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Cybersam CBS Help

Thraxx

Member

Hey, I had no idea where to post this so I thought id post it in here. But I was wondering if anyone knew how to make the enemies in Cybersam's CBS not animated, like in RPGMaker 2003. Thank you :)
 

Rye

Member

One way to do it is to make all of the enemies actions look just like the ready pose. You don't have to change the script (unless of course in the script when the enemies attack they move, then I really can't help you.)
 

Thraxx

Member

I have tried doing that but it just looks all mangled up. Im sure there is a possible way to make the enemies not animated so I can use normal battlers instead. Or if someone could recommend a script like that..
 
kinda possible... but you'll be stuck with monster battlers of only 64x64 in size. In the code, Cybersam has it hardwired to that size.

Use this in place of the original def enemy_pose in Battle_animation ***
Code:
  #--------------------------------------------------------------------------
  # - Change the battle pose for an enemy
  #   number : pose' number
  #--------------------------------------------------------------------------
  def enemy_pose(number ,enemy_frames = 4)
    change(1, 5, 0, 0, 0, false)
  end
Technically, the number and enemy_frames parameters do nothing anymore. I just didn't feel like changing the whole script.
 
DerVVulfman said:
kinda possible... but you'll be stuck with monster battlers of only 64x64 in size. In the code, Cybersam has it hardwired to that size.
No he doesn't. It is very possible to use battlers of any size. You need to use a case statement in the code.

In the enemy_pose method, change the value of frames to 1:
Code:
def enemy_pose(number ,enemy_frames = 1)
Now look for the initialize method in Sprite_Battler of his code and add the case statement there as follows:
Code:
class Sprite_Battler < Animated_Sprite

  attr_accessor :battler
  attr_reader   :index
  attr_accessor :target_index
  attr_accessor :frame_width

  
  def initialize(viewport, battler = nil)
    super(viewport)
    @battler = battler
    @pattern_b = 0 #
    @counter_b = 0 #
    @index = 0     #
    if @battler.is_a?(Game_Enemy)
      case @battler.name
      when "EnemyName"
        @frame_width, @frame_height = x, y
      #blahblah rest of the case statement
      end
Replace x and y in the end of that code with the width/height of the enemy's picture. I also add 10 to each of those just to make some extra room around the sprite for damage to pop up and such, so it doesn't look funny.

Edit: And looking back, I think I have an older version of his script, so you may want to use DerWulfman's code snippet too just in case.
 
My code snippet was based on Cybersam's version 2.5. I find version 3.0beta a little unstable. It is a beta version after all. Must also be why the version I was looking at said that the 64X64 frame size was 'hardwired'. Different than what you have. But what I said works with 2.5. Tested and confirmed with a 64X64 cheapo 1frame/1pose battler.
 

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