Levi Stepp 12 Posted January 5, 2013 (edited) YEA - Visual Battlers v1.02 (Minor Update) Creator ~Yanfly~ Modified ~Yami~ ~Kread-Ex~ ~Archeia_Nessiah~ Add-Ons/FIXES ~Levi Stepp~ History 2013.01.04 : Added Script w/ Add-on/Fix IntroductionVisual Battlers is a very simple script that shows actors in battle using their default character sets. The actions and movements are alike Final Fantasy 1, only move forward and backward when start and finish actions. The script can be used with or without Ace Battle Engine. This is a good base script to create graphical changes to your games.Features 4 Default Battle Angles (Up,Down,Left, and Default: Right) Toggle On/Off Stepping Anim (Add-on) Change the direction of the battlers in-game. Screenshots How to Use Place this script above â–¼ Main Process, and below â–¼ Materials. Change the direction of your actors battle using an event script call. $game_system.party_direction = n n = Number of battle style in the script Line 71 - 76 DemoNo demo is needed, Plug N' Play. ScriptGet it Here FAQQ: What was fixed? A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors. Credit and ThanksAll credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah FIXES by: Levi Stepp Edited January 5, 2013 by Levi Stepp Share this post Link to post Share on other sites
Ocedic 249 Posted January 5, 2013 Maybe I missed it, but what does this version add/fix specifically? Share this post Link to post Share on other sites
Levi Stepp 12 Posted January 5, 2013 (edited) Maybe I missed it, but what does this version add/fix specifically? Oh I should of added. It adds a small feature to allow you to let your battlers walk in place like the Stepping Anim event. or make them stand still like Jet's basic sideview. Fixes are some problems I had with some of MOG's scripts, nothing to big as of now. Edit: It also fixes the actors when they die. Edited January 5, 2013 by Levi Stepp Share this post Link to post Share on other sites
ekomega 20 Posted January 10, 2013 Any way to make is to that when the actor moves backward he continues facing the enemy (after moving forward and performing the action)? Right now, when the actor moves back to his "spot", he faces away from the enemy for a few frames. It would be great if he could always face the enemy, and would just walk backward. Share this post Link to post Share on other sites
Levi Stepp 12 Posted January 12, 2013 Any way to make is to that when the actor moves backward he continues facing the enemy (after moving forward and performing the action)? Right now, when the actor moves back to his "spot", he faces away from the enemy for a few frames. It would be great if he could always face the enemy, and would just walk backward. I'll look into it, I've been busy this week. Share this post Link to post Share on other sites
Sievnn 14 Posted January 13, 2013 1st : The Weapon Animation doesn't work, Why? Why does it use the default attack animation? 2nd : Its Amazing script to use different styles but I just don't like that the attacks use default attack animation could it use attack animations in the next version? 3rd : I don't know who is yanfly lol is it too many people or are you yanfly? he is a great scripted thought but I have no idea who he is when his web sites have so many scripters.. Share this post Link to post Share on other sites
oriceles 3 Posted January 14, 2013 Please change your host to dropbox or attach it on the Main post, pastebin is not always up and the script is erased if no one enter anymore. Share this post Link to post Share on other sites
Levi Stepp 12 Posted January 14, 2013 (edited) 1st : The Weapon Animation doesn't work, Why? Why does it use the default attack animation? 2nd : Its Amazing script to use different styles but I just don't like that the attacks use default attack animation could it use attack animations in the next version? 3rd : I don't know who is yanfly lol is it too many people or are you yanfly? he is a great scripted thought but I have no idea who he is when his web sites have so many scripters.. 1st: What do you mean the weapon animation? Do you mean the animation when you set it in Database? 2nd: No, because I am new with RGSS3, all I did was simply made a few fixes with Mog's scripts, and fixed the death animation so character were not walking still. 3rd: I'm not Yanfly, and yes his scripts are nice. Please change your host to dropbox or attach it on the Main post, pastebin is not always up and the script is erased if no one enter anymore.Pastebin is not always down. o.0 and the Scripts are only deleted for 2 reasons. 1. It was posted as a "Guest". 2. The person set the script to be deleted after 30days/Etc~ Edited January 14, 2013 by Levi Stepp Share this post Link to post Share on other sites
Sievnn 14 Posted January 16, 2013 I meant the attack Weapon animation specified in the database, the script completly ignore it. Could you fix? As for death animation i could careless ad my only concern is weapon animation from the data base. Please fix, thanks. Share this post Link to post Share on other sites
Tammsyn 8 Posted January 16, 2013 sooo it might be because im really tired but which script is this addon for (im guessing yamis battle symphony thing but dunno) Share this post Link to post Share on other sites
Levi Stepp 12 Posted January 17, 2013 sooo it might be because im really tired but which script is this addon for (im guessing yamis battle symphony thing but dunno)This is a stand alone battle, It shows your characters on the field like how my Image example shows. You don't need Yanfly Battle Engine, or Yami Symphonia Share this post Link to post Share on other sites
M@pple 0 Posted January 23, 2013 My characters are being hidden by the Hud, im using direction 2 making they face up. here it is: ARTY_DIRECTION = 2 # This direction is opposite from actual direction. PARTY_LOCATION_BASE_COORDINATES ={ # Index => [base_x, base_y, mod_x, mod_y], 2 => [ 260, 400, 40, 0], #UP 4 => [ 150, 280, 20, -20], #LEFT 3 => [ 480, 290, 10, 25], #RIGHT 6 => [ 460, 280, 32, 20], #DEFAULT RIGHT 8 => [ 260, 230, 40, 0], #DOWN } # Do not remove this. How i put them above the hud? Share this post Link to post Share on other sites
Levi Stepp 12 Posted January 23, 2013 My characters are being hidden by the Hud, im using direction 2 making they face up. here it is: ARTY_DIRECTION = 2 # This direction is opposite from actual direction. PARTY_LOCATION_BASE_COORDINATES ={ # Index => [base_x, base_y, mod_x, mod_y], 2 => [ 260, 400, 40, 0], #UP 4 => [ 150, 280, 20, -20], #LEFT 3 => [ 480, 290, 10, 25], #RIGHT 6 => [ 460, 280, 32, 20], #DEFAULT RIGHT 8 => [ 260, 230, 40, 0], #DOWN } # Do not remove this. How i put them above the hud? Try changing "400" to something like "240". Just mess around with the base_y until you get it the way you like. Share this post Link to post Share on other sites
M@pple 0 Posted February 10, 2013 For some stupid reason, when my charcters die , they stop moving but they stand still, they dont face down like they should. i dont know what the heck i did wrong so i'm putting the script for you oh, ah question, when they get affected by "sleep" they dont fall in the ground, they dont stay still either, is this fixable? --EDIT-- sorry for my noobiness, couldnt find the spoiler tag so i'm attaching the script im a readme file. thank you. YanVisualBattlers.txt Share this post Link to post Share on other sites
Demilux. 0 Posted April 21, 2013 I understand you're new to RGSS3; just wondering if there's a chance of either making enemy skills' animations appear on the character (not on the center of the screen) or implementing this into a script like Symphoria? Otherwise, nice and fun script! Keep up the good work! Share this post Link to post Share on other sites
Levi Stepp 12 Posted April 23, 2013 I understand you're new to RGSS3; just wondering if there's a chance of either making enemy skills' animations appear on the character (not on the center of the screen) or implementing this into a script like Symphoria? Otherwise, nice and fun script! Keep up the good work! I've been inactive for quite awhile, playing MMORPG's so my Scripting is quite rusty at the moment and forgot most of the stuff. I'll see what I can do. I'm not making any promises that I can achieve that since I'm not an expert with Battles. I'm more of a Menu/Title person. Share this post Link to post Share on other sites
Phrennch 0 Posted December 9, 2014 Is it possible to change the positions of the enemys? Share this post Link to post Share on other sites
YamiKitsune 23 Posted September 24, 2015 'Scuse me, that battle hud, where'd you get it and how does it work? I'd like to use it in a future game. Share this post Link to post Share on other sites
tod_shai_nha 0 Posted July 28, 2019 (edited) I use this setting for get my charecter out of HUD PARTY_LOCATION_BASE_COORDINATES ={ # Index => [base_x, base_y, mod_x, mod_y], 2 => [ 260, 150, 40, 0], #UP 4 => [ 150, 60, 20, -20], #LEFT 3 => [ 480, 217, 10, 25], #RIGHT 6 => [ 460, 210, 32, 20], #DEFAULT RIGHT 8 => [ 260, 192, 40, 0], #DOWN } # Do not remove this. Edited July 29, 2019 by tod_shai_nha Share this post Link to post Share on other sites
Mima 1 Posted January 22, 2021 is there a way to make it so when they die it show the coffin graphic instead of just making them stay on floor? Share this post Link to post Share on other sites