Last Update: 2012.01.15
Script Download
This script is an add-on for the ‘Victor Engine – Animated Battle’, it allows to make battles to occur the current map, instead of using a transition to another scene, like int the game Chrono Trigger. It doesn’t make any change on the turn mechanic of the battle and anything else.
Requires the Victor Engine – Basic Module
Requires the Victor Engine – Animated Battle
Requires the Victor Engine – Actor Battlers
Full instructions at the header of the script.






















Cara, está dando um erro aqui e a batalha nem começa. Estou usando apenas os Scripts necessários para rodar a batalha.
Script ‘Map Turn Battle’ line 1121: Type Error ocurred.
can’t dup NilClass
Não sei se estou fazendo algo errado, mas eu tentei de tudo aqui pra funcionar e não deu. Se puder postar a demo do vídeo ia ser bom pra saber como foi configurado. até mais
ele necessita do actors battlers tambem, esqueci de colocar isso nas instruções.
E vale lembrar que NÃO se pode usar saves antigos antes da instalação do script.
OK, vou testar aqui agora, muito obrigado por me responder.
By far, this is a good battle system to apply actually…
If it’s compatible with Yami’s ATB it would almost like CT anyway.
With the ATB it is compatible, it’s no compatible with YEA yet, since the ABT requires YEA. But the CTB works fine. If the ATB was stand alone it would surely works
I see.
Well it’s normal to be incompatible with yea after all. it’s not a minor change to the battle system actually.
Anyway I prefer CTB over ATB…
I Need a tutorial , i dont realy know , how it works !
(Im german)
Not sure you can really get a tutorial on this, it’s as simple as it gets. You use these as comment calls
as stated.
start: [x, y]; end: [x, y]; escape: [x, y]; defeat: [x, y];
actors: [x, y], [x, y], [x, y];
enemies: [event, enemy, switch], [event, enemy];
can escape; can lose; skip return;
Replace x and y with coordinates.
Replace [event, enemy, switch] etc with ID’s.
Use the comment command, in your event editor.
Hi! I’ve run into the following problem with the script when initializing a battle using an event comment:
Victor’s Map Battles: 998: in ‘block in setup_enemies’: undefined method ‘upcase’ for nil:NilClass (NoMethodError)
from Victor’s map battles:997:in ‘collect’
from Victor’s map battles:997:in ‘setup_enemies’
from Victor’s map battles:960:in ‘call_map_battle_comments’
from Victor’s map battles:941:in ‘comment_call’
from Victor Engine:902:in ‘command_108′
from Game_Interpreter:196:in “execute_command’
from Game_Interpreter:59:in ‘block in create_fiber’
I’ve disabled Yanfly’s Battle Engine Ace to see if that causes the problem, and it still happens. Is this script incompatible with all YEA scripts? Or would it be possible to create a compatibility patch?
So do i need to do anything to the Basic Module, Animated Battler, or Actor Battlers scripts to get the Map Turn Battle to work?
Are you planning to add compatibility with YEA at some point? That’d be awesome!
Even if you don’t, the only things I really would hope for would be an enemy-leveling script and a skill cost modifier (so things can cost HP or other things) added to the bundle… those are the only things that really make the YEA a must-have for me right now :)
Well i’m not planning to work with compatibility anytime soon, i have a lot of scripts planned, and i’m not willing to stop to make my own scripts to add fix for other authors scripts.
I can definitely understand that. I would love to use this for my second episode, (I’ll talk to you about it when it’s being made, not for a while) so I need to figure out how to level up enemies along with the party using this system, as well as the skill cost. I’m sure it can be done– hopefully the first episode will have a modest success enough to warrant a modest kickstarter in order to pay for custom tilesets and some custom scripts. The first one is being made on a shoestring budget XD
Well i might do something, at last with the cost, because a script to manage custom costs for actions are on my plans, enemy leveling though isn’t on my plans for now, since i don’t have in mind anything different from what already exhist.
I have read all the instructions, but I still cant figure out how to set up the Animated battler. I keep getting
Script ‘Map Turn Battle’ line 1121: Type Error ocurred.
can’t dup NilClass
So I know I’m doing something wrong. It’s hard for me to learn by just reading too. Which doesn’t help.
Don’t use savefiles made before new scripts instalations, many scripts setup new values when the game stats, values that won’t be found on old saves.
Cara, não tem como você fazer uma demo?
Não, sério, se vc nao consegue seguir instruções tao simples, recomendo que use a batalha padrão do maker.
eu consegui fazer funcionar, só não consigo fazer com que o personagem apareça na luta.
Já reparou que este script depende de outros 3 scripts certo? já tentou olhar nas instruções dos OUTROS scripts? -.-
Aposto que nem leu o manual do Animated Battle, e espera fazer as coisas funcionarem?
Is this script optimized for creating a fully functional RPG? Or would it be better to use say a sideview battle system. I’ve actually been wanting a Chrono Trigger style battle system for a new project I’m planning, and since my only skill is writing (at least for now, learning to script) I couldn’t make something like this.
Woo boy, I love this! Can’t wait for when this supports YEA – and when it does I think it’ll be the best battle system out there for what I’m trying to do. One feature I’d like to request for a future version (whenever that’ll be) is to have an AoE/Cleave option for skills that can hit multiple targets as long as their events are close enough (similar to the YEA area of effect addon).
Keep up the great work!
How do you add states to enemies at the start of the battle? Like, you could do that with troops using Battle Events.
Po sangue esses scripts hj em dia tem muitas novidades, antigamente no xp e vx as pessoas colocavam uma demo, mais hj vejo so scripts e expricações. Uma demo funciona bem melhor para o entendimento e garanto que muito mais pessoas usariam seus scripts.
Não seria mais facil nao, só incentivaria gente preguiçosa a fazer mal uso dos meus scripts, alem de mais que dobrar meu trabalho por algo que considero totalmente desnecessário.
Já notou que eu tenho mais de 50 scripts aqui postados que são atualizados constantemente?
É facil dizer que uma demo é melhor quando sou eu que vou ter que fazer e atualizar elas mais de 10 vezes.
Veja por exemplo o modolu básico, está na versao 21 e ele é obrigatório para os scripts. Com 50 scripts, eu ja teria tido que atualizar mais 200 demos so por causa do modulo basico, sem contar atualizações dos proprios scripts.
E botar uma demo e dizer que é para as pessoas atualizarem é inutil. Eu botei uma demo uma vez do Light Effects, deixei um aviso ENORME dizendo que a bosta do script da demo estava desatualizado e sempre vinha um imbecil reclamando dizendo que tava bugando ¬¬
Resumindo: não vou fazer demos em hipotese nenhuma, não ligo pra quantidade de pessoas usando meus scripts, e sim para qualidade que eles serão aplicados. E pessoas que não consegue entender instruções simples com certeza so vai copiar e colar o script e fazer um trabalho porco com ele, então sinceramente nem ligo se elas não usarem.
Bom como já disse seus script são muito bom fico feliz por vc ter respondido a minha questão, ja utilizei alguns de seus scripts aqui em uns projetos meus . Entretanto so falei da demo pq existem algumas pessoas q tem mais dificuldade de entender, mais não vamos generalizar as pessoas q se esforçam para compreender das pessoas q procuram utilizar da maneira mais facil. Mais os scripts são seus vc q decide qual a maneira q deve publicar.Sei q vc se esforça muito em seus scripts, não é um trabalho facil, e nem vim aqui fazer criticas negativas e dizer oq é bom ou oq é ruim, sei q é dificil, como ja disse, e compreendo ao quanto e chato fazer um script e a pessoa copia e colar.Todavia continue assim seu trabalho é 10.
A lembrando seus scripts são FD.
Foi burrada minha ou quando alguém usa o arco o personagem sempre se vira para a esquerda?
Provavelmente você não definiu direito a configuração. Vale lembrar que a pose padrão de arco NÃO funciona com as 4 direções.
no meu eu coloquei os scripts todos e a batalha continua normal.
Deve ser por que você não leu as porcarias das instruções, esse script não é mágico.
Leia as instruções lá explica como fazer para fazer a batalha no mapa. Agora se você não sabe nem o básico do RMVXa pra seguir as instruções, fique com a batalha padrão mesmo.
line 1396: NoMethodError occurred.
undefined method ‘on_buffer_area?’
Seems to be an incompatibility issue between map turn battle and anti-lag. Happens immediately on start of map battle once actors are in position if both scripts are present. Tested on blank project with and without anti-lag script. Battle starts fine without anti-lag. Map battle v1.05 and Anti-lag v1.01. Tried moving Anti-lag around.
Contents of comment call:
start: [7, 8]; end: [2, 2]; escape: [10, 9];
actors: [5, 8], [7, 7], [8, 5], [10, 7];
enemies: [1, 1, A], [2, 3, A], [3, 4, A];
can escape;
Think I included all relevant information and probably more than is needed. It calls the error on an Event when it pops the error message. Probably the one with the comment call. Could be that my haphazard method of tossing seemingly random coordinates out there factors in but I wouldn’t know either way. Was just testing the water to see if the script was something I could put to use.
nc work. btw does this script also allow the usage of videos when casting some spell? like in your other battle script?
This script is just a add-on for the Animated Battle, it’s not a totally new script.
Ty very much. it helped a lot.
*an add-on
:)
Comment deleted by Victor:
This is not the place to ask for another scripts.
I would love to use this battle system chrono trigger style in my project but it is unfinished. The one that you made for rpg maker xp was completed with a lot of features. How much will it cost me for you to completely finish this script to make it just like the rpg maker xp with new features? basically, i want the finished product and only concentrate on this script to get it done completely. strictly business. I will pay for this script especially being in rpg maker vx ace which is alot better than the rest of the other rpg maker tools.
What you mean by “a lot of features”? This script is complete. I’m working on a totally different way than i did in XP, instead of sticking a lot of features on a single script, i make separated scripts with each one with a feature.
This script makes the battle on the map, nothing else. Othe features will come with other scripts.
If you’re interessed on requesting commissioned scripts take a look here: http://victorscripts.wordpress.com/comissions/
how is this an add on for the animated battler? animated battler is a side view battle system and this is a map battle system…. the animated battler system only uses sideview spritesheets and this uses all side…. like for example, on this battle system, you might have a character on the bottom of the screen facing towards the enemy which is facing up. how can the animated battler use that spritesheet of character facing up or down in that matter? The animated battler is only side view not all direction facing.
How said the animated battlers was sideview? The animated battle is a totally customized multi view system, it’s just the default setup that is sideview. Also if you read the instructions, thing you didn’t, you should know there is plenty of options to change the sprites.
Think outisde of the box. Just because the samples are sideview, don’t means that the whole system is limited to that.
So read the instructions of both scripts, and the animated battle manual before stating something like this. Don’t rely only on screenshots and videos to make your judgement, check the scripts.
Oh so this is completed already…. hmmm… not too impressed compared to the one you completed on rpg maker xp. That one is much better than this one and has more features to offer. Does this script allow the enemies to move around randomly like in chrono trigger? that was one of the feature it lacked from rpg maker xp
Not really, the one in XP had many limitations, like not allowing to use charsets. And in fact, had less features than this, it had more add-ons, but the add-ons was for the battle system itself, not for the CT add-on, the CT Battle alone was far inferior than this one.
You should also consider that this one is compatible with most of my other scripts. And it’s far better to have a clean system, than one poluted with many not directly related features.
And no, you can’t make the battlers walk rndomly on the battlefield. As stated i never intended to make a CT clone. And this feature isn’t viable since the battlers ignore tile passability, and this would cause many issues.
I dont understand why you dont just make a CT clone? Thats why your script is very well known because you are the only one that came up with a script thats identical in some feature of CT battlesystem…. thats what the people want is the CT battlesystem because it has many great add ons on it… your method of recreating a different battle system is really not that impressive…. but if you had created identical CT battle system as well as adding more addons to the battle system, you will be more known because thats what the people want not otherwise. We chose to use this rpg maker than the 3D ones that different company offers for a reason… we love the old style not the new!
So you’re saying that what i do is not impressive, and the only way to be is doing as you say?
if my methods isn’t that impressive, make one yourself, since you must be very experienced on that subject to talk like this.
While you and other people want a perfect clone, othe people want just a base so they can make their own unique system. I’m with the ones that want a base. If i’ve made a perfect clone of the CT system, people would ask how to take out some things.
It’s far better to have different features in different scripts, so people can choose with one suit their needs rather than a system with tons of built-in features where people are forced to use these features even if they don’t want.
This is how i work, and i won’t change this just because a random person is saying that it’s not good. There’s already some great makers making good use of what i made, so i don’t really care.
You are not forced to use this if you don’t like.
I love your battle scripts you make :) .. I also like the final fantasy one side view one its awesome I downloaded it and love it :D.. I am new to the rpg maker thing and still trying to figure out the story stuff lots to read and lots to learn thanks :)… Then again thank you for making this script :D
your attitude is a downfall victor….. and awesome has a good valid point…. aint you making your scripts for the public? awesome is just giving in his 2 cents… sorry but, your script aint that flawless that interest everyone… and im pretty sure your attitude aint gonna get you far either! In fact in that matter, i dropped all your script, i aint giving you credit thinking ur all high and mighty -_-
I’m not all high and almighty, but i’m neither anyone servant or slave.
I’m doing a FAVOR by making these scripts and giving support to them. A lot of people come here lately trying to boss me, saying that i MUST do things, but no one is my boss. I do what i want, no one will tell me what i must do.
So do what you want, i didn’t force you to use my scripts, and if you don’t want to it’s your problem.
The guy comes like “Do what i say because i’m right and you wrong” and you expect me to be kind with him?
And awesome don’t have a good point, it’s just his personal opinion, wich i don’t agree.
Also, his point is totally flawed, he is telling me to do something like my XP CT battle, wich is a total failure in my opinion. Not even a SINGLE game was made with the XP system due to it’s complecity.
So you think it’s a valid point to follow the same path that already failed once?
Do what I do and use his script but just erase the parts where his names are on it and dont give him any credit in your game. Plain and simple, just use him like a rag and that will justify for his behavior =)
Hahahahaha so you’re total a loser. To use someone scripts and delete the credits. Lately there’s a lot of idiots lurking here.
But i know that pathetic people like you will never finish a good game so i’m not worried.
And even if you finish your game, you will never have anyone respect, neither will any decent community allow you to post your game and you will be banned everywhere.
Losers like you don’t worry me ;D
Ignore people like this Victor, They are simply jealous of your skills. Skills that you should charge for mind you. On to this map turn battle which works like a charm, I’m just wondering how to animate them so they have an idle battle stance animation, When I try it simply uses the whole template. I’ve probably missed something and I’ll keep reading through and trying new ways but if you see this in time and can offer guidance id appreciate it, I’m guessing its all in the poses I’m just yet to get my head around it.
I’ve read through this I just cant get my head around it,
Actor[anim][up]
# Actor[anim][left]
# Actor[anim][right]
# Actor[anim][down]
#
I have the correct file name and suffix’s for my file including the 4 directions + the default. I have the right amount of rows. I just set them as different colours atm to see if it picked up on it. But it just keeps reading the template as one image, instead of animating the rows like I want, I feel like I’m close, I must of named something wrong or I’m not sure was hoping you could help, A few questions. In the actor database where I label his battler graphic I’ve currently set it to the default and I’m guessing it reads the others according to the direction, not to sure. Also using the multi frame which works fine. But do I also have to add $[f4]Actor[anim] for example or does it recognize it as 4 frames already like it said in the script. Still noob give us a yell when you see this. Cheers.
the name on the settings must be EXACTLY the same of the main graphic.
so if your original graphic is named “$[f4]Actor” the settings must be done for “$[f4]Actor” and the graphics must be named “$[f4]Actor[anim]“, “$[f4]Actor[anim][up]“…
There are a lot of self-entitled people in this new age of RPG Maker, and it’s kind of pathetic to see some who use freely provided material act this way. I guess that’s just the nature of all these humans who did not get their start on rpg2k or earlier, they’re used to having robust systems just handed to them.
It’s wonderful how this add-on lays down only the essentials, because it makes it so much easier for me to build a more unique product that doesn’t scream “i insert the yanfly and everythings k.” I’ve had some success with the work you’ve done and felt like sending in some appreciation for a change.
First of all, I just want to thank you for all your hard work. It really makes me sad to see so many people treating you like crap, after all the hard work you put in. I recently started using your battle script and I have a question. I am having issues with a certain section. After I allow the player to lose a battle, instead of continuing on with the event, it restarts the battle, then after they lose a second time, the event kicks in. How can I get passed this?
I have figured out where and how to put in the ‘wait’ events to give the actors time to move into position as well as figuring out most of the script. I just seem to be unable to move past this. Is there a good solution?
Victor, your work never ceases to amaze me. The rest of you should really consider that your getting amazing work that would have taken you weeks if not months to figure out yourself and not having to pay for it. Victor’s attitude is perfectly justified in his responses. All of his scripts have included instructions that explain exactly how to do most of what you would be looking for. When someone goes to all this time to create you a product, and includes a help-manual basically… and then gives it to you for free… and you can’t be bothered to read the instructions… you deserve the bitchfest that will ensue. And really guys, telling him to not bother with this and just make a CT clone? So what.. if you do finish the game… your going to get sued anyways! It’s no different than if you use the materia scripts in your finished game. You better have a damn good way of explaining its not materia… because SquareEnix will be on your ass like white on rice. Develop your own battle systems… Victor has given you multiple tools to do with as you like. So do it… yourselves.
Thanks again Victor… your scripts have breathed life into my project I never thought possible. I sit in constant anticipation of what you will release next.
Square Enix doesn’t have the copyright to materia system or anything of that, in fact Materia system as itself is actually done before and after, just with different name so I do not see why people keep going back to FF 7 as if it’d be a revolutionary thing. That’s like saying you can’t have a platformer without Nintendo suing you for doing Super Mario style game. If the only similiarity is that it works on map and plays like Chrono Trigger, it is not basis for a lawsuit. They’re good games but just because a game is kind of similar doesn’t mean you can just go sue them, look at Capcom trying to sue SNK for instance.
Is there a way to have more than 4 active enemies per battle? This is my battle comment for a fairly large fight that I’m trying to setup.
start: [08, 30]; end: [08, 30];
actors: [08, 26], [06, 27], [10, 27];
enemies: [05, 08, A], [07, 08, A], [08, 08, A], [09, 08, A],
[10,08, A], [11, 08, A]
skip return;
As you can see the enemy line doesn’t all fit on one line in the comment box so enemy 10 and 11 do not get activated.
B
weird i tested it and it worked
I should have given you more credit, the script is more flexible than I thought it would be. I went in and removed all the spaces / 0′s from the comment and squished that line together and now they all trigger as monsters. It still won’t work for me if the “enemies:” line runs over but this will work just fine.
start: [08, 30]; end: [08, 30];
actors: [08, 26], [06, 27], [10, 27];
enemies: [5, 8, A],[7, 8, A],[8, 8, A],[9, 8, A],[10, 8, A],[11, 8, A];
skip return;
I take that back… I am wrong… i figured out why it displayed the whole spritesheet on the screen is because i put this on the notetag which means it looks for file name Eric.png on the graphics/battler folder and uses that as the battler. the is basically not for map turn battle system…. so anyhow, back to square one…..
I have a problem here… I did what the instructions said and still have a problem… In the animated battler script, i filled this line to be my Actor 1 which is Eric
‘Eric’ => {frames: 4, rows: 14, mirror: false, invert: false,
mode: :charset, action: :charset},
on the graphics/character i put the following files named Eric[anim][left].png, Eric[anim][right].png, Eric[anim][up].png, Eric[anim][down].png……….
tested it out and the sprites doesnt show on the screen… but the enemy slime shows on the screen… any suggestions on the problem?
‘Eric’ => {frames: 4, rows: 14, mirror: false, invert: false,
mode: :charset, action: :charset}
Are you using a 4 x 14 charset? I’m sure not…
So your setup is wrong, instead of trying to copy/paste other setups and randomly edit the values, try to undestand how the setup works.
found a bug during battle…. when you click fight your character steps forward then it will bring you to the commands of attack, special, guard and items…. when you hit cancel, the actor is suppose to step back but instead it stays on its place… and when you redo the above steps again, the actor takes another step forward… if you keep on cancelling the steps then the actor will be off the screen…. bug, the actor does not step back after cancelling orders.
You setup something wrong since the characters don’t step forward during action selection.
you sure right LoL…. had command setup to 14 pose which stepped forward… but fixed that problem… another problem is that the map battle system resets everything off in the map… for example… im using yami overlap mapping engine.. when battle starts the overlay map is erased but when battle is finish, the overlap map is returned… is there a way to fix that to where the battle system does not overwrite on the overlay map?
I stoped reading here.
The script don’t “reset everything”, since it works fine without third party scripts so it’s a compatibility issue.
And i’m not working on compatibility issues.
i tried using your fog and overlay script… it only shows fog instructions on the script… how do i use the map? basically, i want to use a map overlay just like yami’s overlay script… apparently i cant use yami’s because its not compatible with map turn battle script… so how do i use the fog and overlay script using map overlays? I tried this but the opacity changes the actors where i can hardly see the actor… when i increase the opacitiy, i cant see the actor any longer… when i decrease the opacity, i cant see the map.. what do i do? I dont need a fog overlay but a map one…
id: 36
name: ‘groundmap36′
yeah you really read through the instrictuions of fog and overlay, specially this one:
# <fog effect> # settings # </fog effect> # Create a fog effect on the map, add the following values to the info # the ID and name must be added, other values are optional. # id: x : fog ID # name: "x" : fog graphic filename ("filename") # opacity: x : fog opacity (0-255) # move: x : fog screen movement (32 = fog follows the map) # zoom: x : fog zoom (100 = default size) # hue: x : fog hue (0-360) # blend: x : fog blend type (0: normal, 1: add, 2: subtract) # depth: x : fog Z axis (300 = default value)I did read the instructions… its just that I didnt know what that does LoL…. but i tried it out and it worked the way its suppose to… thanks for hinting that out cuz i had no clue what that was… I tried this script along with yami’s overlay script and it worked… now, would running both fog and overlay going to cause lag because im assuming that the map is updating constantly since there are now two scripts containing overlays in my project?
- You can test by yourself.
- Why use two scripts that do exactly the same thing?
Hey Victor,
Thanks for your great scripts, and I was wondering, is there any way to force Map Turn Battles to use the charset actions?
I’m currently using the kaduki actions for the Animated Battles script, but I wanted to use a Map Turn Battle for “boss fights” and the kaduki actions don’t fit in for Map Turn Battles.
Would I just have to choose between not having Map Turn Battles or just using charset battlers?
Or is there a way of forcing Map Turn Battles to not use kaduki and only have normal battles use kaduki?
The action settings are set up by the actor current battler graphic filename, So create two graphics for each actor, and change it using the comments calls described on the actors battlers
Awesome, thanks again for your help!
Thank you for these wonderful scripts!
I leave a comment here to ask for little help.
Due to my bad English, I had hard time understanding your animated battlers, but now i’m fine with using it.
However, i’m not really fine with map turn battle.
start: [08, 04]; end: [09, 10]; escape: [x, y]; defeat: [x, y];
actors: [06, 04], [10, 01], [11, 08];
enemies: [1, 1], [3, 1], [2, 1];
skip return;
this is one of my comments call, and at the start, all the actors move to the right position: [06, 04], [10, 01], [11, 08]. But when the battle actually starts, they basically “teleport” to [07, 04], [11, 01], [12, 08], which is one block right to the original position.
Also, when the battle ends, my actors just stop at the position where they ended the battle, rather than moving to [09, 10].
I’m sure that i’m causing the problem, but i really have no idea why these things are happening.
Issue 1: Take a look at the actors battlers script, and look for this: VE_POSITION_ADJUST = {x: 32, y: -4}, both values should be 0 instead (i changed it for some tests and forgot to revert back to 0)
Issue 2: you’re using the ‘skip return’ command on your call, wich makes the actors skip the return to their positions at the battle end…
Thanks again.
Now it works
I’m really sorry to bother you, but i have a question.
Is there any way to set the position of players with a variable?
What i wanted to do was starting a battle around a moving event. Which means, monsters are moving freely on the map and when i touch them, battle starts around the monster no matter how far it moved from it’s original location.
I thought putting variables to the x,y coordinate can be a good solution for this, but i’m not really sure how to do that.
Is it possible to put variables into the coordinates? For example,
instead of [08, 04], i put [variable 11, variable 12].
Or is there any other good way to solve this matter?
There’s no way, the values must be numeric only.
For some reason, this script hates the third actor. He simply doesn’t appear in battle. I’ve copied his data to another slot, and that guy appears just fine. I’ve tried copying other actors into slot 3, and they don’t appear. Any solutions?
Never run on this issue, so i think the problem is your setup.
May i just say that this script is awesome and i commend you for your works. for some reson my characters dissappear when they reach the coordinates, and then the enemies turn into the picture from the Database. i just want to use the sprite of the event as the enemy, and for my characters to not dissappear.
This script isn’t copy/paste.
There’s no “magic button to make the battle recognize the graphics on map”
You must setup the whole animated battle to recoginize the graphics.
So, read the manual before asking for support
Eu consigo começar a batalha, mas quando os personagens terminam de ir para as posições eles ficam olhando pra frente, mesmo com o start na frente deles.
é alguma coisa com sua configuração, aqui está funcionando perfeitamente.
Hey Victor, this script is awesome, so thanks for that. I’m having an issue with moving enemies on the map. Since the start point is fixed, and I want the battle to happen on enemy event touch, sometimes the enemy sprite gets in the way of the start point and causes the whole game to freeze up. Is there any way around this? Thanks in advance.
no.
Hm quando começa a batalha,não consigo fazer com que os battlers dos meus personagens olhem para o inimigo… eles ficam olhando em direções aleatorias… tem como dar uma explicada de como me ajudar com isso?
As instruções estão lá, se algo está dando errado é por que você não esta seguindo elas corretamente. E como eu não tenho a minima ideia do que você pode estar fazendo errado, não tem nada que eu possa fazer.
Consegui fazer dar certo aqui,esqeci de configurar a linha mais óbvia do mundo -.-
Enfim,excelente script,farei bom uso dele o/
Outra duvida agora… Tem como ativar uma switch em caso de fuga? Quando você derrota o inimigo,voce pode configurar pra ativar uma switch qando derrotar o inimigo,mas e em caso de fuga?
Hey, Victor, I use a comment box, like this:
start: [011, 007]; end: [011, 007];
actors: [013, 007], [013, 008];
enemies: [Plant, 010, A];
can’t escape; can’t lose;
But nothing happens so, May you helpme?I really like this script.
PD:sorry for my bad english, I’m from Argentina.
enemies: [Plant, 010, A];
read the instructions again. the script don’t ask for the enemy name.
No, it’s event’s name. It’s called Plant.
And where in the instructions do it says that you should use the event name? Nowhere.