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Side View Battle System |
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Jul 15 2008, 05:47 AM
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Group: Member
Posts: 1
Type: None
RM Skill: Undisclosed

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QUOTE (Magdreamer @ Jan 27 2008, 06:36 AM)  I can see that alot of scripters are working hard to get a full database of scripts for RMVX done for future projects! =) Indeed! I'm giving some serious credits the builder of this, who is it? He will be mentioned in my game project =D
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Jul 28 2008, 06:46 PM
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Level 4

Group: Member
Posts: 45
Type: Event Designer
RM Skill: Beginner

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idk what the heck i did wrong i also have the damage pop-up script but idk if that is the problem
This post has been edited by karu89: Jul 28 2008, 06:48 PM
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Jul 28 2008, 07:15 PM
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Level 12

Group: Revolutionary
Posts: 218
Type: Scripter
RM Skill: Skilled

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I already encountered this problem... or I should say I was asked about it and solved the problem for someone using my Damage Pops script with Claihm's system.
SETUP: Now Claihm's sideview system is broken down into three scripts... Formations, Motion Control, and Motion Execution. That is the typical order of the scripts in the demo... like this: * Formations * Motion Control * Motion Execution
But, if you want to use Damage Pops (as Damage Pops has it's own system to re-arrange the battlers), you want to move the Formations script to the bottom of the list... like this: * Motion Control * Motion Execution * Damage Pops * Formations
See the difference? It is NECESSARY for Formations to be the bottom most script so its battler positioning system takes over.
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Up is down, left is right and sideways is straight ahead - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)Clickable links:  (My own forum)
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Aug 12 2008, 12:16 PM
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Group: Member
Posts: 1
Type: Developer
RM Skill: Skilled

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QUOTE (ss3dj @ Jan 26 2008, 02:47 AM)  QUOTE (Elemental Crisis @ Jan 26 2008, 12:04 AM)  @ss3dj Did you make sure to change the enemy positions in the database?  thanks ! I'm having the same trouble, could you explain more? please. Do you mean the database where i make everything or on the script. i'm very new to this game.
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Aug 20 2008, 10:24 AM
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Level 2

Group: Member
Posts: 18
Type: None
RM Skill: Skilled

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QUOTE (Timeaisis @ Jun 6 2008, 02:03 PM)  That happened to me too for a while. Did the character attack, go off the screen, and then freeze? It might have to do with the character's graphic placement in battle. Try changing the battler's formation to something like this: CODE [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 => [[460,260], [440, 240], [420, 220], [480, 280]] } In lines 11-22 in sideview_formation. After doing that, I haven't got the error again...(yet). I had the same problem so I did this, and it did in fact solve the problem, but little miss picky that I am I don't like how the battlers are so clumped together on the screen. Any possible way to make the battle work and have them spread out a bit?
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Sep 3 2008, 09:00 PM
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Level 7

Group: Revolutionary
Posts: 105
Type: Event Designer
RM Skill: Advanced

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Can someone put a link the text file of it cause i'm getting a 404 error when I click either links.
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I thought what I'd do was, I'd pretend I was one of those deaf-mutes.
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Sep 19 2008, 08:58 PM
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Group: Member
Posts: 2
Type: None
RM Skill: Undisclosed

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Hi, thanks very much for sharing, I've been looking for this so long, however, the link doesn't open....it said: page not found, Would you please post the link again somewhere? I really appreciate!Thanks!! BB QUOTE (Elemental Crisis @ Jan 21 2008, 04:22 PM)  I told SeeYouAlways I would post this. Script Name: Side View Battle System Author: Claimh (English Translation By: Elemental Crisis) Version: 1.0.0 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. http://www.rpgcrisis.net/forums/Battle-Backgrounds-t89.htmlScreenshots:A battle starting. Character attacking a slime. Using a spell on a slime. Victory message at end of battle. 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. If you view the support topic for this script I've attached the "scripts.rvdata" file that already has the side view battle system scripts. Script Link: http://www.rpgcrisis.net/forums/Side-View-...ystem-t111.html
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Sep 21 2008, 11:32 AM
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Level 14

Group: Revolutionary
Posts: 250
Type: Developer
RM Skill: Skilled

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Both links are down, can you reupload it right here (in spoiler tag, to avoid dead links)? Thanks in advance.
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Sep 25 2008, 09:09 PM
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Level 31

Group: Revolutionary
Posts: 750
Type: None
RM Skill: Undisclosed

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Here you go. It's a three-parter. #========================================================================== ==== # ■ 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 #=========================================================================== === # ■ 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 #===================================================================== ========= # ■ 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
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