I don't know if this is possible, because these CBS's are too advanced for me to even understand right now, however I was wondering if somebody could enhance this script in a small way. When this system is used, it eliminates the default battle pics from behind the staus of your characters...I was wondering if there was a way to keep pictures there, while stilll having the animated battlers...
This is what I mean:(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/Untitled-1-2.png)
Wouldn't it look weird to have side view enemies if you use a front view party? Anyway, you can scrap that BS, simply get my Tons of Add-ons, it has ainmated battlers. Then just put your enemies at the correct position on the screen and that's it.
Well, I want all 3...
I'm using side-view enemies and heros, but I still want the bigger pic behind their names...
How about using facesets in the BattleStatus windows instead?
Yeah, yeah...
That'd be alright. ;D
Alright, here's your miniscript to allow that. Use that battle system together with this script. The facesets are named the same as the battlers, but put them into a folder called "Faces" in the Battlers folder.
#==============================================================================
# Sprite_Face
#==============================================================================
class Sprite_Face < Sprite_Battler
def update
if @battler == nil
super
return
end
if @battler.battler_name != @battler_name ||
@battler.battler_hue != @battler_hue
@battler_name, @battler_hue = @battler.battler_name, @battler.battler_hue
self.bitmap = RPG::Cache.battler('Faces/' + @battler_name, @battler_hue)
@width, @height = bitmap.width, bitmap.height
self.ox, self.oy = @width / 2, @height
self.opacity = 0 if @battler.dead? || @battler.hidden
end
super
if $tons_version != nil && $tons_version >= 5.0 &&
$game_system.CENTER_BATTLER
self.x = case $game_party.actors.size
when 1 then 320
when 2 then 160 + 320 * @battler.index
when 3 then 160 + 160 * @battler.index
when 4 then 80 + 160 * @battler.index
end
else
self.x = 80 + 160 * @battler.index
end
self.y = 464
self.z = @battler.screen_z
end
end
#==============================================================================
# Spriteset_Battle
#==============================================================================
class Spriteset_Battle
alias init_calintz_faces_later initialize
def initialize
@face_sprites = []
init_calintz_faces_later
4.times {@face_sprites.push(Sprite_Face.new(@viewport2))}
update_faces
end
alias upd_calintz_faces_later update
def update
upd_calintz_faces_later
update_faces
end
def update_faces
return if @face_sprites.size == 0
@face_sprites[0].battler = $game_party.actors[0]
@face_sprites[1].battler = $game_party.actors[1]
@face_sprites[2].battler = $game_party.actors[2]
@face_sprites[3].battler = $game_party.actors[3]
@face_sprites.each {|sprite| sprite.update}
end
alias disp_calintz_faces_later dispose
def dispose
disp_calintz_faces_later
@face_sprites.each {|sprite| sprite.dispose}
end
end
Compatible with Center Battlers, BTW.
Beatiful...I will test this right now!!
I'll edit this post in a few, letting you know how it turns out.
BTW: I'm beginning my own scripting adventure, and I am currently attempting a CMS, will be out eventually... ;D
Since I've acually tested it, I assume that it should work without problems.
I seem to have a problem...The face appears way off pt.
(http://i212.photobucket.com/albums/cc283/Derek16438/RMXP%20Screenshots/untitled-4.png)
>.< My bad. I was testing it and forgot to remove the testing mods. I fixed my post above.
Alright, now checking...sweet dreams ;D
Is there anyway that you could add...
- When the enemy attacks the Heros...I can have the face grunt??
Eh, that would be already a bit complicated. I'd need to check all time if damage was done and then change the graphics name.
would that be very lagy if you had it in conjunction with minkoffs sideview?
Ok, no problem...was just wondering ;D