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Found 3 results

  1. I'm looking for side-view battlers of VX/Ace Actors for MV, if they exist.
  2. Lord Vectra

    Evented Side-View System

    Hello, this is Vectra, Master Eventor. I will be teaching how to do an evented Side-View System. This "technically" wasn't a request but whatever. The idea is from here http://www.rpgmakervxace.net/blog/439/entry-1626-eventing-2/ look at the 1st comment. That's why I'm doing this. You will need the following... ? switches ? Variables 5 or more Common Events 100+ Pictures Vectra, 15 Common Events?... really? It could be one but it's easier to organize with multiple Common Events. After the preview with the multiple, I shall show you a preview of the singular so you see what I mean. Pictures are inevitable; this will take at least 100 pictures. Before I continue, I need to give you important advice. If you are reading through this tutorial and you're confused, reread until you figure it out. If you can't, comment your problem in the comments section. None of my tutorials come with a video. This is easier typed than done. If you are a visual learner, PM me and we should contact through Skype. Basically, an appointment If you know nothing about events, I suggest stopping now. After this tutorial, I will make another one, thoroughly explaining evented themselves. It will be color coded so you can follow more easily. Now, let's start the tutorial You need one variable for each stat including TP. For TP, I suggest sacrificing luck for TP since luck will has no effect in an evented side-view system. You will need to repeat this for every character you have. Vectra, how do you make a variable = a stat? Go to Control Variable Go to game data Go to Actor Pick your actor On the right, pick the stat Now you're done You need one switch and picture for guard. You need multiple pictures for your attacks/skills (one sprite per frame per actor/enemy(if doing animated battlers)) This is how you add a battle animation. You need one “subtle†event per enemy at once. Meaning, if you fight only 7 at once, make 7 events PER MAP. Vectra, what are "subtle" events? Events that generally have no graphic on it. They are almost like spare soldiers. When you need a battle to start and the troop has 2 enemies, you teleport two subtle events that THEN it get their graphics of the enemy they are supposed to be. Adding a battle animation might be easy if the battles' location is set but if it's not, it can be tough. If they are set, you have to activate the battle. Let's say there are 3 enemies. You have to move 3 "subtle" events. Each event is where the picture of the enemy is. If locations are set, you should have no problem changing the event's location. If they are not, you will first have to coordinates of the player and then the enemy. Vectra, how do you find the coordinates of a player and/or event? Go to Control Variable Go to Game Data Go to Character Pick the character (player or an event) On the right pick MAP Y or MAP X Important note for subtle events The common event that checks the player’s x Coord and y Coord must activated by a switch because it must be parallel process for this to work (DO NOT PICK AUTORUN!!!!). Let’s call the switch for the subtle event Constant Check. How to start a battle You need one switch which turn on when a battle starts. Let’s call it Battle Switch for now. Setting Enemy Coordinates Note: (Coord x, Coord y) Let’s say you want the 1st enemy to be (4, 5) from the player. When Battle Switch is ON, turn off Constant Check. Then, add 4 to player’s X Coord and 5 to player’s Y Coord. Use the “Set event location†method and set the enemy event to the X Coord and Y Coord. Then, turn Constant Check back ON. Example, If Battle Switch is ON Constant Check: OFF Var: (X Coord) += 4 Var: (Y Coord) += 5 Set event location: Enemy 1, Variable (X Coord), (Y Coord) Constant Check: ON End Note: There is no else; using else when not needed can increase the chances of lag. Setting the stats You need a variable for each stat of the enemy AND per enemy. # of Vars = (# of enemy stats * the amount of enemies you’ll have per fight). If your max troop size is 10, I suggest “# of enemy stats * 10†is how many variables you need. When setting locations for multiple enemies Same as before but you DO NOT turn on Constant Check until all enemy locations are set. This is how it would be: If Battle Switch is ON Constant Check: OFF Var: (X Coord) += 4 Var: (Y Coord) += 5 Set event location: Enemy 1, Variable (X Coord), (Y Coord) Var: (X Coord) -= 4 Var: (Y Coord) -= 5 Note: For precaution, always reset the X Coord and Y Coord Var: (X Coord) += 70 Var: (Y Coord) -= 28 Set event location: Enemy 2, Variable (X Coord), (Y Coord) Constant Check: ON End How does damage forumla’s work? Unfortunately, you’ll have to make the battle menu which can easily be done by using the choices command. As for the actual damage, remember when I said make a variable for each stat? This is where that comes in handy. Let’s say you want this formula for a spell called spark: a.atk * 5 – b.def * 2.5 When they pick spark as one of the choices, this is what should be happening(Let’s say Ralph is player 1) VAR.ralphatk = Ralph.Atk VAR.ralphatk * 5 VAR.Enemy = (number already specified) VAR.Enemy * 10 VAR.Enemy / 4 Note: It’s “* 10†and then (/ 4) due to the fact you can’t “*†it by 2.5 (10 / 4 = 2.5) Damage Output Almost forgot to mention. You’ll need one more variable that adds up the damage. a.atk * 5 – b.def * 2.5 VAR.ralphatk = Ralph.Atk VAR.ralphatk * 5 VAR.Enemy = (number already specified) VAR.Enemy * 10 VAR.Enemy / 4 VAR.ralphatk – VAR.ENEMY VAR.Damage = VAR.ralphatk VAR.Enemy1 HP -= VAR.Damage Note: This is how you calculate if an enemy died. You'll want to use this so that your Constant Check (which is constantly checking HP) can update depending on Var.ActorHP (which changes as your HP get's lower or higher). What are the pictures for? Well, they are for showing MP and HP on the map, of course. I suggest using percentages for obvious reasons; it takes less time. There should be a parallel process common event that check all of your actor's stats constantly. Actor/Enemy frames for animations Remember how I was telling how you could set the enemy location based off of the player’s? You can use that for this as well. Do you see how all of this is webbed together? Anywho, if you’ve done this, you already know where the enemies is. You can use the animation on map method to show animations. You’ll need sprites to show the movement of the enemies while they are doing whatever they’re doing. This is what the Constant Check common event(s) should consist of One common event that constantly checks the players location One common event that constantly runs only during battle (damage calculation, health, etc.) Note: I suggest making the battle common event multiple ones so it’ll be easier to handle What should the battle common event consist of? Common Event 1: Sets all the stats (happens once during battle) Common Event 2: You choose skill (Switch: PlayerTurn is ON during this) Common Event 3: Damage calculation. Note: If PlayerTurn is ON, it is enemy’s turn and vice versa Common Event 4: Enemy chooses skill (Switch: EnemyTurn is ON during this) Note: Common Event 3 is then activated which then leads back to Common Event 2. If you have multiple actors/skills, you’ll need a common event for each one. Let’s say you have two actors: Common Event 1: Sets all the stats (happens once during battle) Common Event 2: You choose skill (Switch: PlayerTurn1 is ON during this) Common Event 3: Damage calculation. Note: If PlayerTurn1 is ON, PlayerTurn 2; if PlayerTurn 2 is ON, it is enemy’s turn; if enemy's turn is ON, PlayerTurn 1 is ON. Common Event 4: Other actor chooses skill Common Event 5: Enemy chooses skill (Switch: EnemyTurn is ON during this) Note: Common Event 5 => Common Event 3 => Common Event 2 => Common Event 3 => Common Event 4 => Common Event 5 This loop does not end until someone has died (which is calculated during Common Event 3). Where do I insert the damage formula Common Event 3 is definitely going to be your biggest one. You must have a switch and variable for each skill. You can replace Skill ID in database for a variable #. If Variable 1 == 1 Fireball If Variable 2 == 2 Ice Ball, etc. Note: You’ll have to check if the enemy or actor picked skills x, y, or z. You have to check which skill the enemy/actor has picked because the damage calculation needs all that info to be accurate. Enemy AI You’ll have to even this as well. This is done by variables too. You set Var rand between 1 – 100. If below 10, they use skill x; if not, if below 20, they use skill y, and so on and so on. Those were example numbers; they can be anything you want. You’ll have to do this for each Enemy ID and for each Troop. A lot? I know right? Giving Enemy Skills You need one variable and one switch for each enemy. The variable is the enemy index during battle while the switch specifies what enemy it is; you could use a second variable for this to save on some room for switches If using variable, the variable ID’s # is the Enemy ID which you have chosen. Once you check that, you must have another variable for Skill IDs. This is used when creating Enemy AI. If variable is below x, variable skill = 1 which is fire ball. Common Event 3 checks that and use the damage formula specified by you. Organization with skills You can give skills their own common event might be better. You check to see who’s turn it is, then you add in the according data. If Enemy1 Turn If Var. Enemy ID == 1 If Var. Skill Used == 3 (damage formula) Else (etc., etc., etc.) The Database Do you know how IDs work for troops? You’ll have to do the same for variables. Each Troop is assigned a variable whose number is specified before the start of battle so the program knows what variable equals what. In the beginning of battle, you’ll have to specify the enemies and their stats. Each enemy must have their own switch or variable (I recommend variable). With variables, if the toop ID is 1, all you have to do is set Var.Troop ID = 1 (greater than or less than one) and set the stats for the orcs below it. It would be something like this (assuming there is only a max size of 3 in the game): If Var.Troop ID = 1 Var.Orcatk(1) = ? Etc.etc.(Set all the other stats) Else If (another monster) (Same as above) Each enemy (of the same type) don’t need different variables. Two Orcs can use the same variable but an Orc and a Lion can’t (unless they have the exact same stats). Debuffs/Buffs/Effects? MP Cost is a variable so MP Cost Rate is easy. EXP can be gained by a variable so EXR rate is easy. For the Constant Check Common Event, when setting the variables equal to Actor's stats you want a conditional branch to see if they are inflicted by x state (which can be used in battle by using the "change state" method on the 1st tab). Let's check to see if Actor has state, ATK Down". Note: You'll need a variable for every state. If actor inflicted by x state VAR.ralphatk -= # Else VAR.ralphatk = Ralph's ATK End If percentages, you would do If actor inflicted by x state VAR.ralphatk / 4 VAR.ralphatk = Var.Percent VAR.ralphatk = Ralph's ATK VAR.ralphark -= Var.Percemt Else VAR.ralphatk = Ralph's ATK End Within these conditional branches you'll need another one that checks a switch. It checks to see if it was checked by that particular enemy. You need a switch for each enemy per battle (# of switches need = MAX enemy in a troop in your game + number of actors). If actor inflicted by x state If Switch 1 is ON Jump to label: ATK down checked Else Switch 1 is ON VAR.ralphatk -= # End Else VAR.ralphatk = Ralph's ATK End label: ATK down Checked Calculate Turns That can be done using a variable that is calcuated during Comment 3/ Calculate Turns for ailments You'll need a variable (per state * (MAX enemies + # of actors)) Let's say ATK Down is active for 3 turns. If actor is inflicted with x state, If ATK Down Swtch is ON VAR.ActorATKTurns += 1 Jump to label: ATK down checked Else ATKDown Switch is ON VAR.ralphatk -= # End Else VAR.ralphatk = Ralph's ATK End label: ATK down Checked If Var.ActorATKTurns == 3 VAR.ralphatk = Ralph's ATK end I think I covered everything. If I haven’t, please tell me. This is a big system and it’s hard for me to remember everything.
  3. Animebryan

    RPG Maker 2003 Enemy Battlers for MV

    Check out what I have! I took all the enemy battlers for RPG Maker 2003 & fixed them up for MV. I basically just used Paint.net to remove the blue background color since you can't use the Manage Resources option in MV to set the background transparent anymore. After that I resized them to twice the size & used a Unsharpen Mask option in GIMP to sharpen them. Not all of them are perfect & they're not nearly as good looking as MV RTP Graphics but for those who wanted more enemy battlers for side-view I figured some of you would appreciate these, at least until more battler resources become available over time. RM2k3 Battlers pack: https://www.dropbox.com/s/ay3m8z5il044s97/RM2k3%20Battlers%20for%20MV.zip?dl=0
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