NOTE: Make sure levitate is not checked on the monster, it won't place the battler properly.
CODE
module ENEMY_POSITION
POSITION_ENEMY ={
############################################################################
#Configure Adjustments here:
############################################################################
#[adj_x, adj_y, x_rate_x, x_rate_y, y_rate_x, y_rate_y],
:setup => [-408, 128, 0.300, -0.250, 1.600, 0.500],
}
end
############################################################################
class Game_Troop < Game_Unit
def setup(troop_id)
clear
@troop_id = troop_id
@enemies = []
offsets = ENEMY_POSITION::POSITION_ENEMY[:setup]
for member in troop.members
next if $data_enemies[member.enemy_id] == nil
enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
position_x = (member.x * offsets[2]) + (member.y * offsets[4])
position_x += offsets[0]
position_y = (member.x * offsets[3]) + (member.y * offsets[5])
position_y += offsets[1]
enemy.screen_x = Integer(position_x)
enemy.screen_y = Integer(position_y)
@enemies.push(enemy)
end
make_unique_names
end
end
POSITION_ENEMY ={
############################################################################
#Configure Adjustments here:
############################################################################
#[adj_x, adj_y, x_rate_x, x_rate_y, y_rate_x, y_rate_y],
:setup => [-408, 128, 0.300, -0.250, 1.600, 0.500],
}
end
############################################################################
class Game_Troop < Game_Unit
def setup(troop_id)
clear
@troop_id = troop_id
@enemies = []
offsets = ENEMY_POSITION::POSITION_ENEMY[:setup]
for member in troop.members
next if $data_enemies[member.enemy_id] == nil
enemy = Game_Enemy.new(@enemies.size, member.enemy_id)
position_x = (member.x * offsets[2]) + (member.y * offsets[4])
position_x += offsets[0]
position_y = (member.x * offsets[3]) + (member.y * offsets[5])
position_y += offsets[1]
enemy.screen_x = Integer(position_x)
enemy.screen_y = Integer(position_y)
@enemies.push(enemy)
end
make_unique_names
end
end
