RMRK is retiring.
Registration is disabled. The site will remain online, but eventually become a read-only archive. More information.

RMRK.net has nothing to do with Blockchains, Cryptocurrency or NFTs. We have been around since the early 2000s, but there is a new group using the RMRK name that deals with those things. We have nothing to do with them.
NFTs are a scam, and if somebody is trying to persuade you to buy or invest in crypto/blockchain/NFT content, please turn them down and save your money. See this video for more information.
Side View Battlers (Still Characters)

0 Members and 1 Guest are viewing this topic.

**
Rep:
Level 87
The Leaf
Side View Battlers (Still Character)
Version: 0.5

Introduction

This isn't really my script but a script from RPG Advocate, however this is the first script I've posted. I thought I'd post this because it is a good script and requires minimum to no scripting at all. All you need is to make a battler, a side view character set one will be fine.

Features

  • Easy To Use
  • No scripting required

Screenshots

Currently there is 2 Screenshot.
Spoiler for:

A screen of the system.


What happens if you don't make new battlers.

If you can't see the picture above, go here:
1 picture: http://i171.photobucket.com/albums/u306/Trenzer/Screenshot-SideView.png
2 picture: http://i171.photobucket.com/albums/u306/Trenzer/Screenshot-SideViewlarge-1.jpg

Demo

N/A

Script
Place these scripts above Main and Under Game_Actor and Window_BattleStatus
Spoiler for:
Code: [Select]
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles the actor. It's used within the Game_Actors class
#  ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :name                     # name
  attr_reader   :character_name           # character file name
  attr_reader   :character_hue            # character hue
  attr_reader   :class_id                 # class ID
  attr_reader   :weapon_id                # weapon ID
  attr_reader   :armor1_id                # shield ID
  attr_reader   :armor2_id                # helmet ID
  attr_reader   :armor3_id                # body armor ID
  attr_reader   :armor4_id                # accessory ID
  attr_reader   :level                    # level
  attr_reader   :exp                      # EXP
  attr_reader   :skills                   # skills
  #--------------------------------------------------------------------------
  # * Object Initialization
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def initialize(actor_id)
    super()
    setup(actor_id)
  end
  #--------------------------------------------------------------------------
  # * Setup
  #     actor_id : actor ID
  #--------------------------------------------------------------------------
  def setup(actor_id)
    actor = $data_actors[actor_id]
    @actor_id = actor_id
    @name = actor.name
    @character_name = actor.character_name
    @character_hue = actor.character_hue
    @battler_name = actor.battler_name
    @battler_hue = actor.battler_hue
    @class_id = actor.class_id
    @weapon_id = actor.weapon_id
    @armor1_id = actor.armor1_id
    @armor2_id = actor.armor2_id
    @armor3_id = actor.armor3_id
    @armor4_id = actor.armor4_id
    @level = actor.initial_level
    @exp_list = Array.new(101)
    make_exp_list
    @exp = @exp_list[@level]
    @skills = []
    @hp = maxhp
    @sp = maxsp
    @states = []
    @states_turn = {}
    @maxhp_plus = 0
    @maxsp_plus = 0
    @str_plus = 0
    @dex_plus = 0
    @agi_plus = 0
    @int_plus = 0
    # Learn skill
    for i in 1..@level
      for j in $data_classes[@class_id].learnings
        if j.level == i
          learn_skill(j.skill_id)
        end
      end
    end
    # Update auto state
    update_auto_state(nil, $data_armors[@armor1_id])
    update_auto_state(nil, $data_armors[@armor2_id])
    update_auto_state(nil, $data_armors[@armor3_id])
    update_auto_state(nil, $data_armors[@armor4_id])
  end
  #--------------------------------------------------------------------------
  # * Get Actor ID
  #--------------------------------------------------------------------------
  def id
    return @actor_id
  end
  #--------------------------------------------------------------------------
  # * Get Index
  #--------------------------------------------------------------------------
  def index
    return $game_party.actors.index(self)
  end
  #--------------------------------------------------------------------------
  # * Calculate EXP
  #--------------------------------------------------------------------------
  def make_exp_list
    actor = $data_actors[@actor_id]
    @exp_list[1] = 0
    pow_i = 2.4 + actor.exp_inflation / 100.0
    for i in 2..100
      if i > actor.final_level
        @exp_list[i] = 0
      else
        n = actor.exp_basis * ((i + 3) ** pow_i) / (5 ** pow_i)
        @exp_list[i] = @exp_list[i-1] + Integer(n)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Get Element Revision Value
  #     element_id : element ID
  #--------------------------------------------------------------------------
  def element_rate(element_id)
    # Get values corresponding to element effectiveness
    table = [0,200,150,100,50,0,-100]
    result = table[$data_classes[@class_id].element_ranks[element_id]]
    # If this element is protected by armor, then it's reduced by half
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil and armor.guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # If this element is protected by states, then it's reduced by half
    for i in @states
      if $data_states[i].guard_element_set.include?(element_id)
        result /= 2
      end
    end
    # End Method
    return result
  end
  #--------------------------------------------------------------------------
  # * Get State Effectiveness
  #--------------------------------------------------------------------------
  def state_ranks
    return $data_classes[@class_id].state_ranks
  end
  #--------------------------------------------------------------------------
  # * Determine State Guard
  #     state_id : state ID
  #--------------------------------------------------------------------------
  def state_guard?(state_id)
    for i in [@armor1_id, @armor2_id, @armor3_id, @armor4_id]
      armor = $data_armors[i]
      if armor != nil
        if armor.guard_state_set.include?(state_id)
          return true
        end
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack Element
  #--------------------------------------------------------------------------
  def element_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.element_set : []
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack State Change (+)
  #--------------------------------------------------------------------------
  def plus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.plus_state_set : []
  end
  #--------------------------------------------------------------------------
  # * Get Normal Attack State Change (-)
  #--------------------------------------------------------------------------
  def minus_state_set
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.minus_state_set : []
  end
  #--------------------------------------------------------------------------
  # * Get Maximum HP
  #--------------------------------------------------------------------------
  def maxhp
    n = [[base_maxhp + @maxhp_plus, 1].max, 9999].min
    for i in @states
      n *= $data_states[i].maxhp_rate / 100.0
    end
    n = [[Integer(n), 1].max, 9999].min
    return n
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum HP
  #--------------------------------------------------------------------------
  def base_maxhp
    return $data_actors[@actor_id].parameters[0, @level]
  end
  #--------------------------------------------------------------------------
  # * Get Basic Maximum SP
  #--------------------------------------------------------------------------
  def base_maxsp
    return $data_actors[@actor_id].parameters[1, @level]
  end
  #--------------------------------------------------------------------------
  # * Get Basic Strength
  #--------------------------------------------------------------------------
  def base_str
    n = $data_actors[@actor_id].parameters[2, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.str_plus : 0
    n += armor1 != nil ? armor1.str_plus : 0
    n += armor2 != nil ? armor2.str_plus : 0
    n += armor3 != nil ? armor3.str_plus : 0
    n += armor4 != nil ? armor4.str_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # * Get Basic Dexterity
  #--------------------------------------------------------------------------
  def base_dex
    n = $data_actors[@actor_id].parameters[3, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.dex_plus : 0
    n += armor1 != nil ? armor1.dex_plus : 0
    n += armor2 != nil ? armor2.dex_plus : 0
    n += armor3 != nil ? armor3.dex_plus : 0
    n += armor4 != nil ? armor4.dex_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # * Get Basic Agility
  #--------------------------------------------------------------------------
  def base_agi
    n = $data_actors[@actor_id].parameters[4, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.agi_plus : 0
    n += armor1 != nil ? armor1.agi_plus : 0
    n += armor2 != nil ? armor2.agi_plus : 0
    n += armor3 != nil ? armor3.agi_plus : 0
    n += armor4 != nil ? armor4.agi_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # * Get Basic Intelligence
  #--------------------------------------------------------------------------
  def base_int
    n = $data_actors[@actor_id].parameters[5, @level]
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    n += weapon != nil ? weapon.int_plus : 0
    n += armor1 != nil ? armor1.int_plus : 0
    n += armor2 != nil ? armor2.int_plus : 0
    n += armor3 != nil ? armor3.int_plus : 0
    n += armor4 != nil ? armor4.int_plus : 0
    return [[n, 1].max, 999].min
  end
  #--------------------------------------------------------------------------
  # * Get Basic Attack Power
  #--------------------------------------------------------------------------
  def base_atk
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.atk : 0
  end
  #--------------------------------------------------------------------------
  # * Get Basic Physical Defense
  #--------------------------------------------------------------------------
  def base_pdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    pdef1 = weapon != nil ? weapon.pdef : 0
    pdef2 = armor1 != nil ? armor1.pdef : 0
    pdef3 = armor2 != nil ? armor2.pdef : 0
    pdef4 = armor3 != nil ? armor3.pdef : 0
    pdef5 = armor4 != nil ? armor4.pdef : 0
    return pdef1 + pdef2 + pdef3 + pdef4 + pdef5
  end
  #--------------------------------------------------------------------------
  # * Get Basic Magic Defense
  #--------------------------------------------------------------------------
  def base_mdef
    weapon = $data_weapons[@weapon_id]
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    mdef1 = weapon != nil ? weapon.mdef : 0
    mdef2 = armor1 != nil ? armor1.mdef : 0
    mdef3 = armor2 != nil ? armor2.mdef : 0
    mdef4 = armor3 != nil ? armor3.mdef : 0
    mdef5 = armor4 != nil ? armor4.mdef : 0
    return mdef1 + mdef2 + mdef3 + mdef4 + mdef5
  end
  #--------------------------------------------------------------------------
  # * Get Basic Evasion Correction
  #--------------------------------------------------------------------------
  def base_eva
    armor1 = $data_armors[@armor1_id]
    armor2 = $data_armors[@armor2_id]
    armor3 = $data_armors[@armor3_id]
    armor4 = $data_armors[@armor4_id]
    eva1 = armor1 != nil ? armor1.eva : 0
    eva2 = armor2 != nil ? armor2.eva : 0
    eva3 = armor3 != nil ? armor3.eva : 0
    eva4 = armor4 != nil ? armor4.eva : 0
    return eva1 + eva2 + eva3 + eva4
  end
  #--------------------------------------------------------------------------
  # * Get Offensive Animation ID for Normal Attacks
  #--------------------------------------------------------------------------
  def animation1_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation1_id : 0
  end
  #--------------------------------------------------------------------------
  # * Get Target Animation ID for Normal Attacks
  #--------------------------------------------------------------------------
  def animation2_id
    weapon = $data_weapons[@weapon_id]
    return weapon != nil ? weapon.animation2_id : 0
  end
  #--------------------------------------------------------------------------
  # * Get Class Name
  #--------------------------------------------------------------------------
  def class_name
    return $data_classes[@class_id].name
  end
  #--------------------------------------------------------------------------
  # * Get EXP String
  #--------------------------------------------------------------------------
  def exp_s
    return @exp_list[@level+1] > 0 ? @exp.to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get Next Level EXP String
  #--------------------------------------------------------------------------
  def next_exp_s
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1].to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # * Get Until Next Level EXP String
  #--------------------------------------------------------------------------
  def next_rest_exp_s
    return @exp_list[@level+1] > 0 ?
      (@exp_list[@level+1] - @exp).to_s : "-------"
  end
  #--------------------------------------------------------------------------
  # * Update Auto State
  #     old_armor : unequipped armor
  #     new_armor : equipped armor
  #--------------------------------------------------------------------------
  def update_auto_state(old_armor, new_armor)
    # Forcefully remove unequipped armor's auto state
    if old_armor != nil and old_armor.auto_state_id != 0
      remove_state(old_armor.auto_state_id, true)
    end
    # Forcefully add unequipped armor's auto state
    if new_armor != nil and new_armor.auto_state_id != 0
      add_state(new_armor.auto_state_id, true)
    end
  end
  #--------------------------------------------------------------------------
  # * Determine Fixed Equipment
  #     equip_type : type of equipment
  #--------------------------------------------------------------------------
  def equip_fix?(equip_type)
    case equip_type
    when 0  # Weapon
      return $data_actors[@actor_id].weapon_fix
    when 1  # Shield
      return $data_actors[@actor_id].armor1_fix
    when 2  # Head
      return $data_actors[@actor_id].armor2_fix
    when 3  # Body
      return $data_actors[@actor_id].armor3_fix
    when 4  # Accessory
      return $data_actors[@actor_id].armor4_fix
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Change Equipment
  #     equip_type : type of equipment
  #     id    : weapon or armor ID (If 0, remove equipment)
  #--------------------------------------------------------------------------
  def equip(equip_type, id)
    case equip_type
    when 0  # Weapon
      if id == 0 or $game_party.weapon_number(id) > 0
        $game_party.gain_weapon(@weapon_id, 1)
        @weapon_id = id
        $game_party.lose_weapon(id, 1)
      end
    when 1  # Shield
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor1_id], $data_armors[id])
        $game_party.gain_armor(@armor1_id, 1)
        @armor1_id = id
        $game_party.lose_armor(id, 1)
      end
    when 2  # Head
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor2_id], $data_armors[id])
        $game_party.gain_armor(@armor2_id, 1)
        @armor2_id = id
        $game_party.lose_armor(id, 1)
      end
    when 3  # Body
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor3_id], $data_armors[id])
        $game_party.gain_armor(@armor3_id, 1)
        @armor3_id = id
        $game_party.lose_armor(id, 1)
      end
    when 4  # Accessory
      if id == 0 or $game_party.armor_number(id) > 0
        update_auto_state($data_armors[@armor4_id], $data_armors[id])
        $game_party.gain_armor(@armor4_id, 1)
        @armor4_id = id
        $game_party.lose_armor(id, 1)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Determine if Equippable
  #     item : item
  #--------------------------------------------------------------------------
  def equippable?(item)
    # If weapon
    if item.is_a?(RPG::Weapon)
      # If included among equippable weapons in current class
      if $data_classes[@class_id].weapon_set.include?(item.id)
        return true
      end
    end
    # If armor
    if item.is_a?(RPG::Armor)
      # If included among equippable armor in current class
      if $data_classes[@class_id].armor_set.include?(item.id)
        return true
      end
    end
    return false
  end
  #--------------------------------------------------------------------------
  # * Change EXP
  #     exp : new EXP
  #--------------------------------------------------------------------------
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    # Level up
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      # Learn skill
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
        end
      end
    end
    # Level down
    while @exp < @exp_list[@level]
      @level -= 1
    end
    # Correction if exceeding current max HP and max SP
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  #--------------------------------------------------------------------------
  # * Change Level
  #     level : new level
  #--------------------------------------------------------------------------
  def level=(level)
    # Check up and down limits
    level = [[level, $data_actors[@actor_id].final_level].min, 1].max
    # Change EXP
    self.exp = @exp_list[level]
  end
  #--------------------------------------------------------------------------
  # * Learn Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def learn_skill(skill_id)
    if skill_id > 0 and not skill_learn?(skill_id)
      @skills.push(skill_id)
      @skills.sort!
    end
  end
  #--------------------------------------------------------------------------
  # * Forget Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def forget_skill(skill_id)
    @skills.delete(skill_id)
  end
  #--------------------------------------------------------------------------
  # * Determine if Finished Learning Skill
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def skill_learn?(skill_id)
    return @skills.include?(skill_id)
  end
  #--------------------------------------------------------------------------
  # * Determine if Skill can be Used
  #     skill_id : skill ID
  #--------------------------------------------------------------------------
  def skill_can_use?(skill_id)
    if not skill_learn?(skill_id)
      return false
    end
    return super
  end
  #--------------------------------------------------------------------------
  # * Change Name
  #     name : new name
  #--------------------------------------------------------------------------
  def name=(name)
    @name = name
  end
  #--------------------------------------------------------------------------
  # * Change Class ID
  #     class_id : new class ID
  #--------------------------------------------------------------------------
  def class_id=(class_id)
    if $data_classes[class_id] != nil
      @class_id = class_id
      # Remove items that are no longer equippable
      unless equippable?($data_weapons[@weapon_id])
        equip(0, 0)
      end
      unless equippable?($data_armors[@armor1_id])
        equip(1, 0)
      end
      unless equippable?($data_armors[@armor2_id])
        equip(2, 0)
      end
      unless equippable?($data_armors[@armor3_id])
        equip(3, 0)
      end
      unless equippable?($data_armors[@armor4_id])
        equip(4, 0)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Change Graphics
  #     character_name : new character file name
  #     character_hue  : new character hue
  #     battler_name   : new battler file name
  #     battler_hue    : new battler hue
  #--------------------------------------------------------------------------
  def set_graphic(character_name, character_hue, battler_name, battler_hue)
    @character_name = character_name
    @character_hue = character_hue
    @battler_name = battler_name
    @battler_hue = battler_hue
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
def screen_x
    if self.index != nil
      return self.index * 40 + 440
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Y-Coordinate
  #--------------------------------------------------------------------------
def screen_y
    return self.index * 20 + 240
end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Z-Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    # Return after calculating z-coordinate by order of members in party
    if self.index != nil
      return 4 - self.index
    else
      return 0
    end
  end
end
Spoiler for:
Code: [Select]
#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window displays the status of all party members on the battle screen.
#==============================================================================

class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  def initialize
    super(0, 320, 640, 160)
    self.contents = Bitmap.new(width - 32, height - 32)
    @level_up_flags = [false, false, false, false]
    refresh
  end
  #--------------------------------------------------------------------------
  # * Dispose
  #--------------------------------------------------------------------------
  def dispose
    super
  end
  #--------------------------------------------------------------------------
  # * Set Level Up Flag
  #     actor_index : actor index
  #--------------------------------------------------------------------------
  def level_up(actor_index)
    @level_up_flags[actor_index] = true
  end
  #--------------------------------------------------------------------------
  # * Refresh
  #--------------------------------------------------------------------------
  def refresh
    self.contents.clear
    @item_max = $game_party.actors.size
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      actor_x = i * 160 + 4
      draw_actor_name(actor, actor_x, 0)
      draw_actor_hp(actor, actor_x, 32, 120)
      draw_actor_sp(actor, actor_x, 64, 120)
      if @level_up_flags[i]
        self.contents.font.color = normal_color
        self.contents.draw_text(actor_x, 96, 120, 32, "LEVEL UP!")
      else
        draw_actor_state(actor, actor_x, 96)
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
def update
    super
    if $game_temp.battle_main_phase
      self.contents_opacity = 255
    end
  end
end

Insert the script manually
Spoiler for:
If you want to insert the script manually then all you have to do is go to Game_Actor and replace
Code: [Select]
  def screen_x
    # Return after calculating x-coordinate by order of members in party
    if self.index != nil
      return self.index * 160 + 80
    else
      return 0
    end
  end

with

Code: [Select]
def screen_x
    if self.index != nil
      return self.index * 40 + 440
    else
      return 0
    end
  end

and

Code: [Select]
  def screen_y
    return 464
  end

with
Code: [Select]
def screen_y
    return self.index * 20 + 240
end

Then go to Window_BattleStatus and replace

Code: [Select]
  def update
    super
    # Slightly lower opacity level during main phase
    if $game_temp.battle_main_phase
      self.contents_opacity -= 4 if self.contents_opacity > 191
    else
      self.contents_opacity += 4 if self.contents_opacity < 255
    end
  end
end

with

Code: [Select]
def update
    super
    if $game_temp.battle_main_phase
      self.contents_opacity = 255
    end
  end
end

and your done.

You can change where your character is by editing these lines
Code: [Select]
    return self.index * 40 + 440

Code: [Select]
    return self.index * 20 + 240

Just change the values to whatever it is you like.


Instructions

Make sure to place the script above Main and below Game_Actor and Window_BattleStatus.

Make new battlers, a side view of a characterset works fine. That is unless, you want your characters to look stupid

Be sure to put your new battler in the Battlers folder.

Compatibility

It should work with any version of RMXP

Credits and Thanks

  • Trenzer  -  Because I posted this script and edited it so the battlers weren't in the middle of the screen
  • RPG Advocate  -  For making this script

Author's Notes

You don't have to give me credit if you want but be sure to credit RPG Advocate

Modification is required if you want the characters to walk up to the monsters and attack.

For more information on this script, go here http://www.phylomortis.com/resource/script/scr005.html
« Last Edit: March 17, 2007, 07:20:07 PM by Trenzer »
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

*******
Rep:
Level 90
Returned from the dead.
That's one sweet script
But how do you move the enemies about?
Also, is there a way to separate the battlers so that they aren't all clumped together... so that the original battlers would look right?
Sincerely,
Your conscience.

**
Rep:
Level 87
The Leaf
Once you get the new enemy sprites, stick them in the battlers folder. Open up the database and click on the Enemies Tab. Change the monster graphic to your new one then click on the troops tab. Once there make a new troop or edit an existing one. You can move the monsters position by clicking and dragging them to the position you desire.

And in order to place the characters so they are facing right, it will require scripting (Obviously).
First off, you'd have to reposition your characters so they are on the other side of the screen, you can do that easily by editing these lines:

Code: [Select]
    return self.index * 40 + 440
Code: [Select]
   return self.index * 20 + 240

Just change your graphic so it is facing the other way way. However I'm a beginner scripter and I'm sorry that I can't help you much with the seperation of the battlers. This is the reason why I said to make new battlers and a character side view works good. Otherwise it looks like this
Spoiler for:

Maybe you could get someone else to edit it for you...
« Last Edit: March 17, 2007, 07:21:01 PM by Trenzer »
Beauty exists so that someone can tarnish it... Love exists to be lost...Innocence exists to be stolen... Souls exist to be corrupted...

*******
Rep:
Level 90
Returned from the dead.
Okay... thanks  ;)
Sincerely,
Your conscience.