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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_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
MOW2k33
Male View Member Profile
Mar 4 2008, 12:19 PM
Post #2
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Posts: 5
Joined: 28-February 08
Member No.: 904
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
Group: Owner
Posts: 266
Joined: 27-November 07
Member No.: 1
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?
MOW2k33
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Mar 4 2008, 01:22 PM
Post #4
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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.
Group: Owner
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Joined: 27-November 07
Member No.: 1
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?
MOW2k33
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Mar 4 2008, 01:45 PM
Post #6
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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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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.
MOW2k33
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Mar 4 2008, 02:01 PM
Post #8
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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.
bearsteed
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Mar 13 2008, 07:15 PM
Post #9
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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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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.
Zietes
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Mar 15 2008, 05:01 PM
Post #11
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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.
bearsteed
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Mar 16 2008, 07:48 PM
Post #12
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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 :/.
Zietes
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Mar 17 2008, 12:47 PM
Post #13
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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.
svispo
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Mar 22 2008, 04:41 PM
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Help!
At the end of the battle my character disappears!
What should I do?
Hasekuhn
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Mar 22 2008, 05:58 PM
Post #15
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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
rezcycle
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Apr 22 2008, 08:21 PM
Post #17
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i entered the script in just as you said and i get a error
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.
Ragnarok
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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...