Code:
Note for a Moderator from GubiD: :cry:What is wrong with this post...? Everytime I try to fix it, it adds a code tag above it and messes it up?
[quote]
I'm sorry for my low comprehensive faculty..
Everything was done , but moving the battlers and the enemy death events were failed..
<b><1></b> Moving battlers
The script you told me was..
[code]actor = $game_actors[ID] actor.run_route([2,4,6,8]) #where each instance of 2 is down, 4 is left,
#6 is right, and 8 is up and move s the character using that defined route.
but I still couldn't understand how to use this ;;
what is the number inside [ ] ?? Can you please make a example ?
<b><2></b> Enemy death event
You told me
Code:
#------------------------------------------------------------
# Check Death Action
#------------------------------------------------------------
# This section allows you to identify common events upon death for what map
# you are fighting on by the id of the actor/enemy
def self.check_death_action(map_id, type = 0)
case map_id
when 1
return {1=>6} if type == 0 #actors
return {} #enemy death
when 3
return {1=>7} if type == 0 #actors
return {36=>8}
else
return {} if type == 0 #actors
return {} #enemies
end
end
this script to make an enemy death event. But in your tutorial I didn't see that script anywhere but there was a enemy death event like death of leo and ibors. How did you do that without that script above??
<b><3></b> Animated Battlerset
I saw the animated battler tutorial and it was great..
I want to make some animated battler set. I have lots of animated battler motion
but I don't know how to change it for GTBS.
Do I have to paste the charset to the sample frog charset ?
and Thanks for your many replies..
[/quote]
1. OK... [2,2,2,2] would move the character down 4 times, while [2,4,2,4,4] would move the character down, left, down, left left. in that order. If the move cannot be completed I think it should already skip it, but if not just let me know.
2. As the code I quoted you, you can see.
Code:
when 3 #This is the map ID for the Nazhul city battle
return {1=>7} if type == 0 #This says that when actor1(aluxes) dies then run common event 7
return {36=>8}
[/code]
Now for the first battle I didnt set a death event for Leo, but what I did set was a victory event. The battle calling event has a line right before the battle is called that states... tbs_victory("boss",34,3), which means... when enemy 34 is dead that the victory routine should be executed, but before doing so, Common event 3 should be run. You will see a similar setting for failure event in that one.. tbs_failure("death",50,4).. This means that when actor50(Gloria) dies then the Failure routine should be run, but before that is done, run event 4. If you dont want to run a common event it could been just tbs_failure("death",50) and it would have worked just as good.
3. If you would like to create some animated battlers, look in the tutorials section around like 257 where I go into detail on how to create your sprite. Effectively you will need to make sure that each frame is a set size.. (you determine that size) then it should be 6 frames across and 1 for each direction for EACH pose. which there are 11. If you dont think that that POSE will be used, simply dont create it, but still place the empty frames there, otherwise the system will auto size incorrectly the frames. I hope that made since, but either way, please review the tutorials section for animated battlers.
Larynni, yep its what I thought... do it like this instead and it should work.
Code:
draw_actor_hp(actor, x, y+24) unless actor.is_a?(Game_Enemy)
Learwolf,
Seems you found a bug. Dont know how I missed it, but whatever... Replace line 82 with this..
Code:
for sprite in @battler_sprites
Itapthat741,
can you give me any more information on that?
And thank you for trying the script out. It has taken a long time to develope this script and I like to see that it is generally accepted amongst the masses.