This may have been addressed long ago...but I have been gone awhile.
When you use Cybersams, and you use huge battlers say a 1500x1500 file..when you place it in a "Troop" in the datebase it shows that huge block..so its impossible to position the battler ont he field. Is there a way to have it show an alternate image in there or something to solve this? Someone gave me a solution way back but it never did work (involed another folder that used a diff file to display rather than showing actual battler)
Thanks in advance for any help.
Edit:
I had a second question, didn't want to waste posting a new post so edited this one.
In the same script in battle_animation there is a portion that tells the Actor/Enemy where to move when attacking. I want to add a case statement so it reads the enemy and uses diff settings. Reason is large monsters are overlapping the player while smaller ones work perfect.
There is a portion in there
This is the part I need to set to work diff for diff enemies. I have been away for 8months and my scripting has pretty much fled me completely..
I tried using a case statement like
but that gives me an error (probably saying that name is not a defined method)...I don't really know what I am doing..any help would be appreciated on that as well...meanwhile I will keep messing with it.
When you use Cybersams, and you use huge battlers say a 1500x1500 file..when you place it in a "Troop" in the datebase it shows that huge block..so its impossible to position the battler ont he field. Is there a way to have it show an alternate image in there or something to solve this? Someone gave me a solution way back but it never did work (involed another folder that used a diff file to display rather than showing actual battler)
Thanks in advance for any help.
Edit:
I had a second question, didn't want to waste posting a new post so edited this one.
In the same script in battle_animation there is a portion that tells the Actor/Enemy where to move when attacking. I want to add a case statement so it reads the enemy and uses diff settings. Reason is large monsters are overlapping the player while smaller ones work perfect.
There is a portion in there
Code:
x = target.screen_x - 96
@spriteset.enemy_sprites[@active_battler.index].enemy_pose(0)
@spriteset.enemy_sprites[@active_battler.index]\
.move(x, target.screen_y + 64, 10)
This is the part I need to set to work diff for diff enemies. I have been away for 8months and my scripting has pretty much fled me completely..
I tried using a case statement like
Code:
if @active_battler.is_a?(Game_Enemy)
case @battler_name
when "Bear"
diff settings here
end
but that gives me an error (probably saying that name is not a defined method)...I don't really know what I am doing..any help would be appreciated on that as well...meanwhile I will keep messing with it.