In RTAB with animated battlers you can have the players to not move when attacking with certain weapons.
At early (edit part) of the script is this:
@stationary_weapons = [89]
And it is used in:
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id)
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
end
If I want to put certain enemies not moving, how should I add it into that part? Since the stationary_weapons isn't used anywhere but that script piece I wrote above, I'm guessing it's not complicated to make a new one (@stationary_enemyid).
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless (@stationary_weapons.include?(@battler.weapon_id)) or
(@stationary_enemyid.include?(@enemy.id))
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
end
My guess would be this but maybe someone can confirm/help with this, since I have no idea how it works.
If you are interested the whole script is here:
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
# Animated Battlers by Minkoff
# Enhancement v 1.2 by DerVVulfman (07-18-2006)
#==============================================================================
#
# Now, an additional call can be made before combat begins:
# Script: $game_system.sideview_mirror = 1
# Reverses the position and direction of the battlers on-screen.
#
# Script: $game_system.sideview_mirror = 0
# Returns it to the normal style (enemies on left / heroes on right).
class Sprite_Battler < RPG::Sprite
#--------------------------------------------------------------------------
# * Initialize
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport, battler = nil)
# * Configuration System *
# Animation Frames and Animation Speed
@speed = 6 # Framerate speed of the battlers
@frames = 4 # Number of frames in each pose
@poses = 11 # Number of poses (stances) in the template
# Poses Control (Some people wanted to change their template design)
$p1 = 0 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template
$p2 = 1 # Sets the 'Damage Pose' ($p2) to be pose #2 in your template
$p3 = 2 # Sets the 'Crit-HP Pose' ($p3) to be pose #3 in your template
$p4 = 3 # Sets the 'Defend-Pose' ($p4) to be pose #4 in your template
$p5 = 4 # Sets the 'Move left Pose' ($p5) to be pose #5 in your template
$p6 = 5 # Sets the 'Move right Pose'($p6) to be pose #6 in your template
$p7 = 6 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template
$p8 = 7 # Sets the 'Item Pose' ($p8) to be pose #8 in your template
$p9 = 8 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template
$p10 = 9 # Sets the 'Victory Pose'($p10)to be pose #10 in your template
$p11 = 10 # Sets the 'Dead Pose' ($p11)to be pose #11 in your template
# Individual Battler Settings
@mirror_enemies = true # Enemy battlers use reversed image
@stationary_enemies = false # If the enemies don't move while attacking
@stationary_actors = false # If the actors don't move while attacking
@calculate_speed = false # System calculates a mean/average speed
@phasing = true # Characters fade in/out while attacking
@default_collapse = false # If true, restores the old 'red fade' effect.
# Action Settings
$rush_offset = 40 # How much overlap between attackers
$rush_skill = true # If true, battler steps forward to use skill
$rush_item = true # If true, battler steps forward to use item
# Array that holds the id # of skills, items or weapons that affect movement
@stationary_weapons = [89] # (examples are bows & guns)
@stationary_enemies = [1]
$moving_item_atk = [1] # Examples poisoned... um... dunno... (didn't add)
$moving_skill_atk = [59,63,60,64] # Examples are martial-art attacks & sneak attack
# DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
@frame, @pose = 0, 0
@last_time = 0
@last_move_time = 0
cbs_initialize(viewport, battler)
viewport.z = 99
end
#--------------------------------------------------------------------------
# * Update
#--------------------------------------------------------------------------
alias cbs_update update
def update
return unless @battler
# Regular Update
cbs_update
# Start Routine
unless @started
@pose = state
@width = @width / @frames
@height = @height / @poses
@display_x = @battler.screen_x
@display_y = @battler.screen_y
@destination_x = @display_x
@destination_y = @display_y
self.opacity = 0
@started = true
end
# Cut Out Frame
self.src_rect.set(@width * @frame, @height * @pose, @width, @height)
# Position Sprite
self.x = @display_x
self.y = @display_y
self.z = @display_y
self.ox = @width / 2
self.oy = @height
# Adjust sprite direction if facing the other way...
if $game_system.sideview_mirror == 1
if @battler.is_a?(Game_Actor)
self.mirror = !!battler
else
if not @mirror_enemies
self.mirror = !!battler
end
end
else
if @battler.is_a?(Game_Enemy)
if @mirror_enemies
self.mirror = !!battler
end
end
end
# Setup Animation
time = Graphics.frame_count / (Graphics.frame_rate / @speed)
if @last_time < time
@frame = (@frame + 1) % @frames
if @frame == 0
if @freeze
@frame = @frames - 1
return
end
@pose = state
end
end
@last_time = time
# Move It
move if moving
end
#--------------------------------------------------------------------------
# * Current State
#--------------------------------------------------------------------------
def state
# Damage State
if [nil,{}].include?(@battler.damage)
# Battler Fine
@state = $p1
# Battler Wounded
@state = $p3 if @battler.hp < @battler.maxhp / 4
# Battler Dead
if @default_collapse
# (Red-Out Collapse)
if @battler.dead? and @battler.is_a?(Game_Actor)
#@state = $p3
@state = $p11
# Fix Opacity
self.opacity = 50
end
else
# (Pose-Type Collapse)
if @battler.dead?
#@state = $p3
@state = $p11
# Fix Opacity
self.opacity = 255#50
end
end
end
# Guarding State
@state = $p4 if @battler.guarding?
# Moving State
if moving
# Adjust sprite direction if facing the other way...
if $game_system.sideview_mirror == 1
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p5 if moving.eql?(0)
# Battler Moving Right
@state = $p6 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p6 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
end
else
# If enemy battler moving
if @battler.is_a?(Game_Enemy)
# Battler Moving Left
@state = $p6 if moving.eql?(0)
# Battler Moving Right
@state = $p5 if moving.eql?(1)
# Else actor battler moving
else
# Battler Moving Left
@state = $p5 if moving.eql?(0)
# Battler Moving Right
@state = $p6 if moving.eql?(1)
end
end
end
# Return State
return @state
end
#--------------------------------------------------------------------------
# * Move
#--------------------------------------------------------------------------
def move
time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
if @last_move_time < time
# Pause for Animation
return if @pose != state
# Phasing
if @phasing
d1 = (@display_x - @original_x).abs
d2 = (@display_y - @original_y).abs
d3 = (@display_x - @destination_x).abs
d4 = (@display_y - @destination_y).abs
self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
end
# Calculate Difference
difference_x = (@display_x - @destination_x).abs
difference_y = (@display_y - @destination_y).abs
# Done? Reset, Stop
if [difference_x, difference_y].max.between?(0, 8)
@display_x = @destination_x
@display_y = @destination_y
@pose = state
return
end
# Calculate Movement Increments
increment_x = increment_y = 1
if difference_x < difference_y
increment_x = 1.0 / (difference_y.to_f / difference_x)
elsif difference_y < difference_x
increment_y = 1.0 / (difference_x.to_f / difference_y)
end
# Calculate Movement Speed
if @calculate_speed
total = 0; $game_party.actors.each{ |actor| total += actor.agi }
speed = @battler.agi.to_f / (total / $game_party.actors.size)
increment_x *= speed
increment_y *= speed
end
# Multiply and Move
multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
@display_x += (increment_x * multiplier_x).to_i
@display_y += (increment_y * multiplier_y).to_i
end
@last_move_time = time
end
#--------------------------------------------------------------------------
# * Set Movement
#--------------------------------------------------------------------------
def setmove(destination_x, destination_y)
unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
(@battler.is_a?(Game_Actor) and @stationary_actors)
unless @stationary_weapons.include?(@battler.weapon_id)
@original_x = @display_x
@original_y = @display_y
@destination_x = destination_x
@destination_y = destination_y
end
end
end
#--------------------------------------------------------------------------
# * Movement Check
#--------------------------------------------------------------------------
def moving
if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
return (@display_x > @destination_x ? 0 : 1)
end
end
#--------------------------------------------------------------------------
# * Set Pose
#--------------------------------------------------------------------------
def pose=(pose)
@pose = pose
@frame = 0
end
#--------------------------------------------------------------------------
# * Freeze
#--------------------------------------------------------------------------
def freeze
@freeze = true
end
#--------------------------------------------------------------------------
# * Fallen Pose
#--------------------------------------------------------------------------
alias cbs_collapse collapse
def collapse
if @default_collapse
cbs_collapse if @battler.is_a?(Game_Enemy)
end
end
end
#==============================================================================
# ** Game_System
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :sideview_mirror
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias initialize_cbs_customize initialize
def initialize
# Call original initialization process
initialize_cbs_customize
@sideview_mirror = 0
end
end
#==============================================================================
# ** Game_Actor
#==============================================================================
class Game_Actor
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
if self.index != nil
if $game_system.sideview_mirror == 1
return self.index * -45 + 202
else
return self.index * 45 + 450
end
else
return 0
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return self.index * 35 + 200
end
#--------------------------------------------------------------------------
# * Actor Z Coordinate
#--------------------------------------------------------------------------
def screen_z
return screen_y
end
end
#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
# This class handles enemies. It's used within the Game_Troop class
# ($game_troop).
#==============================================================================
class Game_Enemy < Game_Battler
def screen_x
if self.index != nil
if $game_system.sideview_mirror == 1
return 640 - $data_troops[@troop_id].members[@member_index].x
else
return $data_troops[@troop_id].members[@member_index].x
end
end
end
end
#==============================================================================
# ** Scene_Battle
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results (alias used to determine skill used)
#--------------------------------------------------------------------------
alias make_skill_action_result_anim make_skill_action_result
def make_skill_action_result(battler = @active_battler)
@rtab = !@target_battlers
@rtab ? make_skill_action_result_anim(battler) : make_skill_action_result_anim
@skill_used = @skill.id
end
#--------------------------------------------------------------------------
# * Make Item Action Results (alias used to determine item used)
#--------------------------------------------------------------------------
alias make_item_action_result_anim make_item_action_result
def make_item_action_result(battler = @active_battler)
@rtab = !@target_battlers
@rtab ? make_item_action_result_anim(battler) : make_item_action_result_anim
@item_used = @item.id
@item_usage = @item.scope
end
#--------------------------------------------------------------------------
# * Action Animation, Movement
#--------------------------------------------------------------------------
alias cbs_update_phase4_step3 update_phase4_step3
def update_phase4_step3(battler = @active_battler)
@rtab = !@target_battlers
target = (@rtab ? battler.target : @target_battlers)[0]
@moved = {} unless @moved
return if @spriteset.battler(battler).moving
case battler.current_action.kind
when 0 # Attack
# Get 1 battle points for using an attack
$game_variables[1] += 1
if not (@moved[battler] or battler.guarding?)
if $game_system.sideview_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -($rush_offset) : $rush_offset)
else
offset = (battler.is_a?(Game_Actor) ? $rush_offset : -($rush_offset))
end
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = $p7
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
when 1 # Skill
# Get 2 battle points for using a skill
$game_variables[1] += 1
unless $moving_skill_atk.include?(@skill_used)
if $rush_skill
if not (@moved[battler] or battler.guarding?)
if $game_system.sideview_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -($rush_offset) : $rush_offset)
else
offset = (battler.is_a?(Game_Actor) ? $rush_offset : -($rush_offset))
end
@spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = $p9
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
else
@spriteset.battler(battler).pose = $p9
end
else
if not (@moved[battler] or battler.guarding?)
if $game_system.sideview_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -($rush_offset) : $rush_offset)
else
offset = (battler.is_a?(Game_Actor) ? $rush_offset : -($rush_offset))
end
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = $p9
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
end
when 2 # Item
unless $moving_item_atk.include?(@item_used) or @item_scope == 1..2
# Perform attacks as normal
if $rush_item
if not (@moved[battler] or battler.guarding?)
if $game_system.sideview_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -($rush_offset) : $rush_offset)
else
offset = (battler.is_a?(Game_Actor) ? $rush_offset : -($rush_offset))
end
@spriteset.battler(battler).setmove(battler.screen_x - offset, battler.screen_y + 1)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = $p8
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
else
@spriteset.battler(battler).pose = $p8
end
else
# Perform rushing attack styled item
if not (@moved[battler] or battler.guarding?)
if $game_system.sideview_mirror == 1
offset = (battler.is_a?(Game_Actor) ? -($rush_offset) : $rush_offset)
else
offset = (battler.is_a?(Game_Actor) ? $rush_offset : -($rush_offset))
end
@spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
@moved[battler] = true
return
elsif not battler.guarding?
@spriteset.battler(battler).pose = $p8
@spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
end
end
end
@moved[battler] = false
@rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
end
#--------------------------------------------------------------------------
# * Hit Animation
#--------------------------------------------------------------------------
alias cbs_update_phase4_step4 update_phase4_step4
def update_phase4_step4(battler = @active_battler)
for target in (@rtab ? battler.target : @target_battlers)
damage = (@rtab ? target.damage[battler] : target.damage)
if damage.is_a?(Numeric) and damage > 0
@spriteset.battler(target).pose = $p2
end
end
@rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
end
#--------------------------------------------------------------------------
# * Victory Animation
#--------------------------------------------------------------------------
alias cbs_start_phase5 start_phase5
def start_phase5
for actor in $game_party.actors
return if @spriteset.battler(actor).moving
end
for actor in $game_party.actors
unless actor.dead?
@spriteset.battler(actor).pose = $p10
@spriteset.battler(actor).freeze
end
end
cbs_start_phase5
end
#--------------------------------------------------------------------------
# * Change Arrow Viewport
#--------------------------------------------------------------------------
alias cbs_start_enemy_select start_enemy_select
def start_enemy_select
cbs_start_enemy_select
@enemy_arrow.dispose
@enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
@enemy_arrow.help_window = @help_window
end
end
#==============================================================================
# ** Spriteset_Battle
#==============================================================================
class Spriteset_Battle
#--------------------------------------------------------------------------
# * Change Enemy Viewport
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize
cbs_initialize
@enemy_sprites = []
for enemy in $game_troop.enemies.reverse
@enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
end
end
#--------------------------------------------------------------------------
# * Find Sprite From Battler Handle
#--------------------------------------------------------------------------
def battler(handle)
for sprite in @actor_sprites + @enemy_sprites
return sprite if sprite.battler == handle
end
end
end
#==============================================================================
# ** Arrow_Base
#==============================================================================
class Arrow_Base < Sprite
#--------------------------------------------------------------------------
# * Reposition Arrows
#--------------------------------------------------------------------------
alias cbs_initialize initialize
def initialize(viewport)
cbs_initialize(viewport)
self.ox = 14
self.oy = 10
end
end
looking at the script you provided at the bottom, it looks like there is already a built-in array that you insert enemies' IDs into to cause them not to move.
Quote@stationary_enemies = [1]
Perhaps thats where you should put in the IDs at?
Forgive me if I am not understanding this entirely.
I haven't touched cogwheels' RTAB since I discovered KGC Count Battle :D