Cecillia 652 Posted July 9, 2012 How can I move the battlers down a bit so that they aren't floating all the way at the top? Share this post Link to post Share on other sites
SeraphStray 0 Posted July 9, 2012 (edited) So, basically, as per the instructions (assuming Im reading them correctly), we need to make the different actors actually playable by typing in their names like so: eric_battler natalie_battler and so on until we have all of the characters that we want to be able to play as listed there? Edit: So I did what I said above, so the code looks like this: lass Game_Actor < Game_Battler #-------------------------------------------------------------------------- # â— New Method battler_name #-------------------------------------------------------------------------- def battler_name eric_battler natalie_battler terence_battler ernest_battler return actor.name + "_battler" end anddddd....It generates an error whether or not you capitalize the names, or if you put actor."name"_battler. They all generate errors. >.>;;; Edit 2: Also tried battler_"name". Still generating an error. What am I doing wrong here? I'm 100% sure I'm following instructions.. Edited July 9, 2012 by SeraphStray Share this post Link to post Share on other sites
FlipelyFlip 15 Posted July 9, 2012 heyey, @Cecilia: You can edit the placing from your characters in the line where it says: return 120 + self.index * 40 Change the 120 to any number but keep in mind that the higher the number the lower they will be placed. Also you have to adjust the spacing between the other battlers by changing the 40 to a smaller number. Just play a bit with this line and maybe the x-coordinates, which are find at def screen_x @SeraphStray: You missunderstood it a little. You have to create a .png file which contains only the one Sprite of the Actor. Name it as example: Ralph_battler and put it into the Graphics/Battler folder. ~Flipy (: 1 Share this post Link to post Share on other sites
SeraphStray 0 Posted July 9, 2012 (edited) oh ok. And once its in the folder...call it like the script says above? Ralph_battler and then the image will appear... edit: So just to test it, I made a random character in the game, saved it as Name_battler, put it in the battler folder..and...got the same error. Line 28 saying that Name_battler isnt defined or something along those lines. ...shouldve copied and pasted. x.x Edited July 9, 2012 by SeraphStray Share this post Link to post Share on other sites
FlipelyFlip 15 Posted July 10, 2012 you have not to write anything into the script. Only put it into the folder Grapics/Battler, then it will work (: Share this post Link to post Share on other sites
Kayzee 4,033 Posted July 10, 2012 Hmmm I found a version of this that let you use character graphics somewhere... I have been using it as a base and adding some basic animation and stuff. Share this post Link to post Share on other sites
Cecillia 652 Posted July 15, 2012 (edited) Is there a way to make the battlers more separated because I'm using kinda big images and no, do not reply with resize them Edit: Found it out LOL Edited July 15, 2012 by Cecillia Share this post Link to post Share on other sites
Dane Reid 0 Posted August 13, 2012 Hey, this may be a strange question but is there a way to disable this script during the middle of the game? Share this post Link to post Share on other sites
Caveras 40 Posted August 13, 2012 Hey there, sorry to bother you with this, but I'm having a small issue with this and Yanfly's Input Combo Skills ( http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/input-combo-skills/ ). The issue being that the actors step forward after each button press when you are entering a combo, probably because the button presses are skills more or less disguised as commands. If anyone has an easy solution for this, I'd be grateful! Share this post Link to post Share on other sites
Caveras 40 Posted August 17, 2012 Bump for the last question. Share this post Link to post Share on other sites
Caveras 40 Posted August 24, 2012 Bump, and sorry once again. I still haven't found the right spot where to split the directional movement from Jet's script from the inputs/combo command skills from Yanfly's script...I believe this can be solved with a single variable, but I still would need to know where to inject something like "if variable x is on (i.e., if one of Yanfly's combo-native commands like "Left", "Right", "Up" etc is pushed), then don't move towards the enemy." Any help appreciated! =) Share this post Link to post Share on other sites
PinoyXBalot 1 Posted October 21, 2012 Is this script compatible with mog hunters battle system? His battle system is only face sets. And i really want sidewiew battle system. Is this compatible? Share this post Link to post Share on other sites
Lance- 0 Posted December 27, 2012 Huge bug I found. When you use a revive sort of skill, the downed character's sprite is still missing. Share this post Link to post Share on other sites
Caveras 40 Posted December 29, 2012 (edited) Is this script compatible with mog hunters battle system? His battle system is only face sets. And i really want sidewiew battle system. Is this compatible? Just put the two scripts in your projects and see for yourself. You get a faster answer that way any day. Post the error if there appears one so one can fix it maybe instead of answering your first question with "uhm yeah maybe, maybe not". Huge bug I found. When you use a revive sort of skill, the downed character's sprite is still missing. Maybe because the downed character isn't downed anymore after having been revived? Edited December 29, 2012 by Caveras Share this post Link to post Share on other sites
greenhattedhero 0 Posted September 17, 2013 (edited) Ive been trying to do this for a hour now. edit 3 hours... Edit... my brain is hurting and i just want this to work my question is on my other comment edit again.. sorry, i really want this to work Edited September 17, 2013 by greenhattedhero Share this post Link to post Share on other sites
greenhattedhero 0 Posted September 17, 2013 (edited) how do you import battlers for the party to use? Edit I imported my actor gabriel_battler in battlers resource and i put the script in right place but i still get this screen Edited September 17, 2013 by greenhattedhero Share this post Link to post Share on other sites
Reedo 5 Posted September 17, 2013 (edited) how do you import battlers for the party to use? Edit I imported my actor gabriel_battler in battlers resource and i put the script in right place but i still get this screen Well that's a pretty serious error... that method should definitely exist on that object... You'll probably need to look at the other scripts you have installed. I would have to guess that one of them has issues, or is explicitly incompatible with any other script that uses $game_party.battle_members. Somehow that method has been removed, so something you've got is breaking it. (*I have to assume it is not an issue in this script, based on the error message; I haven't actually reviewed the script, but since it seems to work for everyone else there is a high probability that he problem is specific to your game configuration). -EDIT - Isn't there a support forum that is supposed to be used for issues like this? Or can people use both the support forum and the source thread? (question more for a mod/forum power user) -edit to my edit - lol I think I got confused with the other forum =P so never mind on this question Edited September 17, 2013 by Reedo Share this post Link to post Share on other sites
Darkanine 116 Posted September 17, 2013 how do you import battlers for the party to use? Edit I imported my actor gabriel_battler in battlers resource and i put the script in right place but i still get this screen I haven't been reading most of this thread,but are you using VX? That's the default icon for it. 1 Share this post Link to post Share on other sites
Reedo 5 Posted September 17, 2013 @^^ ROFL good catch Share this post Link to post Share on other sites
kanis999 0 Posted May 26, 2014 Huge bug I found. When you use a revive sort of skill, the downed character's sprite is still missing. Maybe because the downed character isn't downed anymore after having been revived? Hi guys, I'm having the same situation as Lance, and it has been baffling me for a while. Did you ever find a solution for it, please? Caveras, the issue is that after reviving a character (whether outside or inside battle), the sprite of the newly revived character isn't drawn again. The character is revived, but "invisible" until their next battle action. This leads end users of the game into thinking their character hadn't actually been revived for a solid 10 seconds of battle. How is everyone else circumventing this, please? Share this post Link to post Share on other sites