Poll
Question:
Does anyone knows how to make a script that when the character engage in battle, the characters are bigger?
Option 1: Thumbs Up
votes: 2
Option 2: Thumbs Down
votes: 2
Does anyone knows how to make a script that when the character engage in battle, the characters are bigger?
This isn't the place to make a request or ask for a script.
And it depends on the battle script you're using. The default battle system doesn't even show your characters, so it doesn't even matter. Most alternate battle systems use their own battle sprites, so it's just a matter of making bigger sprites for battlers.
Oh! Sorry! ^_^ i am a newbie here so i don't know much about this site ^_^
So, is there any battle scripts like that?
Where should i post a request?
That depends on what kind of battle system you want. There are many varieties of ABS, Turn-Based, there's one or two Tactics style, and maybe a real-time one.
A good place to look would be here, the script index
http://rmrk.net/index.php/topic,31844.0.html
Other sites usually have script indexes too. If you can't find it here, the other two sites I use are RPGmVX.net
www.rpgmakervx.net/index.php?showtopic=4241
or RPG RPG Revolution
http://www.rpgrevolution.com/
Maybe Creation Asylum too
http://www.creationasylum.net/forum/index.php?s=b2cec6810dc260656789f5c8ebdbd122&showforum=153
Google is a great place to look for script if none of those sites serve your needs
Thanks a lot!
Here's something I threw together a while ago.
if @battler.is_a?(Game_Actor)
#case code shrinks enemies and actors as they get closer to top of screen
case @battler.index
when 0
self.zoom_x = 0.90
self.zoom_y = 0.90
when 1
self.zoom_x = 0.95
self.zoom_y = 0.95
when 2
self.zoom_x = 0.98
self.zoom_y = 0.98
when 3
self.zoom_x = 1
self.zoom_y = 1
when 4
self.zoom_x = 0.90
self.zoom_y = 0.90
when 5
self.zoom_x = 0.95
self.zoom_y = 0.95
when 6
self.zoom_x = 0.98
self.zoom_y = 0.98
when 7
self.zoom_x = 1
self.zoom_y = 1
end
#self.mirror = true
end
#
inside Sprite Battler > Update
here's a simplified version to make your sprites big:
if @battler.is_a?(Game_Actor)
self.zoom_x = 1.20
self.zoom_y = 1.20
end
You can change 1.2 to whatever you like.
where will i put this script? is it above main?
inside sprite_battler
inside update
above #Blink around line 74
so instead of stuff that looks like this:
if @battler.is_a?(Game_Actor) and @battler_visible
# Bring opacity level down a bit when not in main phase
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
# Blink
if @battler.blink
blink_on
else
blink_off
end
# If invisible
have it look like this:
if @battler.is_a?(Game_Actor) and @battler_visible
# Bring opacity level down a bit when not in main phase
if $game_temp.battle_main_phase
self.opacity += 3 if self.opacity < 255
else
self.opacity -= 3 if self.opacity > 207
end
end
if @battler.is_a?(Game_Actor)
self.zoom_x = 1.20
self.zoom_y = 1.20
end
# Blink
if @battler.blink
blink_on
else
blink_off
end
# If invisible
You are only adding four lines of code, so it's a snippet. ;)
there is no #Blink in line 74..
Quote from: darkserge000 on October 18, 2011, 04:06:13 PM
there is no #Blink in line 74..
tell ya what, you post your copy of sprite_battler, ill insert it, and you can put it in.
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# This sprite is used to display battlers. It observes a instance of the
# Game_Battler class and automatically changes sprite conditions.
#==============================================================================
class Sprite_Battler < Sprite_Base
#--------------------------------------------------------------------------
# * Constants
#--------------------------------------------------------------------------
WHITEN = 1 # Flash white (start action)
BLINK = 2 # Blink (damage)
APPEAR = 3 # Appear (appear, revive)
DISAPPEAR = 4 # Disappear (escape)
COLLAPSE = 5 # Collapse (incapacitated)
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :battler
#--------------------------------------------------------------------------
# * Object Initialization
# viewport : viewport
# battler : battler (Game_Battler)
#--------------------------------------------------------------------------
def initialize(viewport, battler = nil)
super(viewport)
@battler = battler
@battler_visible = false
@effect_type = 0 # Effect type
@effect_duration = 0 # Effect remaining time
end
#--------------------------------------------------------------------------
# * Dispose
#--------------------------------------------------------------------------
def dispose
if self.bitmap != nil
self.bitmap.dispose
end
super
end
#--------------------------------------------------------------------------
# * Frame Update
#--------------------------------------------------------------------------
def update
super
if @battler == nil
self.bitmap = nil
else
@use_sprite = @battler.use_sprite?
if @use_sprite
self.x = @battler.screen_x
self.y = @battler.screen_y
self.z = @battler.screen_z
update_battler_bitmap
end
setup_new_effect
update_effect
end
end
#--------------------------------------------------------------------------
# * Update Transfer Origin Bitmap
#--------------------------------------------------------------------------
def update_battler_bitmap
if @battler.battler_name != @battler_name or
@battler.battler_hue != @battler_hue
@battler_name = @battler.battler_name
@battler_hue = @battler.battler_hue
self.bitmap = Cache.battler(@battler_name, @battler_hue)
@width = bitmap.width
@height = bitmap.height
self.ox = @width / 2
self.oy = @height
if @battler.dead? or @battler.hidden
self.opacity = 0
end
end
end
#--------------------------------------------------------------------------
# * Set New Effect
#--------------------------------------------------------------------------
def setup_new_effect
if @battler.white_flash
@effect_type = WHITEN
@effect_duration = 16
@battler.white_flash = false
end
if @battler.blink
@effect_type = BLINK
@effect_duration = 20
@battler.blink = false
end
if not @battler_visible and @battler.exist?
@effect_type = APPEAR
@effect_duration = 16
@battler_visible = true
end
if @battler_visible and @battler.hidden
@effect_type = DISAPPEAR
@effect_duration = 32
@battler_visible = false
end
if @battler.collapse
@effect_type = COLLAPSE
@effect_duration = 48
@battler.collapse = false
@battler_visible = false
end
if @battler.animation_id != 0
animation = $data_animations[@battler.animation_id]
mirror = @battler.animation_mirror
start_animation(animation, mirror)
@battler.animation_id = 0
end
end
#--------------------------------------------------------------------------
# * Update Effect
#--------------------------------------------------------------------------
def update_effect
if @effect_duration > 0
@effect_duration -= 1
case @effect_type
when WHITEN
update_whiten
when BLINK
update_blink
when APPEAR
update_appear
when DISAPPEAR
update_disappear
when COLLAPSE
update_collapse
end
end
end
#--------------------------------------------------------------------------
# * Update White Flash Effect
#--------------------------------------------------------------------------
def update_whiten
self.blend_type = 0
self.color.set(255, 255, 255, 128)
self.opacity = 255
self.color.alpha = 128 - (16 - @effect_duration) * 10
end
#--------------------------------------------------------------------------
# * Update Blink Effect
#--------------------------------------------------------------------------
def update_blink
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 255
self.visible = (@effect_duration % 10 < 5)
end
#--------------------------------------------------------------------------
# * Update Appearance Effect
#--------------------------------------------------------------------------
def update_appear
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = (16 - @effect_duration) * 16
end
#--------------------------------------------------------------------------
# * Updated Disappear Effect
#--------------------------------------------------------------------------
def update_disappear
self.blend_type = 0
self.color.set(0, 0, 0, 0)
self.opacity = 256 - (32 - @effect_duration) * 10
end
#--------------------------------------------------------------------------
# * Update Collapse Effect
#--------------------------------------------------------------------------
def update_collapse
self.blend_type = 1
self.color.set(255, 128, 128, 128)
self.opacity = 256 - (48 - @effect_duration) * 6
end
end
is this VX? cause it doesn't look familiar.
request someone like Coz translate this
if @battler.is_a?(Game_Actor)
self.zoom_x = 1.20
self.zoom_y = 1.20
end
yup! it is!
Quote from: darkserge000 on October 20, 2011, 12:46:35 PM
yup! it is!
ahh, that explains it. You must always state which version you are using, because the scripts are not always compatible. I don't even have a copy of VX, but cozziekuns does. You should send them a pm with my four lines and see if they will work in your VX program.
ah ok.. anyway, tnx..