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Oriceles

Fixed enemy positions?

Question

I have a ton of enemies in my database, around 300. And thinking about having to arrange every enemy on the editor for a SBS is killing me, because there will be around 600 enemy troop. So basically I'm requesting a script the will let me setup the position of the enemies with coordinates just like we can choose the position of the characters on any sbs script (somthing like):

Enemy_Positions:

0 => [492, 272], #1

1 => [544, 292], #2

2 => [486, 312], #3

3 => [536, 332], #4

4 => [490, 352], #5

The script will also need an array to exclude certain troops from having fixed positions. Can someone help me with this please?

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7 answers to this question

Placing enemies on troops is something that take a few seconds, so just because you don't want to spend 20-40 minutes doing this for all troops... you want a script?

Asking a script just because you're not in the mood of doing some hard work is the worst reason i ever saw to someone to ask a script.

You can do it, just don't want to.

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And how I'm sure about every troop is placed correctly?, I tried to do a background with rules on photoshop to use on the troop tab, but since I use 640*480 resolution they sometimes don't match at all :/, that's the main reason, not only because I'm lazy to do that

epic-jackie-chan-template.png

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I'd rather use the troop to position your enemies as what will you do if you have one big enemy you want in the middle? It will be positioned with a group of small enemies in mind. Different positions for each troop will also make the battles look different rather than all the same.

I recommend positioning them within the troop and then do a battle test to make sure they are in a cool face-off position with the party.

I use 640x480 screen size and position the troops, testing each time to make sure they look okay.

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If you're using a script like Yanfly's core to resize the engine, it automatically centers troops in battle, so there would be a 48 pixel buffer on the left size (96 / 2) and a 32 pixel buffer on the top (64 / 2). If you are not, there would be no buffer zone at all. I'm absolutely clueless how fixed positions for enemies is easier than setting them up in the troops tab. Not only this, I feel it would look horrible since enemies would end up on top of each other and/or all over the place.

FYI, the time it would take to set up 300 monsters note tags would be longer than setting up 600 enemies troops, not counting the scripter's time to make the script.

7nTnr.png

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Yes I'm using battle engine ace.

And I never metioned note tags, I tought about specify the coordinates on the script editor, see the OP.

Anyway that information about the buffer thing will be helpfull I'll check that.

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I misread then. Wasn't quite sure where we were putting the positions.

I still stand by my placement issues. The reasons these work with actors is all actors are generally around the same size. Monsters do not tend to be. Aside from that, you'd be hard pressed to find a method of placement that allows you to place enemies in such a way that troops with less enemies don't seem barren or troops with taller enemies don't get their heads cut off by the top of the screen. Or troops with short enemies don't seem to far down. There's too many things to address, which is why using the troop tab is still a better solution.

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