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Basic Side View Battle System

battle system side view

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#1 Fomar0153

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Posted 18 December 2011 - 12:47 PM

Let me begin by saying this really is basic, let me give you a screenshot of how basic this is:
Posted Image

Completely no frills, could be a basis for an animated side view battle system that I am not likely to be writing.

Basic Side View Battle Script
Instructions are in the script.
Example battlers:
Posted ImagePosted ImagePosted ImagePosted Image
=begin
Basic Side View Battle Script
by Fomar0153
Version 1.0
----------------------
Notes
----------------------
No requirements
Displays battlers for the player's party.
----------------------
Instructions
----------------------
You will need to import battlers for the party to use
they should be named like this:
name_battler
e.g.
Ralph_battler
----------------------
Known bugs
----------------------
None
=end
class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # ● New Method battler_name
  #--------------------------------------------------------------------------
  def battler_name
    return actor.name + "_battler"
  end
  #--------------------------------------------------------------------------
  # ● Rewrites use_sprite?
  #--------------------------------------------------------------------------
  def use_sprite?
    return true
  end
  #--------------------------------------------------------------------------
  # ● New Method screen_x
  #--------------------------------------------------------------------------
  def screen_x
    return 450
  end
  #--------------------------------------------------------------------------
  # ● New Method screen_y
  #--------------------------------------------------------------------------
  def screen_y
    return 120 + self.index * 40
  end
  #--------------------------------------------------------------------------
  # ● New Method screen_z
  #--------------------------------------------------------------------------
  def screen_z
    return 100
  end
end

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● Rewrites create_actors
  #--------------------------------------------------------------------------
  def create_actors
    @actor_sprites = $game_party.battle_members.reverse.collect do |actor|
      Sprite_Battler.new(@viewport1, actor)
    end
  end
end

Planned Future Development
-May need updating when RPG Maker VXA is released in English.
-Animated sprites e.g. walk forward when it's their turn (though certainly not until Ace is released in english)
-Flying enemies hover up and down.

#2 Rosenblack

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Posted 18 December 2011 - 02:14 PM

Simple, very simple but I like it

*edit*

*Added to the Master Script List*

Edited by Rosenblack, 18 December 2011 - 02:34 PM.

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#3 artemisa

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Posted 18 December 2011 - 11:24 PM

As I can insert this script ace rpg vx trial?

#4 shaz

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Posted 19 December 2011 - 12:23 AM

Very nice ... looks so simple!

#5 Lunar Dreams

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Posted 19 December 2011 - 12:30 AM

Very neat. It's simple but very effective. I think I'm going to use this in my project with the battler images being the characters faces. Thankfully the coordinates are simple enough to adjust.

A quick hint: The default "attack" skill doesn't give an animation when an enemy uses it, since monsters don't have attack animations by default. However, you can copy this skill and paste it into another database slot (by default the first and second skills are reserved for when actors use normal attacks and defend, so don't remove those). You can then change the skill's animation from "Normal Attack" to anything you want, and then give the monster that skill for their normal attack instead of the default. By doing this, animations will display on your actors when they're attacked (this already happens normally for everything else), and enemies can have their own attack animations (rats bite, soldiers slash with their sword, etc).

Edited by Lunar Dreams, 19 December 2011 - 12:49 AM.


#6 Fomar0153

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Posted 19 December 2011 - 04:32 AM

As I can insert this script ace rpg vx trial?

Yes I'm writing my scripts in PRG Maker VX and then using a batch file to copy and rename the scripts file. Just copy a VXA script file into VX and change the extension. Then edit the scripts from VX and when you're done copy the script file back.

Very nice ... looks so simple!

Thanks, VXA had most of the support for battlers for the party already written it only needed a few tweaks.

Very neat. It's simple but very effective. I think I'm going to use this in my project with the battler images being the characters faces. Thankfully the coordinates are simple enough to adjust.

A quick hint: The default "attack" skill doesn't give an animation when an enemy uses it, since monsters don't have attack animations by default. However, you can copy this skill and paste it into another database slot (by default the first and second skills are reserved for when actors use normal attacks and defend, so don't remove those). You can then change the skill's animation from "Normal Attack" to anything you want, and then give the monster that skill for their normal attack instead of the default. By doing this, animations will display on your actors when they're attacked (this already happens normally for everything else), and enemies can have their own attack animations (rats bite, soldiers slash with their sword, etc).

I'd completely missed that, I wrote this script in the same project as my blue mage script which meant the enemies only did blue magic spells. I like your solution by the way. Being as you're using faces are you moving them to create a front view battle system?

#7 Lunar Dreams

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Posted 19 December 2011 - 09:40 AM

@Fomar0153: Basically, yes, I'm moving the battler images so they they're placed on top of a "false" window to create a front-view system where the battle animations play over the faces. I guess you could say it would be sort of like how XP's battle system was. This video is of a Super Famicom RPG based of the anime "The Slayers," to give you an example of what I'm envisioning for my project. It already looks enough like it was made in RMVX Ace.... over a decade earlier. I'm actually working on a damage popup script... and failing miserably at the moment.

http://www.youtube.com/watch?v=z0B73P5cLpY

#8 FM

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Posted 22 January 2012 - 05:27 PM

Fomar0153 , you have this script for XP ? thanks

#9 Fomar0153

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Posted 22 January 2012 - 05:34 PM

Fomar0153 , you have this script for XP ? thanks


Hi there, I did a version of this for VX and it took me 47 seconds from start to finish to make this for XP.


class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Get Battle Screen X-Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    return 500 + self.index * 20
  end
  #--------------------------------------------------------------------------
  # * Get Battle Screen Y-Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return 200 + 60 * self.index
  end
end

Play around with the numbers until you're happy.

#10 RoseGuardian

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Posted 23 January 2012 - 09:09 AM

There is a problem with this script. I imported a battler and named it currectly and it says it can't find it when I enter battle. Please help, I checked and it was spelled currectly and nothing was misspelled at all.


EDIT: Thought maybe I should post a demo of the problem:

REMOVED

You'll notice when you enter battle it says unable to find Alya_battler even though the file is there in the battler folder ansd spelled currectly.

EDIT: Never mind stupid me had a space after her name in the data base not sure why on Earth it mattered.

Edited by RoseGuardian, 23 January 2012 - 09:23 AM.

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#11 Fomar0153

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Posted 23 January 2012 - 09:34 AM

There is a problem with this script. I imported a battler and named it currectly and it says it can't find it when I enter battle. Please help, I checked and it was spelled currectly and nothing was misspelled at all.


EDIT: Thought maybe I should post a demo of the problem:

REMOVED

You'll notice when you enter battle it says unable to find Alya_battler even though the file is there in the battler folder ansd spelled currectly.

EDIT: Never mind stupid me had a space after her name in the data base not sure why on Earth it mattered.


Because it was looking for "Alya _battler" with the space. But I'm glad you sorted your problem.

#12 Akura

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Posted 05 March 2012 - 01:45 PM

How come my battler doesn't show up o.o I didn't change anything , do I need to do something with the script?

Edited by Akura, 05 March 2012 - 01:45 PM.


#13 Fomar0153

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Posted 05 March 2012 - 01:48 PM

Did you remember to create the characters' battlers:
Example battlers:
Posted ImagePosted ImagePosted ImagePosted Image

#14 Seth Vangundy

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Posted 22 March 2012 - 05:31 PM

UMM IM NOT EXACTLY SURE HOW TO SETUP THIS SCRIPT.... err sorry caps lock, but anyways.. what do i need to upload as battlers? and how wiould i do thta?

#15 Fomar0153

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Posted 22 March 2012 - 05:53 PM

import them into the battlers resources.

#16 Ridho Hilmansyah Botutihe

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Posted 23 March 2012 - 05:16 AM

Nice script :)
How about add when the character using skill, the sprite move forward and
cast the skill with animation skill first ;)
I'm not good with script :wacko:

Posted Image

Posted Image


#17 Fomar0153

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Posted 23 March 2012 - 09:49 AM

Nice script :)
How about add when the character using skill, the sprite move forward and
cast the skill with animation skill first ;)
I'm not good with script :wacko:


This is a basic side view battle system. This is to provide basic battlers for characters and nothing more. If you wish I have an animated sideview battle system or there's Jet's battle system which provides animated sprite support.

#18 Blake

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Posted 08 April 2012 - 08:47 PM

How do i use it in vx ace?

#19 Elijah

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Posted 30 April 2012 - 01:53 PM

I am new to scripts and I am using vx ace trial.Any help on how to add this to it?

#20 Fomar0153

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Posted 30 April 2012 - 03:30 PM

How do i use it in vx ace?

I am new to scripts and I am using vx ace trial.Any help on how to add this to it?

http://blog.rpgmaker...insert-scripts/





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