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About sideview battle script

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Rep: +0/-0Level 63
RMRK Junior
i m sorry if this asked before but im kinda using a script for sidequest and im stranger about codes,my problem is while im battling in sidewiew it show batllers image i want it 2 show its sprite,i tried to change battler image to sprite but it wasnt animated and look bad...here is my script if somebody using same script pls share what to do with me,script is 3 part and im sharing 1 part of it


Code: [Select]
#==========================================================================
# ? VX-RGSS2-6 ????????[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

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I don't know how much this will help you, but I'd consider using the Kaduki Tankentai SBS (V.3.3 Translation 2.7, I believe?), and taking it right from the demo. It comes with an animated side battler system. I've found a link somewhere - I don't recall where - that made some of the Ragnarok Online enemies useable with the Kaduki script.

Be that as it may, the only problem with this script is acquiring sprites. Usually, it means you must use Kaduki sprites or customize them according to the style. Usually, I just recolor or add simple edits to the Kaduki sprites and use them with different facesets.

Hope this helps!
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