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Levi Stepp

YEA | Visual Battlers - Addon + Fix

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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

 

 

 
 
 

Introduction
Visual 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

 

1sia0m.png

 


 
 

 

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



 

Demo
No demo is needed, Plug N' Play.

 

 

Script
Get it Here

 

 

 

 


FAQ
Q: What was fixed?

A: Some minor graphical glitches when using some of MOG's scripts, and dead walking Actors.

 

 

 

 

 



Credit and Thanks
All credit goes to Yanfly, Yami, Kread-EX, and Archeia_Nessiah

 

FIXES by: Levi Stepp
 

Edited by Levi Stepp

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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 by Levi Stepp

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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.

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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.

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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..

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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.

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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 by Levi Stepp

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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.

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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

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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?

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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.

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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

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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!

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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.

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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 by tod_shai_nha

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