Troop Placement using Fullscreen++

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
I'm using Zeus81's awesome Fullscreen++ script and I'm having trouble placing my troops properly due to my new resolution of 1024x768.

Here is the troop placement in the Troop Editor

http://i.imgur.com/VDjztPN.png?1

Here is the placement of the enemy in battle

http://i.imgur.com/NolhwEy.png?1

I was wondering if there is a script out there that will maybe enlarge the Troop Editor, or maybe allow me to position the enemies in the troop through notetagging or in script. 

If you need further explanation, please let me know!

Thank you!
 

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
The Troop Editor is hard coded in RM VX Ace.

You will not be able to change it by editing the scripts.

You can try using Tsukihime's Battle Sprites Auto-Position script for troop placement :

http://himeworks.com/2013/02/battle-sprite-auto-position/

It works even on resolutions larger than the one you have just mentioned.
 

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
The Troop Editor is hard coded in RM VX Ace.

You will not be able to change it by editing the scripts.

You can try using Tsukihime's Battle Sprites Auto-Position script for troop placement :

http://himeworks.com/2013/02/battle-sprite-auto-position/

It works even on resolutions larger than the one you have just mentioned.
I'll check it out. 

Edit: I'm using a sideview battle system(Battle Symphony). It doesn't appear to be working. The enemy doesn't even show up in battle. 
 
Last edited by a moderator:

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
My script was meant for default battle system. I don't know if it would help for other systems.
 
Last edited by a moderator:

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
My script was meant for default battle system. I don't know if it would help for other systems.
Darn. Is there a script out there that will auto place for sideview battle systems?
 
Last edited by a moderator:

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
I am using Tsukihime's Battle Sprites Auto-Position script with Yami's Battle Symphony Engine and it works fine.

Could there be some other script causing a conflict?
 

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
I'm not sure what script it is...but I setup my enemies using a notetag that goes "<battler set: index, index number>". So one of mine is, "<battler set: Monster1, 2>

Once I took that away, I could see the enemy, but it was the regular default graphic, not a sideview of the character graphic. 

EDIT: So I put Yami's Charset, Battle Symphony, and the Auto Position script in a new project, and it works almost perfectly. The enemies are a bit off, but it's a start. Not sure what could be causing it in my project. 

EDIT: I think I figured it out. In my fresh project, along with the aforementioned scripts, I put Yanfly's Core Engine script in and I could no longer see my enemies. So, if anybody can tell me what the problem is, I would greatly appreciate it!
 
Last edited by a moderator:

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
Try placing Yanfly's Core Engine script after Yami's Battle Symphony, Yami's Holder's Add-on scripts, and Tsukihime's Battle Sprite Auto Position scripts.

If you are still having any battler display problems, try placing Yanfly's Core Engine script at the very end of all your custom scripts, just above Main. Be sure to edit the width and height size in Yanfly's Core Engine.

Hope this helps. ^^
 

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
There has been something bugging me regarding your image files.

Are you saying that the the holder's sprite is appearing in that exact position in battle, when you place the battler in that exact spot in the troop editor?

If so, I will need to check the script again and see what is going on, as this script really works for me.
 

Andar

Veteran
Veteran
Joined
Mar 5, 2013
Messages
31,365
Reaction score
7,675
First Language
German
Primarily Uses
RMMV
Yanfly's core are mostly bugfixes, but there is one part in that script that might interfere - the core resizes the screen even in a default, and that would be a problem if you're using another script to resize your game as well.


I suggest removing that part of yanfly's core if you're using a Fullscreen script, and placing the core without that resize at the top of your custom scripts.
 

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
There has been something bugging me regarding your image files.

Are you saying that the the holder's sprite is appearing in that exact position in battle, when you place the battler in that exact spot in the troop editor?

If so, I will need to check the script again and see what is going on, as this script really works for me.
I'm not sure what you mean by "holder's sprite". I'm using "Yami Engine Symphony - Add-on: Enemy Character Set". And yes, the troop editor picture shows where I have the enemy set up, and the battle picture shows where the sprite ends up. Also, for some reason, as you can also see in that picture, I can't see the whole battleback. Not sure what could be affecting it like that. 

Yanfly's core are mostly bugfixes, but there is one part in that script that might interfere - the core resizes the screen even in a default, and that would be a problem if you're using another script to resize your game as well.

I suggest removing that part of yanfly's core if you're using a Fullscreen script, and placing the core without that resize at the top of your custom scripts.
I'll try this.

EDIT: http://i.imgur.com/G7wgsgU.png

The sprite is in the right spot now, but as you can see, the screen is back to default size. I don't think Fullscreen++ resizes. So the only script I have that does any resizing is Yanfly's Core in conjunction with the "High Res RPG Maker Project". Not sure if that helps at all. 
 
Last edited by a moderator:

Susan

Veteran
Veteran
Joined
Sep 1, 2014
Messages
2,748
Reaction score
8,346
First Language
No idea...
Primarily Uses
RMMV
Sorry for the long delay.

I was waiting for permission to post a modified version of Tsukihime's Battle Sprite Auto-Position script.

I had made adjustments to the script to fit my screen resolution and forgot about it. Sorry about that.

This version will allow you to place the enemy battlers at roughly the correct positions according to the placement in the Troop Editor for a resolution of 1024 x 768. Changes in resolution would require you to change some numbers in the script.

You can also place Yanfly's Ace Core Engine script at the beginning of the script editor with this version. Fullscreen++ has no problem with either of the scripts.

Here is the temporary link:

https://www.dropbox.com/s/rdubuykqzmrazy9/Tsukihime%27s%20Battle%20Sprites%20Auto-Position%20script.rb?dl=0

These are the changes made starting from line 58 of the original script right to end of the script :

  def adjust_coords

    adjust_x1, adjust_y1 = (235), (321)

    adjust_x2, adjust_y2 = (2), (2)

    @enemies.each do |enemy|

      enemy.screen_x -= adjust_x1

      enemy.screen_y -= adjust_y1

      enemy.screen_x *= adjust_x2

      enemy.screen_y *= adjust_y2 

      end

  end

end
 

Hope this helps. ^^
 

Tsukihime

Veteran
Veteran
Joined
Jun 30, 2012
Messages
8,564
Reaction score
3,846
First Language
English
There's a bug in my calculations.

This was what I was doing originally:

adjust_x = Graphics.width - 544) / 2adjust_y = Graphics.height - 416@enemies.each do |enemy|enemy.screen_x += adjust_xenemy.screen_y += adjust_yendBut this means that if your actual width is say 1024x416, then the x adjust would be equal to 240, and therefore a sprite positioned at (0, 0) would effectively be bumped over to (240, 0), which isn't right.I'm not sure if this contributes to the issue.

I've updated the script to use ratio multipliers, so now if we have a 1024x416 screen, the x adjust would simply be

1024 / 544which gives a ratio of ~1.88And that's used to calculate your actual position using the formula

new_x = adjust_x * old_xeg: x = 0, then new x is 0if x = 272 (middle of screen for 544 width), then new x is 512, which is the middle of the screen for 1024 width.
 
Last edited by a moderator:

cooldoode325

Veteran
Veteran
Joined
Nov 12, 2013
Messages
48
Reaction score
1
First Language
English USA
Primarily Uses
Wow, you guys are awesome! Everything works like it should! Also, thanks for the explanations and extra script details. Helps me understand what exactly is happening inside the scripts.

This thread may be closed now :D

Thanks again everybody!
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,865
Messages
1,017,059
Members
137,574
Latest member
nikisknight
Top