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> SideView Battle System (Download V2.4,in english), Now With Demo
Xen3.4
post Apr 23 2008, 02:35 PM
Post #1


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Posts: 9
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RM Skill: Undisclosed




You can get it hear,the 1st code is in jap but if you scroll down close to the bottom the code is in enlish
Put them before main each in their own section before main


http://rmxp.org/forums/index.php?PHPSESSID...pic=42117.0;all



It works great


sideview_formation
CODE
#======================================================================
========
# ■ VX-RGSS2-6 サイドビュー戦闘[Formation] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.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
#--------------------------------------------------------------------------
# ● オブジェクト初期化
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@battle_formation = 0 # Initial formation
end
end

#==============================================================================
# ■ Game_Actor
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ● 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 < Game_Battler
#--------------------------------------------------------------------------
# ● 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



sideview_motion_ctrl
CODE
#======================================================================
========
# ■ VX-RGSS2-6 サイドビュー戦闘[MotionCtrl] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script carries out the movement controls of the actors.
#==============================================================================

#==============================================================================
# ■ Scene_Battle
#==============================================================================
class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# ● 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



sideview_motion_exe
CODE
#======================================================================
========
# ■ VX-RGSS2-6 サイドビュー戦闘[MotionExe] [Ver.1.0.1] by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# This script executes movement controls of the actors.
#==============================================================================

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

#-----[アニメーション設定]-----
# 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 < Game_Battler
#--------------------------------------------------------------------------
# ● 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 < Sprite_Base
#--------------------------------------------------------------------------
# ● 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 < 3 ? @pattern : 1
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 <= 0
@battler_x_plus = @battler.target_x - @battler.screen_x + x_plus
@battler_y_plus = @battler.target_y - @battler.screen_y + y_plus
# NEXTフェーズ
@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 <= 0
# 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




Or
Attached File  sideview_formation.txt ( 3.61K ) Number of downloads: 208

Attached File  sideview_motion_ctrl.txt ( 7.63K ) Number of downloads: 154

Attached File  sideview_motion_exe.txt ( 14.39K ) Number of downloads: 158


Edit:
also you need each actor to have a "$" before you inport him into your game and each actor need to have his own character graphic sheet. (sorry for forgetting this)

EX:
$Ralph.png
Attached File  _Ralph.png ( 3.91K ) Number of downloads: 24




Also you need to put this into your characters folder
Attached File  shadow00.png ( 184bytes ) Number of downloads: 15

Attached File  shadow01.png ( 248bytes ) Number of downloads: 9


and this into your system folder
Attached File  Number_.png ( 562bytes ) Number of downloads: 15

Attached File  Number_.png ( 562bytes ) Number of downloads: 11


or you can take it from demo (please note that i did not make demo)

DEMO:
http://www.mediafire.com/?sx5deywwhty


What it should look like:


This post has been edited by Xen3.4: Apr 25 2008, 01:07 PM
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jasonicus
post Apr 23 2008, 03:32 PM
Post #2


All Lies Lead to the Truth
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Group: Revolutionary
Posts: 1,573
Type: Developer
RM Skill: Advanced




I don't see it. I saw a translation, but it was not for this version. There was another version by Elemental Crisis there. If it is there, how about just posting it and giving credit to who translated it.
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Oralom
post Apr 24 2008, 11:00 AM
Post #3


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Group: Member
Posts: 34
Type: Event Designer
RM Skill: Beginner




Thanks for the code. The only problem I have is that the monsters are still in the same spot. I looks kind of odd. Is there a way to move the monsters over to the left of the screen. Other wise if you have a number of monsters they start to overlap the characters. Maybe this is a simple fix, but I can't think of anything right now.

Nevermind. I figured it out. I forgot you can move the monsters around in the Troops section. I was over thinking the problem. Sorry about that. Man, now I feel like a total noob.
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Immortal Axel
post Apr 24 2008, 12:49 PM
Post #4



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RM Skill: Skilled




I need some major help on this one. I paste this script in the page, but the battle system stays the same. I don't understand scripts at all and some help would be nice.
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jasonicus
post Apr 24 2008, 01:41 PM
Post #5


All Lies Lead to the Truth
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Group: Revolutionary
Posts: 1,573
Type: Developer
RM Skill: Advanced




Where did you paste it? You have to paste it in the Materials section above Main. And you have to paste all 3 in succession.
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Xen3.4
post Apr 25 2008, 01:05 PM
Post #6


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Ok, anything that was causing you problems should be fixed if you follow the updated directions

also if somthing is still not working you can compare it to the demo.....
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newmanxc
post Apr 27 2008, 01:44 PM
Post #7



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Type: Event Designer
RM Skill: Beginner




I can't get the shadows, or the numbers to appear with damage and recovery. If someone could help me with this it would be greatly appreciated.
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JayD
post May 8 2008, 01:16 PM
Post #8


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I put the script in and everytihng is working fine accept one thing that I need help with. the main characters are sidways and fighting but the enemys are larger and over lapping the hero's I don't know how to fix this and wondering if someone could help me with this problem
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jasonicus
post May 9 2008, 02:08 AM
Post #9


All Lies Lead to the Truth
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Group: Revolutionary
Posts: 1,573
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You can move or change the enemies in the database under "Enemy" and "Troops".
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tamer3009
post May 9 2008, 06:33 PM
Post #10


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can i add monestors actors in battle lock like the player
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jasonicus
post May 9 2008, 07:13 PM
Post #11


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Sure, you will have to edit a sprite to be a single character like the other monster battlers.
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ShadowMasterSoni...
post May 10 2008, 02:55 AM
Post #12


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i am after a battle script, along the lines of the zelda series battle style does any one have one or know how to make it im a beginner and dont know how to script it would be great if someone can help me

thanks
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tamer3009
post May 10 2008, 06:00 AM
Post #13


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QUOTE (jasonicus @ May 9 2008, 06:27 PM) *
Sure, you will have to edit a sprite to be a single character like the other monster battlers.


can u give me ex
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tamer3009
post May 11 2008, 08:08 AM
Post #14


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[warned for double posting]
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bloody_steel
post Jul 24 2008, 08:50 PM
Post #15



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QUOTE (tamer3009 @ May 11 2008, 12:30 PM) *
[warned for double posting]

Hello, I am a n00b at scripting and really getting into making the best of RPG Maker VX, so I apologize if my question sounds stupid.
to add the dollar sign to the character file... I have no clue as to how I am supposed to access the character files, i go to the resource manager and thats as far as i get tongue.gif help please?
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Netto
post Jul 24 2008, 09:10 PM
Post #16


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QUOTE (bloody_steel @ Jul 24 2008, 09:12 PM) *
QUOTE (tamer3009 @ May 11 2008, 12:30 PM) *
[warned for double posting]

Hello, I am a n00b at scripting and really getting into making the best of RPG Maker VX, so I apologize if my question sounds stupid.
to add the dollar sign to the character file... I have no clue as to how I am supposed to access the character files, i go to the resource manager and thats as far as i get tongue.gif help please?

You go to your projects graphic folder, your characters are most likely at:
My Documents/RPGVX/Project1/Graphics/Characters
Rename the file from there, also the $ symbol only goes infront of character sheets that are single.


__________________________
Current Project[RC]: Twilight Realm 3DMMORPG w/dx9, and char creation through mysql after I get a server, now C++ scripting
Current Project[VX]: Obsidian Trilogy just started 08/12/2008
Current Project[XP&RM2K3]: none
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Solaris
post Jul 27 2008, 04:48 PM
Post #17


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QUOTE (Immortal Axel @ Apr 25 2008, 06:11 AM) *
I need some major help on this one. I paste this script in the page, but the battle system stays the same. I don't understand scripts at all and some help would be nice.





Paste it into the "materials" section of the script editor
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karu89
post Jul 30 2008, 02:33 PM
Post #18


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i need help on this one when i battle test it has an error on line 2 on formation and i noticed that there isn't a # next to the ='s. I put a # there, battle test and it still comes out with the line 2 error on formation
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karu89
post Jul 30 2008, 06:18 PM
Post #19


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great now it's the motion_ctrl that is getting the error on line 2 which was the same on the formation so I put a # on before the ='s and i also did that on the exe code and yet it still doesn't work,
can some1 please help me?
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karu89
post Jul 30 2008, 06:29 PM
Post #20


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nvm, i got it to work. But one problem when i input the command my character isn't walking in place while i do it, anybody help here?

This post has been edited by karu89: Jul 30 2008, 06:30 PM
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