
By Fomar0153
Last Updated: 04 June 2012 (Version 1.0)
Download Link: http://pastebin.com/raw.php?i=gr0ap0Ua
Basically my Basic Side View Battle System but without the need to cut out sprites.

By Fomar0153
Last Updated: 04 June 2012 (Version 1.0)
Download Link: http://pastebin.com/raw.php?i=gr0ap0Ua
Basically my Basic Side View Battle System but without the need to cut out sprites.
Thankz , i was follow you long time ago.
Keep on scripting.
Well…That is more faster than before…
Go go Fomar~
[...] Fomar0153 (AN) : a mis jour son SBS qui utilise des charsets. [...]
Hi there, thanks for posting this, but I have a question. Where exactly do I put this script? Under Battle Manager in the script editor, or somewhere else? Whenever I try to use it, the game won’t load and instead says
“Name Error occured. uninitialized constant OBject: Game_Battler”.
Your help would be most appreciated
Put it under Materials.
Thank you very much I got it to work now! I appreciate it! One more question, how do I change the position of the enemies? Though the script successfully moved the characters, the enemies are still in the middle of the screen like the default system.
Tools -> Database -> Troops. Add the troops from the enemies listed on the right, then you can move their positions on the Battle Back you placed them on.
I like all of your scripts but i recently got the battle side view and the sprite is Way at the top of the screen? please help
Find and edit:
def screen_y
return 120 + self.index * 40
end
Hey Fomar, there is a way to change the waiting time between the actor’s actions?
Errr, this script adds sprites to the battle. Which script do you refer to?
This. I think I wasn’t specific enough. For example, I choose “attack” with all characters. When they start attacking is one after the other, right? The order is determined by the char’s agi, but this is not what I’m talking about. I want to know if there is a way to extend the time between one character’s action and the other. Like this: First character attacks, the damage is calculated, shown in the log message and then the next character attacks. I want to extend this time, between one action and the other. I’m sorry if it’s confusing, english is not my first language.
Have a look in Scene_Battle around line 70, and increase the durations e.g.
def wait(duration)
duration *= 2
duration.times {|i| update_for_wait if i < duration / 2 || !show_fast? }
end
Hello, I found a glitch with this script. I noticed when I add a party member during a battle the party member does not appear on screen.
Add:
SceneManager.scene.create_spriteset
in a script call after changing the party.
I’m still confused. What is scenemanger? I don’t see a script named after changing the party.
So you’re in the event editor you change the party, then add a script call (the event command).
i want to ask 1 question, how do we change the characters line? err
for example, actor 1 & 3 at front of actor 2 & 4 sorry for my bad english,
maybe this arrow will help, your script allow the sprite to be like this :
-Enemy -Player
<
<
but i want it to be like this: or like this :
-Enemy -Player -Enemy -Player
< <
< <
the character's not in one line, what should i do?
sorry i mean like this:
default sprite position:
<
<
<
<
but i want it to be like this
<
<
<
<
wtf? i put space bar but it didn’t turn out, ok i mean like this
default sprite position:
—-<—-
—-<—-
—-<—-
—-<—-
but i want it to be like this:
—<—-
—-<—
—–<–
——<-
what should i change/add?
def screen_x
return 450 + self.index * 20
end
hey fohmar i want to ask some question,
i’ve put animated battlers script and this script together, but i’ve one issue,
when the enemies die they don’t dissapear, what must i do?
Delete the section of the animated script that prevents the collapse effect maybe.
in which line or what code collapse effect is?
can there be a cursor put above the sprite you’re using to attack?