Zachary Marsh 4 Posted March 15, 2012 I realize this is simple mode, but I just have a couple of questions, because I love the script, just wondering the difficulty (or availability) of adjusting a couple things. 1. Weapons showing up in any form? 2. So, on the current rig, you're really smashing the guys together on the screen. I did a side-by-side with Tankentai and noticed that in order to not have to deal so much with the field position, he has somehow zoomed into a portion of the battleback. This gives him more space to work with on the battlefield without making people float. How difficult would that be to include in the script? Share this post Link to post Share on other sites
Kalez 16 Posted March 15, 2012 I realize this is simple mode, but I just have a couple of questions, because I love the script, just wondering the difficulty (or availability) of adjusting a couple things. 1. Weapons showing up in any form? 2. So, on the current rig, you're really smashing the guys together on the screen. I did a side-by-side with Tankentai and noticed that in order to not have to deal so much with the field position, he has somehow zoomed into a portion of the battleback. This gives him more space to work with on the battlefield without making people float. How difficult would that be to include in the script? 1. you can use one of the action battler scripts for that, but considering he has state sprites using "_state", it would be nice if he did the same thing for "_skill" 2. while i agree that it sucks that some of the battle backs make it so you have to crunch your characters together to fit them in properly, i dont see the point of zooming in when you can just change the battle back image itself if needed. Share this post Link to post Share on other sites
Zachary Marsh 4 Posted March 15, 2012 2. while i agree that it sucks that some of the battle backs make it so you have to crunch your characters together to fit them in properly, i dont see the point of zooming in when you can just change the battle back image itself if needed. If it's done through the script (which as far as I can tell, is on the Tankentai), then you almost never have to worry about it. Whereas, if it's not, you have to either customize battlebacks, or if you get a new battleback, alter it as well. Having the zoom would eliminate the need for that most of the time. I didn't say there weren't work arounds, I'm saying it'd be easier overall. Share this post Link to post Share on other sites
Kalez 16 Posted March 15, 2012 If it's done through the script (which as far as I can tell, is on the Tankentai), then you almost never have to worry about it. Whereas, if it's not, you have to either customize battlebacks, or if you get a new battleback, alter it as well. Having the zoom would eliminate the need for that most of the time. I didn't say there weren't work arounds, I'm saying it'd be easier overall. Hmm i see your point. though doesnt zooming in on them blur them? thats kind of "ew". Share this post Link to post Share on other sites
warren fulcher 0 Posted March 15, 2012 Is there a way to make it use the map as a background? instead of using the built in ones? maybe make it ad a transparency layer? Share this post Link to post Share on other sites
Zachary Marsh 4 Posted March 15, 2012 Hmm i see your point. though doesnt zooming in on them blur them? thats kind of "ew". This is true, and I noticed it in Tankentai. It's not enough to be distracting for me personally, but that's just for me. I can understand someone not wanting to make the sacrifice. Share this post Link to post Share on other sites
SirCumferance 28 Posted March 17, 2012 Ran into an error, wasnt sure if anyone else did as well... Script 'SideView' line 290: NoMethodError occured.undefined method 'guard?' for nil:NilClass I am using Most of Yanfly's scripts..maybe its where I am placing the script? Any suggestions? By the way Jet, love how simple it is, just what is needed, no frills. Share this post Link to post Share on other sites
Kalez 16 Posted March 17, 2012 (edited) Ran into an error, wasnt sure if anyone else did as well... Script 'SideView' line 290: NoMethodError occured.undefined method 'guard?' for nil:NilClass I am using Most of Yanfly's scripts..maybe its where I am placing the script? Any suggestions? By the way Jet, love how simple it is, just what is needed, no frills. I am also using many YF scripts with this and have not run into this issue. Need more information. Edited March 17, 2012 by kalez Share this post Link to post Share on other sites
SirCumferance 28 Posted March 17, 2012 (edited) Of course. Sorry, I was chatting with someone and finished it without stating what I was doing. I have a skill that Suicides the user...I use it and get this error. jet2711_use_item(*args, &block) if @subject.is_a?(Game_Actor) if !@subject.current_action.guard? @subject.battle_sprite.move_x(11, 6) This is the codeblock from the sideview. I also have edited the Guard to be another skill besides 2, would that effect this in anyway, do you think? EDIT: Whats weird, it does not come up on death, only if he kills himself...Seems if you die when stepped forward, it causes the error. I think I have this resolved...no suicide skills. If anyone can edit so you can die while stepped forward, I will not stop you. Edited March 17, 2012 by SirCumferance Share this post Link to post Share on other sites
Kalez 16 Posted March 17, 2012 Of course. Sorry, I was chatting with someone and finished it without stating what I was doing. I have a skill that Suicides the user...I use it and get this error. jet2711_use_item(*args, &block) if @subject.is_a?(Game_Actor) if !@subject.current_action.guard? @subject.battle_sprite.move_x(11, 6) This is the codeblock from the sideview. I also have edited the Guard to be another skill besides 2, would that effect this in anyway, do you think? EDIT: Whats weird, it does not come up on death, only if he kills himself...Seems if you die when stepped forward, it causes the error. I think I have this resolved...no suicide skills. If anyone can edit so you can die while stepped forward, I will not stop you. Try putting 2 back as Guard and moving your skill to another first. As far as i can tell Guard as the 2nd skill isnt as "hard coded" as Dead is as the 1st state, but it sounds like thats what the problem may be here. 1 Share this post Link to post Share on other sites
jeremy adams 0 Posted March 17, 2012 ok umm, i just got this stuff so i'm new to the script editor.. i copied and pasted the script on page 1 of this thread into the script editor and hit apply, but when i went to playtest it says something like: script" line 15: nameerror occurred undefined method "screen_x" for class 'game character' .... Share this post Link to post Share on other sites
gettogaara 4 Posted March 17, 2012 @Dalrus: Don't double-post, you could've just edited the original one saying you fixed the problem. Also, I've been planning on expanding this anyways, but you'll just have to wait. @Jason: I think he means he wants them as sprites that do all the walking too, so a static image wouldn't work. @zerbu: Thanks. Hope you don't mind, but I put it into a codebox and spoilered it. Just wondering the same thing here. If there is a way to make the enemies walk then how do you do it? I know it's simple sideview so you might have decided not to add that. It's just that I have a couple of parts in my game where the party members end up fighting each other, so a static image would look kinda odd. Share this post Link to post Share on other sites
P Bevans 7 Posted March 17, 2012 This is a very nice script. Simple and to the point. I believe I have found a simple problem with the mechanics. When your sprites get inflicted with a status effect, the script looks for a sprite with the same name and an its corresponding state. Ex: (From Jet's Script) Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means state 1 was inflicted, and my below config for 1 was: 1 => "_dead . Now, his shown sprite will be $ralph_dead. This works just fine but when someone removes the condition, (someone casts a life spell on Ralph), his dead state is removed but his sprite is still $ralph_dead. It doesn't go back to his default sprite. By the way this problem exists will all the "status effects" not just dead. I don't know it may just be me but I felt that I should point it out just in case. Share this post Link to post Share on other sites
jeremy adams 0 Posted March 17, 2012 any known fix for this error?! script" line 15: nameerror occurred undefined method "screen_x" for class 'game character' .... Share this post Link to post Share on other sites
P Bevans 7 Posted March 17, 2012 @jeremy adams Im not too sure if this helps or not but there are a few things you could make sure you are trying. 1. Place the script in the script editor under "Materials". I dont think placing it willy nilly is going to do much. 2. Before you play test, make sure to "save" your project first. I believe you need to do this in order for RMVX Ace to recognize that there is a new script. These are pretty basic concepts for adding scripts and since you mentioned you are new you may or may not have known about them. If these two fixes don't solve the problem, I suggest opening a new project and try adding the script again. Share this post Link to post Share on other sites
jeremy adams 0 Posted March 17, 2012 ok that worked for the most part, atleast i can open the game now and play, but now, when i get in battle it pops up a different error: script (insert here) line 43: nameError occurred. uninitialized constant spriteset_battle:jet any idea on this?? Share this post Link to post Share on other sites
Kalez 16 Posted March 17, 2012 This is a very nice script. Simple and to the point. I believe I have found a simple problem with the mechanics. When your sprites get inflicted with a status effect, the script looks for a sprite with the same name and an its corresponding state. Ex: (From Jet's Script) Ralph's sprite's name is $ralph. Ralph gets knocked-out. This means state 1 was inflicted, and my below config for 1 was: 1 => "_dead . Now, his shown sprite will be $ralph_dead. This works just fine but when someone removes the condition, (someone casts a life spell on Ralph), his dead state is removed but his sprite is still $ralph_dead. It doesn't go back to his default sprite. By the way this problem exists will all the "status effects" not just dead. I don't know it may just be me but I felt that I should point it out just in case. No youre right. my sprite stayed laying down even after i revived him. ill go through the script and see if i can find the issue/make it show the original sprite if the state no longer applies. Share this post Link to post Share on other sites
P Bevans 7 Posted March 17, 2012 ok that worked for the most part, atleast i can open the game now and play, but now, when i get in battle it pops up a different error: script (insert here) line 43: nameError occurred. uninitialized constant spriteset_battle:jet any idea on this?? My guess is you placed the script in (Insert Here). Try this out from scratch. 1. Under the Materials Bar in the script editor look for the entry called (Insert Here). 2. Underneath (Insert Here) right click and choose insert. This should create a blank entry. Name this entry "SideView" (I don't believe the name matters but that's what I named it). 3. Past the script in this new entry. Don't forget to save. Share this post Link to post Share on other sites
Kalez 16 Posted March 17, 2012 (edited) ok so i think i see where the problem is, but i cant seem to figure out how to fix it :/ Gunna have to wait for Jet to respond. Edit: Also noticed another problem. If you have a state that uses a state sprite and then die, your sprite stays the previous state sprite and not the dead sprite. It seems the priority isnt working for the sprites. Once changed, the sprites wont change again. Edited March 17, 2012 by kalez Share this post Link to post Share on other sites
Rinku 3 Posted March 18, 2012 Hey, I'm using the XAS script along with this and I'm getting this error (When I initiate a battle): "Script XAS line 6538:NoMethodError occured. undefined method 'battler' for # Game_Character:0x79f07d4 I will understand if you might not have quick access to XAS to test this, but at the very least can you explain what exactly is the error? I might be able to better understand and address it then. Thanks. Share this post Link to post Share on other sites
jeremy adams 0 Posted March 18, 2012 ugh, nope that didnt work scammer slayer, am i supposed to put something in on line 43 or something? all i did was open the script and copy paste it in, i dont have any other scripts or anything as its a brand new project, but am i supposed to edit anything on this script when i paste it or something?... still the same error script (insert here) line 43: nameError occurred. uninitialized constant spriteset_battle:jet Share this post Link to post Share on other sites
Mako Star 8 Posted March 19, 2012 I pretty much vote this the best I've seen on here so far, simply because it is plug and play. Copied, Pasted, and saw a side-view system in my Project within a minute. Thank you. Share this post Link to post Share on other sites
jeremy adams 0 Posted March 19, 2012 how did you do it then? all i did was copy/past it in and it wont work! i'm using ace is that the problem? is this just for VX or something i dont get it, why can everyone elses copy work but when i paste it in it wont run a battle at all!? Share this post Link to post Share on other sites
Mako Star 8 Posted March 19, 2012 how did you do it then? all i did was copy/past it in and it wont work! i'm using ace is that the problem? is this just for VX or something i dont get it, why can everyone elses copy work but when i paste it in it wont run a battle at all!? Did you paste the code in the right area? It should be inserted as a new script underneath the "Materials" section above the "Main" section in the list of Scripts for VX Ace. Do you have any other scripts that change anything related to battle that may be conflicting with this script? Have you tried pasting the code into an empty project to see if you can get it to work, then? Share this post Link to post Share on other sites
jeremy adams 0 Posted March 19, 2012 my project is completely blank pretty much, just some basic stuff but no scripts at all besides this one i'm putting the script under materials, and below the "insert here" one so it looks like this: materials (insert here) sideview and its just straight copied and pasted over, no modifications to the code at all Share this post Link to post Share on other sites