while i < REEDO_SBS::ACTOR_STEPS_IN_OUT      gc = @subject.reedo_sbs_gc      gc.moveto(gc.x + dist, gc.y)      gc.reedo_shadow_sprite.x = (gc.x * 32)      update_for_wait      i += 1    end      end    def reedo_turn_and_run    @reedo_run_away = true    @spriteset.update_actors    wait(15)    @spriteset.reedo_actor_sprites.each_with_index do |sprite, i|      gc = @spriteset.reedo_game_char(i)      gc.set_direction(6)      gc.moveto(gc.x + 0.5, gc.y)      gc.reedo_shadow_sprite.x = (gc.x * 32)    endend    def reedo_cancel_run    @reedo_run_away = false    @spriteset.reedo_actor_sprites.each_with_index do |sprite, i|      gc = @spriteset.reedo_game_char(i)      gc.set_direction(4)      gc.moveto(gc.x - 0.5, gc.y)      gc.reedo_shadow_sprite.x = (gc.x * 32)    end    return falseendend





Summary

With this script you can quickly and easily show your party on screen during battle with animations and effects and no special configuration beyond rearranging the enemy layout in your troops.

Comments and suggestions are welcome.

* End Note

Special thanks to Vlue for pointing out proper way to alias a static method on a module.

Also, special thanks to Macatlas for a bug find, but more, for contributing the necessary information and resources for the Yanfly compatibility fix!


本贴来自国际rpgmaker官方论坛作者:Reedo处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/rssbsace-reedos-simple-side-battle-system-ace-edition.18189/
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