Everything was fine, then today as I got to adding monster 13 to the setup, it never worked.
I thought ok, well i've made an error somewhere, and checked that the base file types where the same in both characters and battlers.
Still no change.
So I tested the other 12 I'd made, they all worked fine.
So I copied one of the working enemys, into a test troop after 13, and it still did not work...
I tried putting a new monster at 100th position, and it worked! then I tried it again and it did not anymore.
So I figured it must be another script somehow messing it up, so went around changing it's position now only 2 of the orignal 12 work.
What is frustrating is that it has no physical reason to not be working.
I'm wondering if anyone has had a simular problem or can point me to a better script.
This is the original of the edited Kylock system currently in my game, any info would be appreciated.
CODE
#==============================================================================
# ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System
# 7.28.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Easy to implement interface to specify animated battlers for enemies. Note
# enemy batters must be formatted THE SAME as your character battlers. Also,
# you must have 2 copies of your enemy battler:
# <game folder>\Graphics\Battlers\$<enemy name>.png
# <game folder>\Graphics\Characters\$<enemy name>.png
#------------------------------------------------------------------------------
# ● Adjusting Enemy Positioning ( position_plus alias altered by Mr. Bubble )
#------------------------------------------------------------------------------
# What I've realized is that a single universal position change in Kylock's
# original Enemy Animated Battlers Addon will not suffice. If you use the
# popular 11-row pose animated battlers, you may notice that their sprites will
# appear much farther up on your screen than what you assigned in your enemy
# troops tab in your Database. Generally, the larger a battler sprite's cell
# is, the more "up" the sprite will appear in the battle scene.
#
# In order to better accommodate animated battlers, I've changed
# Kylock's original script to allow specified adjustment for a specified enemy.
#
# You will need to add each case to your list like this:
#
# when enemyID#
# return [ X, Y ]
#
# X = Pixels sprite will move on the x-axis.
# Y = Pixels sprite will move on the y-axis.
#
# You won't need to make X anything else besides zero. For Y, positive
# values will move the sprite down on your screen. It will likely take a few
# tries in battle test to get the position of the battler down where you want.
module K_ENEMY_BATTLERS
ENEMY_ID = [1,2,3,4,5,6,7,8,19,] # list of enemies with batter sprites(ex. [1,24])
end
class Game_Enemy < Game_Battler
alias bubs_position_plus position_plus
def position_plus
case @enemy_id
when 1 # Slime
return [0, 0]
# when enemyID# <--Example of how you add a new adjustment in
# return [ X, Y ] <--the script.
#===================== STOP ===================================================
end
bubs_position_plus
end
alias keb_anime_on anime_on
def anime_on
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_anime_on
end
alias keb_action_mirror action_mirror
def action_mirror
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_action_mirror
end
end
# ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System
# 7.28.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Easy to implement interface to specify animated battlers for enemies. Note
# enemy batters must be formatted THE SAME as your character battlers. Also,
# you must have 2 copies of your enemy battler:
# <game folder>\Graphics\Battlers\$<enemy name>.png
# <game folder>\Graphics\Characters\$<enemy name>.png
#------------------------------------------------------------------------------
# ● Adjusting Enemy Positioning ( position_plus alias altered by Mr. Bubble )
#------------------------------------------------------------------------------
# What I've realized is that a single universal position change in Kylock's
# original Enemy Animated Battlers Addon will not suffice. If you use the
# popular 11-row pose animated battlers, you may notice that their sprites will
# appear much farther up on your screen than what you assigned in your enemy
# troops tab in your Database. Generally, the larger a battler sprite's cell
# is, the more "up" the sprite will appear in the battle scene.
#
# In order to better accommodate animated battlers, I've changed
# Kylock's original script to allow specified adjustment for a specified enemy.
#
# You will need to add each case to your list like this:
#
# when enemyID#
# return [ X, Y ]
#
# X = Pixels sprite will move on the x-axis.
# Y = Pixels sprite will move on the y-axis.
#
# You won't need to make X anything else besides zero. For Y, positive
# values will move the sprite down on your screen. It will likely take a few
# tries in battle test to get the position of the battler down where you want.
module K_ENEMY_BATTLERS
ENEMY_ID = [1,2,3,4,5,6,7,8,19,] # list of enemies with batter sprites(ex. [1,24])
end
class Game_Enemy < Game_Battler
alias bubs_position_plus position_plus
def position_plus
case @enemy_id
when 1 # Slime
return [0, 0]
# when enemyID# <--Example of how you add a new adjustment in
# return [ X, Y ] <--the script.
#===================== STOP ===================================================
end
bubs_position_plus
end
alias keb_anime_on anime_on
def anime_on
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_anime_on
end
alias keb_action_mirror action_mirror
def action_mirror
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_action_mirror
end
end