Viewed Battle System

BMoz

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Is it possible to use more than 4 battlemembers in this script? I've changed the number of battlemembers to 6

In the script Game_Party I've changed the number in line 73 (max_battle_members)

If I want to battle with 5 members then i get the following message:

Script 'Jet's Viewed Battle System' line 509: NoMethodError occured.

undefined method 'effect?' for false:FalseClass

How can I change that?

Thanks.
I'm trying to figure out the same thing,

Any clue at the moment?
 

BMoz

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I'm having a problem,

Whenever I have a character that dies, it still lets me use a skill on it sorta. It doesn't go to the fallen actor but another, but thats not the problem.

The problem is when that happens the fallen member's sprite comes back and is still walking around.

It wont fight or anything, but it's still just standing there....
 

deddragon

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I love it! I was looking for two scripts for my current project, a battle system with the party sprites on the bottom and a script that would let me use sprites for battlers. This does both! I haven't tested it yet, but I'm about to.

Thanks so much!
 

Nefertari83

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Cleopatra, on 31 July 2012 - 05:42 PM, said: Is it possible to use more than 4 battlemembers in this script? I've changed the number of battlemembers to 6

In the script Game_Party I've changed the number in line 73 (max_battle_members)

If I want to battle with 5 members then i get the following message:

Script 'Jet's Viewed Battle System' line 509: NoMethodError occured.

undefined method 'effect?' for false:FalseClass

How can I change that?

Thanks.

I'm trying to figure out the same thing,

Any clue at the moment?
Me too. I'd be thankful for help.
 
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IAMSIAO

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I don't mean to sound needy or anything, BUT is there any way you could incorporate a way to make it when you attack you character holds whatever weapon

That they are attacking with that would be awesome, But i will say I do love this script :)
 

Nefertari83

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deleted because of double posting
 
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peaverin

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Hey Jet, is it possible to select a different cast animation for each skill/command?

Thx for the script, i'm loving it :)
 

Rixis (릭시스)

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This could be a dumb question on my part, and I may have not read clearly, but it is possible to change the direction battles move

by script call yes?
 

sbethune81

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I have a death sprite set up for each of my characters. When they initially die, the sprite disappears completely, but as soon as I enter another battle, my dead character sprite is there laying on the ground. At that point, it will remain there for each subsequent battle. If I try to escape the dead sprite stands up for it, but is back to laying down the next battle. I guess I'm looking for a way for the dead sprite to show up when the character first dies, rather than disappearing. And for the dead sprites not to stand up whenever an attempt to flee is made. Also, it only shows one of the two animations for a dual wielding character. Here's to hoping this potentially great script gets some support.
 
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HK00

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I really don't know if Jet has been active on forums lately, so hopefully someone else can help and I can't (sorry) because I no longer use this script. -_-
 

Astos

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I see some people noticed that dead characters still appear in battle as if they were alive next time a battle is started.

I have changed the following code:

Code:
alias jet3835_update_bitmap update_bitmap
def update_bitmap(*args, &block)
if @battler.actor? || @battler.bat_sprite?
	 actor_update_bitmap
elsif @battler.enemy?
	 jet3835_update_bitmap(*args, &block)
end
end
to:

Code:
alias jet3835_update_bitmap update_bitmap
def update_bitmap(*args, &block)
	if (@battler.actor? || @battler.bat_sprite?) && battler.alive?	#<--------- THIS IS THE LINE I CHANGED
	 actor_update_bitmap
	elsif @battler.enemy?
	 jet3835_update_bitmap(*args, &block)
	end
end
I haven't done extensive testing yet but it seems to have solved the issue for me. Please let me know if it works for you.
 

sbethune81

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I see some people noticed that dead characters still appear in battle as if they were alive next time a battle is started.

I have changed the following code:

Code:
alias jet3835_update_bitmap update_bitmap
def update_bitmap(*args, &block)
if @battler.actor? || @battler.bat_sprite?
	 actor_update_bitmap
elsif @battler.enemy?
	 jet3835_update_bitmap(*args, &block)
end
end
to:

Code:
alias jet3835_update_bitmap update_bitmap
def update_bitmap(*args, &block)
	if (@battler.actor? || @battler.bat_sprite?) && battler.alive?	#<--------- THIS IS THE LINE I CHANGED
	 actor_update_bitmap
	elsif @battler.enemy?
	 jet3835_update_bitmap(*args, &block)
	end
end
I haven't done extensive testing yet but it seems to have solved the issue for me. Please let me know if it works for you.

Thank you for posting this. I'm actually looking for something that will keep the sprite there from the moment of death, rather than disappearing and then coming back next battle. I have downed sprites that I'd like it to use for as long as they are dead. The problem I have is that they disappear right when they are killed, instead of just turning into the downed sprite. They also hop up and start walking for the 2 seconds it takes to flee from battle. If you can think of a solution to either of those problems, I'd appreciate it greatly =).
 

Astos

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I have never tried downed sprites with this script, but I'll give it a try and see if I can figoure out what the problem is.
 

djwild

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First of all, thx for the script. Was looking exactly for something like that. Awesome and easy to customize.
My problem is i cant figure how to auto align enemy troop like actors (if i can).

Im using :right for actor_orientation and center_actors true (align 50px on left).
I need to align every enemy troop manually in the Database window or there is a way to align enemy on right side of the window automatically (ignoring the database position)?

Anyone can help?

Thx in advance
 

Bob Saget

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Having trouble here...this is the only script I am running-

 

pa1kia

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This...is...awesome! I'm so using this in my game. Thanks for coming up with this script Jet. Now I just need to figure out how to change the attack animation for monsters so foes with swords don't look like they're punching my party lol.
 

Kiryu

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When I used an item that kills the main character in battle, I got this thing shoved in my face: 


I don't know jack about coding, so I need help here.

Also, sorry for the bump!
 

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