- Joined
- Jan 25, 2022
- Messages
- 78
- Reaction score
- 65
- First Language
- English
- Primarily Uses
- RMVXA
I'm trying to make my battle system resemble the original Final Fantasy on the NES. As you can see here, the enemies are positioned on a grid. I'm trying to emulate this look, however it's not as easy in the RMVXA troops tab.
To begin with, the grid that RM uses is bigger than the grid I've drawn on the test battleback to help me position them properly. When I move the battlers around the movement isn't as precise as I'd like in order to position them where I want them.

What's more is that when running the actual battle, the dimensions of the troops screen doesn't line up with the actual dimensions of the battle:

I am using a script that changes the resolution to 640x416 (Yanfly's Ace Core Engine), so it seems that's why it doesn't conform with the troops menu. However, even if I do account for that, it doesn't change that I still can't fit them into the grid I'm going for.
TL;DR - I'm ideally looking for a script that can allow me to specify an enemy battler's position with coordinates rather than using the troops tab in the DB.

To begin with, the grid that RM uses is bigger than the grid I've drawn on the test battleback to help me position them properly. When I move the battlers around the movement isn't as precise as I'd like in order to position them where I want them.

What's more is that when running the actual battle, the dimensions of the troops screen doesn't line up with the actual dimensions of the battle:

I am using a script that changes the resolution to 640x416 (Yanfly's Ace Core Engine), so it seems that's why it doesn't conform with the troops menu. However, even if I do account for that, it doesn't change that I still can't fit them into the grid I'm going for.
TL;DR - I'm ideally looking for a script that can allow me to specify an enemy battler's position with coordinates rather than using the troops tab in the DB.