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 Side View Battle System
 
 Elemental Crisis
post Jan 31 2008, 11:30 AM
Post #1


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Script Name: Side View Battle System
Author: Claimh (English Translation By: Elemental Crisis)
Version: 1.0.1
Version History:
1.0.1 (January 26, 2008)
- Various improvement and fixes have been made.
1.0.0 (January 21, 2008)
- Release version.
Number Of Scripts: 3
Description:
Replaces the default battle system with a side view battle system. Unlike other scripts that might require you to use side-view battlers this script uses the character set as battlers. You will need to modify enemy groups to properly work with this script as well as any animations you will be using during battle.

Although not required it's recommend you use Claimh's Battle Background script to enhance your battles. You can view Claimh's Battle Background script by clicking the link below.
https://rpgcrisis.net/forums/index.php?...orial&id=14
Screenshots:
A battle starting.
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_143288.png)

Character attacking a slime.
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_62420.png)

Using a spell on a slime.
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_26955.png)

Victory message at end of battle.
(IMG:https://rpgcrisis.net/forums/uploads/1200754728/gallery_1_1_159483.png)

Instructions:
1. This first step is optional but I like to keep all my scripts organized so make a new section above MAIN and call it "Side View Battle System".
2. Copy each script on the next three pages EXACTLY how they are shown into a blank section, if you made the "Side View Battle System" section put them under there.
3. The script name is posted above the script, make sure to use the EXACT name or you will run into problems.

Script Name: sideview_formation
Spoiler

CODE
#==============================================================================
# ? VX-RGSS2-6 ????????[Formation] [Ver.1.0.1]       by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
#  Actor location [Formation]
#  The same amount of damage will be given regardless of formation setup.
#==============================================================================

module Battle_Formation
#------------------------------------------------------------------------------
  # [Formation Setup]
  #   $game_system.battle_formation = Formation ID
  #   It’s possible to change the formation (Even an event script is possible).
  FORM = {
    # Formation ID => [[Member 1 x?y], [Member2 x, y],
    #            [Member 3 x, y], [Member 4 x, y]]
    0 => [[380,150], [400, 230], [460, 170], [480, 250]]
  }
#------------------------------------------------------------------------------
end

#==============================================================================
# ? Game_System
#==============================================================================
class Game_System
  attr_accessor :battle_formation                # Formation ID
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
  alias init_game_system initialize
  def initialize
    init_game_system
    @battle_formation = 0              # Initial formation
  end
end

#==============================================================================
# ? Game_Actor
#==============================================================================
class Game_Actor   #--------------------------------------------------------------------------
  # ? Are sprites used? [Redefinition]
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # ? Battle Screen Acquiring X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][0]
  end
  #--------------------------------------------------------------------------
  # ? Battle Screen Acquiring Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return Battle_Formation::FORM[$game_system.battle_formation][self.index][1]
  end
  #--------------------------------------------------------------------------
  # ? Battle Screen Acquiring Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.character(self.character_name)
    # Height + Y Coordinates
    return screen_y + bitmap.height / 4
  end
end



#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy   #--------------------------------------------------------------------------
  # ? Battle Screen Acquiring Z Coordinate  [Redefinition]
  #--------------------------------------------------------------------------
  def screen_z
    bitmap = Cache.battler(self.battler_name, self.battler_hue)
    # Height + Y Coordinates
    return screen_y + bitmap.height
  end
end


Script Name: sideview_motion_ctrl
Spoiler

CODE
#==============================================================================
# ? VX-RGSS2-6 ????????[MotionCtrl] [Ver.1.0.1]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
#  This script carries out the movement controls of the actors.
#==============================================================================

#==============================================================================
# ? Scene_Battle
#==============================================================================
class Scene_Battle   #--------------------------------------------------------------------------
  # ?  Battle Start Process
  #--------------------------------------------------------------------------
  alias process_battle_start_sideview process_battle_start
  def process_battle_start
    for battler in $game_party.members + $game_troop.members
      battler.move_mode = SideView::M_MODE_WAIT
    end
    process_battle_start_sideview
  end
  #--------------------------------------------------------------------------
  # ? Victory Process
  #--------------------------------------------------------------------------
  alias process_victory_sideview process_victory
  def process_victory
    for actor in $game_party.members
      actor.move_mode = SideView::M_MODE_WIN
    end
    process_victory_sideview
  end
  #--------------------------------------------------------------------------
  # ? Wait Until Motion Control Is Finished
  #--------------------------------------------------------------------------
  def wait_for_motion
    while @active_battler.motion_stop
      update_basic
    end
  end
  #--------------------------------------------------------------------------
  # ? Execute Combat Operations: Attack [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_attack
    text = sprintf(Vocab::DoAttack, @active_battler.name)
    @message_window.add_instant_text(text)
    targets = @active_battler.action.make_targets
    #---Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Proximity (Going)
    SideView.set_target_point(@active_battler, targets[0])
    @active_battler.move_mode = SideView::M_MODE_ATK1
    @active_battler.motion_stop = true
    wait_for_motion
    #--- Attack
    wait(5)
    @active_battler.move_mode = SideView::M_MODE_ATK2
    #---
    display_attack_animation(targets)
    wait(20)
    for target in targets
      target.attack_effect(@active_battler)
      display_action_effects(target)
    end
    #--- Proximity (Return)
    @active_battler.move_mode = SideView::M_MODE_ATK3
    @active_battler.motion_stop = true
    wait_for_motion
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ? Execute Combat Operations: Skill [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_skill
    skill = @active_battler.action.skill
    text = @active_battler.name + skill.message1
    @message_window.add_instant_text(text)
    unless skill.message2.empty?
      wait(10)
      @message_window.add_instant_text(skill.message2)
    end
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack.
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, skill.animation_id)
    @active_battler.mp -= @active_battler.calc_mp_cost(skill)
    $game_temp.common_event_id = skill.common_event_id
    for target in targets
      target.skill_effect(@active_battler, skill)
      display_action_effects(target, skill)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # Execute Combat Operations: Item [Redefinition]
  #--------------------------------------------------------------------------
  def execute_action_item
    item = @active_battler.action.item
    text = sprintf(Vocab::UseItem, @active_battler.name, item.name)
    @message_window.add_instant_text(text)
    #--- Enemy attack sound reproduced.
    if @active_battler.is_a?(Game_Enemy)
      Sound.play_enemy_attack
      wait(15, true)
    end
    #--- Long distance attack
    @active_battler.move_mode = SideView::M_MODE_MAGI
    #---
    targets = @active_battler.action.make_targets
    display_animation(targets, item.animation_id)
    $game_party.consume_item(item)
    $game_temp.common_event_id = item.common_event_id
    for target in targets
      target.item_effect(@active_battler, item)
      display_action_effects(target, item)
    end
    #---Wait
    for target in targets
      target.move_mode = SideView::M_MODE_WAIT
    end
    @active_battler.move_mode = SideView::M_MODE_WAIT
    #---
  end
  #--------------------------------------------------------------------------
  # ? Attack Animation Display [Redefinition]
  #     Targets : Object's Arrangement
  #--------------------------------------------------------------------------
  # ?Changed part?
  #  Enemy sound effect is changed so it can be used in each phase of operation.
  #  It changes so that the attack animation of an enemy can be displayed.
  #--------------------------------------------------------------------------
  def display_attack_animation(targets)
    display_normal_animation(targets, @active_battler.atk_animation_id, false)
    display_normal_animation(targets, @active_battler.atk_animation_id2, true)
    wait_for_animation
  end
  #--------------------------------------------------------------------------
  # ? HP Damage display [Redefinition]
  #    Target : Candidate
  #    object : Skill or item
  #--------------------------------------------------------------------------
  def display_hp_damage(target, obj = nil)
    if target.hp_damage == 0                # No damage
      return if obj != nil and obj.damage_to_mp
      return if obj != nil and obj.base_damage == 0
      fmt = target.actor? ? Vocab::ActorNoDamage : Vocab::EnemyNoDamage
      text = sprintf(fmt, target.name)
    elsif target.absorbed                   # Absorption
      fmt = target.actor? ? Vocab::ActorDrain : Vocab::EnemyDrain
      text = sprintf(fmt, target.name, Vocab::hp, target.hp_damage)
    elsif target.hp_damage > 0              # Damage
      if target.actor?
        text = sprintf(Vocab::ActorDamage, target.name, target.hp_damage)
        Sound.play_actor_damage
        $game_troop.screen.start_shake(5, 5, 10)
        target.blink = true # Only adds here
      else
        text = sprintf(Vocab::EnemyDamage, target.name, target.hp_damage)
        Sound.play_enemy_damage
        target.blink = true
      end
    else                                    # Recovery
      fmt = target.actor? ? Vocab::ActorRecovery : Vocab::EnemyRecovery
      text = sprintf(fmt, target.name, Vocab::hp, -target.hp_damage)
      Sound.play_recovery
    end
    @message_window.add_instant_text(text)
    wait(30)
  end
end


Script Name: sideview_motion_exe
Spoiler

CODE
#==============================================================================
# ? VX-RGSS2-6 ????????[MotionExe] [Ver.1.0.1]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://rpgcrisis.net]
#------------------------------------------------------------------------------
#  This script executes movement controls of the actors.
#==============================================================================

module SideView
#----------------------------------------------------------------------------
  #-----[Operation Setup]-----
  # Operation Speed
  MOTION_SPEED = 20

  #-----[?????????]-----
  # Usual enemy attack animation setup.
  E_ANIME = {
   # EnemyID => [Usually atttack and additional attack animations.]
    1 => [1, 0]
  }

#----------------------------------------------------------------------------
#----------------------------------------------------------------------------
  # Motion Control Mode
  M_MODE_WAIT = 0     # Standby
  M_MODE_MAGI = 1     # Attack
  M_MODE_DAMG = 2     # Non-Damage Attack
  M_MODE_WIN  = 3     # Victory
  M_MODE_ATK1 = 4     # Direct Attack (Approaching)
  M_MODE_ATK2 = 5     # Direct Attack (Attacking)
  M_MODE_ATK3 = 6     # Direct Attack (Returning)

  module_function
  #--------------------------------------------------------------------------
  # ? Movement-Zone Calculation
  #--------------------------------------------------------------------------
  def set_target_point(attacker, target)
    case target
    when Game_Actor
      bits = Cache.character(target.character_name)
      attacker.target_x = target.screen_x + (bits.width / 8)
      attacker.target_y = target.screen_y
    when Game_Enemy
      bits = Cache.battler(target.battler_name, target.battler_hue)
      attacker.target_x = target.screen_x + (bits.width / 2)
      attacker.target_y = target.screen_y
    end
  end
end

class Game_Battler
  attr_accessor   :move_mode       # Operation Mode
  # 0:Standby   1:Attack   2: Un-useless   3:Victory
  attr_accessor   :motion_stop     # Operation Stop Flag (Under Movement Flag)
  attr_accessor   :target_x        # Move Position(x)
  attr_accessor   :target_y        # Move Position(y)
  #--------------------------------------------------------------------------
  # ? Object Initialization
  #--------------------------------------------------------------------------
  alias initialize_sdva_corpse initialize
  def initialize
    initialize_sdva_corpse
    @move_mode = 0
    @motion_stop = false
    @target_x = 0
    @target_y = 0
  end
end

#==============================================================================
# ? Game_Enemy
#==============================================================================
class Game_Enemy   #--------------------------------------------------------------------------
  # ? Attack Animation ID Acquisition
  #--------------------------------------------------------------------------
  def atk_animation_id
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][0]
  end
  #--------------------------------------------------------------------------
  # ? Attack Animation ID Acquisition  (2 Sword Style : 2 Weapons )
  #--------------------------------------------------------------------------
  def atk_animation_id2
    return 0 if SideView::E_ANIME[@enemy_id].nil?
    return SideView::E_ANIME[@enemy_id][1]
  end
end



#==============================================================================
# ? Sprite_Battler
#==============================================================================
class Sprite_Battler   #--------------------------------------------------------------------------
# ? Object Initialization
#     Viewport : View Port
#     Battler  : Battler (Game_Battler)
  #--------------------------------------------------------------------------
  alias initialize_sideview initialize
  def initialize(viewport, battler = nil)
    initialize_sideview(viewport, battler)
    init_direct_attack
  end
  #--------------------------------------------------------------------------
  # ? Set Proximity Value For Attack
  #--------------------------------------------------------------------------
  def init_direct_attack
    @direct_attack_cnt = 0
    @direct_attack_phase = 0
    @direct_move_cnt = 0
    @battler_x_plus = 0
    @battler_y_plus = 0
    @moving_mode = 0
    @pattern = 0
    @direction = 0
  end
  #--------------------------------------------------------------------------
  # ? Frame Renewal [Redefinition]
  #--------------------------------------------------------------------------
  def update
    super
    if @battler == nil
      self.bitmap = nil
    else
      @use_sprite = @battler.use_sprite?
      if @use_sprite
        self.x = @battler.screen_x + @battler_x_plus
        self.y = @battler.screen_y + @battler_y_plus
        self.z = @battler.screen_z
        update_battler_bitmap
      end
      setup_new_effect
      update_effect
    end
  end
  #--------------------------------------------------------------------------
  # ? Bitmap Transfer Source Renewal
  #--------------------------------------------------------------------------
  alias update_battler_bitmap_sideview update_battler_bitmap
  def update_battler_bitmap
    case @battler
    when Game_Actor
      if @battler.character_name != @battler_name or
         @battler.character_index != @battler_hue
        @battler_name = @battler.character_name
        @battler_hue = @battler.character_index
        draw_pre_character
        draw_character
        if (@battler.dead? or @battler.hidden)
          self.opacity = 0
        end
      end
    when Game_Enemy
      if @battler.battler_name != @battler_name or
         @battler.battler_hue != @battler_hue
        @battler_name = @battler.battler_name
        @battler_hue = @battler.battler_hue
        draw_battler
        if (@battler.dead? or @battler.hidden)
          self.opacity = 0
        end
      end
    end
    motion_control
  end
  #--------------------------------------------------------------------------
  # ? Battler Drawing
  #--------------------------------------------------------------------------
  def draw_battler
    self.bitmap = Cache.battler(@battler_name, @battler_hue)
    @width = bitmap.width
    @height = bitmap.height
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ? Pre-Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_pre_character
    self.bitmap = Cache.character(@battler_name)
    sign = @battler_name[/^[\!\$]./]
    if sign != nil and sign.include?('$')
      @width = bitmap.width / 3
      @height = bitmap.height / 4
    else
      @width = bitmap.width / 12
      @height = bitmap.height / 8
    end
    self.ox = @width / 2
    self.oy = @height
  end
  #--------------------------------------------------------------------------
  # ? Character Drawing [Common]
  #--------------------------------------------------------------------------
  def draw_character
    index = @battler_hue
    pattern = @pattern     sx = (index % 4 * 3 + pattern) * @width
    sy = (index / 4 * 4 + (@direction - 2) / 2) * @height
    self.src_rect.set(sx, sy, @width, @height)
  end
  #--------------------------------------------------------------------------
  # ? Motion Control
  #--------------------------------------------------------------------------
  def motion_control
    # Memory Operation Mode
    @moving_mode = @battler.move_mode
    # Battler Drawing
    case @battler
    when Game_Actor # Actor
      actor_motion_control
    when Game_Enemy # Enemy
      enemy_motion_control
    end
  end
  #--------------------------------------------------------------------------
  # ? Motion Control (Actor)
  #--------------------------------------------------------------------------
  def actor_motion_control
    # Operation Change
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
      @battler_x_plus = 0
      @direction = 4
      @pattern = 1
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = -10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = 10
      @direction = 4
      @pattern = 3
    when SideView::M_MODE_WIN  # Victory
      @direction = 2
      @pattern = 1
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x - 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode"
    end
    draw_character
  end
  #--------------------------------------------------------------------------
  # ? Motion Control (Enemy)
  #--------------------------------------------------------------------------
  def enemy_motion_control
    # Operation Change
    case @moving_mode
    when SideView::M_MODE_WAIT  # Standby
      init_direct_attack
    when SideView::M_MODE_MAGI  # Attack
      @battler_x_plus = 10
    when SideView::M_MODE_DAMG  # Non-Damage Attack
      @battler_x_plus = -10
      @shake_flg = true
    when SideView::M_MODE_ATK1  # Direct Attack (Approaching)
      exe_moving_attack_start
      @end_pos_x = @battler_x_plus
    when SideView::M_MODE_ATK2  # Direct Attack (Attacking)
      @battler_x_plus = @end_pos_x + 10
    when SideView::M_MODE_ATK3  # Direct Attack (Returning)
      exe_moving_attack_end
    else
      p "error:Sprite_Battler>> @moving_mode", @moving_mode
    end
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution Method
  #--------------------------------------------------------------------------
  def exe_moving_attack_start
    return unless @battler.motion_stop
    case @direct_attack_phase
    when 0  # Start Operation Preparation
      diratk_start
    when 1  # Move Operation (Going)
      diratk_move
    when 2  # After-Movement Wait
      diratk_wait
    end
  end
  def exe_moving_attack_end
    case @direct_attack_phase
    when 0  # Attack Operation
      diratk_attack
    when 1  # Move Operation (Return)
      diratk_back
    when 2  # Operation End
      diratk_end
    end
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution [Start Operation Preparation]
  #--------------------------------------------------------------------------
  def diratk_start
    # Pose Change
    @pattern = 1
    # The number of frames needed is the distance between current position and
    # target position.
    pos_x = @battler.target_x - self.x
    pos_y = @battler.target_y - self.y
    # Caculation for ammount of frames needed.
    @direct_move_cnt = @direct_attack_cnt = (pos_x.abs / SideView::MOTION_SPEED).round
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution [Move Operation (Going)]
  #--------------------------------------------------------------------------
  def diratk_move
    case @battler
    when Game_Actor
      x_plus = @width
      y_plus = -@height / 4
    when Game_Enemy
      x_plus = -@width - 10
      y_plus = @height / 4
    end
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.target_x - self.x + x_plus
    pos_y = @battler.target_y - self.y + y_plus
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End count
    @direct_attack_cnt -= 1
    # Last movement (Insurance: Last correction)
    if @direct_attack_cnt       @battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
      @battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
      # NEXT????
      @direct_attack_cnt = 5
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_wait
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt       # Pose Change
      @pattern = 3
      # END Phase
      @direct_attack_phase = 0
      @battler.motion_stop = false
    end
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution [Attack Operation Return]
  #--------------------------------------------------------------------------
  def diratk_attack
    # Pose Change
    @pattern = 1
    # End Wait Count
    @direct_attack_cnt = @direct_move_cnt
    # NEXT Phase
    @direct_attack_phase += 1
  end
  #--------------------------------------------------------------------------
  # ? Proximity Attack Execution [Move Operation (Return)]
  #--------------------------------------------------------------------------
  def diratk_back
    # The next movement location is figured out by the distance between
    # current position and target position.
    pos_x = @battler.screen_x - self.x
    pos_y = @battler.screen_y - self.y
    @battler_x_plus += pos_x / @direct_attack_cnt if @direct_attack_cnt != 0
    @battler_y_plus += pos_y / @direct_attack_cnt if @direct_attack_cnt != 0
    # End Count
    @direct_attack_cnt -= 1
    # Last Movement
    if @direct_attack_cnt == 0
      @battler_x_plus = 0
      @battler_y_plus = 0
      # NEXT Phase
      @direct_attack_phase += 1
    end
  end
  #--------------------------------------------------------------------------
  # ? Proximity attack execution [Operation End]
  #--------------------------------------------------------------------------
  def diratk_end
    init_direct_attack
    @battler.motion_stop = false
    # END Phase
    @direct_attack_phase = 0
  end
end


Attached File(s)
 Scripts.rar ( 124.38K ) Number of downloads: 218
 
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 MOW2k33
post Mar 4 2008, 12:19 PM
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First I'd like to thank you very much for such a wonderful script. My question is....
would mind so much as telling me how to modify enemy groups. Just a quick tutorial if you could...
I'm getting better at understanding scripting, but as a noob sometimes I just need a little help.. Thans
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 Elemental Crisis
post Mar 4 2008, 01:14 PM
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Hello,

Just to clear something up I didn't create this wonderful script, I only translated it into English.

As for modifying enemy groups do you mean where the enemy graphic is displayed during battle?
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 MOW2k33
post Mar 4 2008, 01:22 PM
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QUOTE (Elemental Crisis @ Mar 4 2008, 03:14 PM)
Hello,

Just to clear something up I didn't create this wonderful script, I only translated it into English.

As for modifying enemy groups do you mean where the enemy graphic is displayed during battle?




Yes to the question: where enemy graphic is displayed during battle. And thanks to who did make this script, and thank YOU for translating. And would you know why sometimes my battlers drop off the screen during battle causing the game to freeze? Thanks for your help.
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 Elemental Crisis
post Mar 4 2008, 01:33 PM
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QUOTE (MOW2k33 @ Mar 4 2008, 02:22 PM)
Yes to the question: where enemy graphic is displayed during battle.

Easy, heres whats you do. My wording may be off as I'm not on my computer.
Go into the Database (Where all your information is kept like Hero states, items, weapons, skills..etc) and click on the "Enemy Group" tab, its to the right of the "Enemy" tab. Select the enemy group you want to change the position for. There should be a small window showing the enemy graphic and a background. Move your mouse over to an enemy graphic and drag it to the desired location.

QUOTE (MOW2k33 @ Mar 4 2008, 02:22 PM)
And would you know why sometimes my battlers drop off the screen during battle causing the game to freeze?


Does this happen frequently? If so whats going on during battle right before this happens?
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 MOW2k33
post Mar 4 2008, 01:45 PM
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QUOTE
Does this happen frequently? If so whats going on during battle right before this happens?


Ha! That was really easy! I feel so silly now! Anyways, when I start a battle, usually I am able to kill one of the enemies, however while trying to kill the second enemy, (It's usually my first character on top that this happens to) will drop down to slice the enemy, after dealing damage my character will fly towards the bottom of the window and the entire game freezes up. If it doesn't happen during the first battle, it almost never fails to happen in the second battle, so yes it is frequent. Thanks

EDIT:
A quick update! After I change the enemies position as you told me, that little problem I had with character disappearing and game crashing has stopped. Not sure if it is in direct correlation, but it seems that worked. Thanks
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 Elemental Crisis
post Mar 4 2008, 01:55 PM
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I'll test it out when I get home. I'm thinking it was because the character graphic and the enemy graphic were overlapping causing the character graphic to disappear.
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 MOW2k33
post Mar 4 2008, 02:01 PM
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QUOTE (Elemental Crisis @ Mar 4 2008, 03:55 PM)
I'll test it out when I get home. I'm thinking it was because the character graphic and the enemy graphic were overlapping causing the character graphic to disappear.




Thank you much.
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 bearsteed
post Mar 13 2008, 07:15 PM
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I need help (IMG:https://rpgcrisis.net/forums/style_emoticons/default/sad.gif) . I have a battle where all the formation is set at a different coordinate. How do you make it so that certain set coordinates switches on during certain battles and then reverts back to the normal coordinates during a normal battle?
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 Elemental Crisis
post Mar 15 2008, 02:32 PM
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Why not just include a call script command before the battle that changes the coordinates to the spot where you want them and then once the battle is over have it change it back.
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 Zietes
post Mar 15 2008, 05:01 PM
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Do you know if there is any way to make it so that the enemy graphics are the same as the parties?

In other words, I want them to use sprites and then when they attack to move up or something.
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 bearsteed
post Mar 16 2008, 07:48 PM
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QUOTE
Why not just include a call script command before the battle that changes the coordinates to the spot where you want them and then once the battle is over have it change it back.


If you don't mind.
How I would go about and do that?

Since I'm on the subject.
How do you change their sideview_motion so that instead of going up to the enemy, they just stay put and swing their weapon?
Also will switching on and off for the sideview_motion script be the same as the formation script?

Edit: Thanks Zietes. Now I need help on the top :/.
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 Zietes
post Mar 17 2008, 12:47 PM
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The character disappears because of the placing the enemy is at.

Put them to the side like a FF style battle and it should fix it.

It did it for me.
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 svispo
post Mar 22 2008, 04:41 PM
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Help!
At the end of the battle my character disappears!
What should I do?
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 Hasekuhn
post Mar 22 2008, 05:58 PM
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(IMG:https://rpgcrisis.net/forums/style_emoticons/default/sad.gif) Im stuck. I cant get the code to ... well ... work!
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 Elemental Crisis
post Mar 24 2008, 12:37 AM
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QUOTE (svispo @ Mar 22 2008, 05:41 PM)
Help!
At the end of the battle my character disappears!
What should I do?

Please elaborate a little more, does this happen every time the battle is over?

QUOTE (Hasekuhn @ Mar 22 2008, 06:58 PM)
(IMG:https://rpgcrisis.net/forums/style_emoticons/default/sad.gif) Im stuck. I cant get the code to ... well ... work!

Please elaborate a little more, Did you insert the script above main?

@Hasekuhn
I moved your last post and created a topic for seeing how it's not related to this script.
https://rpgcrisis.net/forums/RMVX-wont-...1.html#entry976
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 rezcycle
post Apr 22 2008, 08:21 PM
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i entered the script in just as you said and i get a error

http://s248.photobucket.com/albums/gg195/r...scripterror.jpg

like this one. inserted it in and everything organized but what did you mean use the script name

i dont really get it (IMG:https://rpgcrisis.net/forums/style_emoticons/default/unsure.gif)
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 Elemental Crisis
post Apr 24 2008, 12:41 PM
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QUOTE (rezcycle @ Apr 22 2008, 09:21 PM)
i entered the script in just as you said and i get a error

http://s248.photobucket.com/albums/gg195/r...scripterror.jpg

like this one. inserted it in and everything organized but what did you mean use the script name

i dont really get it (IMG:https://rpgcrisis.net/forums/style_emoticons/default/unsure.gif)


Did you copy all three scripts and post them above MAIN? If possible please post the Sideview Formation script.

Also, if your not using any other scripts download the attachment in my original post and replace the "Scripts.rvdata" in your projects data folder with the one in the RAR file.
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 Ragnarok
post Apr 26 2008, 06:39 AM
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How can you get one of the character battlers to be an enemy cause when I try to do it it makes whole character sheet be in the battle instead of just the one I want...
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 matty0828
post Apr 26 2008, 10:00 PM
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Hi... great job with the script but I get this error:

QUOTE
Script: 'sideview_formation' line 30: SyntaxError occurred


Here's the line in question:

CODE
@battle_formation = 0          # Initial formation



And here it is in context, just in case you need it...

CODE
#==============================================================================
# ? Game_System
#==============================================================================
class Game_System
  attr_accessor :battle_formation                # Formation ID
  #--------------------------------------------------------------------------
  # ? ?????????
  #--------------------------------------------------------------------------
alias init_game_system initialize
   def initialize
   init_game_system
   @battle_formation = 0          # Initial formation
   end
end


Do you know what the problem is?

This post has been edited by matty0828: Apr 29 2008, 02:55 AM
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