anyway, I've a question now, ive seen that when you put your target over a an impassable tile it just "jumps up" like it was a higher ground? there is or there is not any "elevation" feature in the isometric battle?
Actually you can do height management in both XP and VX. They are both setup very closely in that respect. The only thing that is different is that VX has to use a special tileset that is included in the demo for TileA5 which as displayed in the demo, is just numbers. These numbers correspond to height, just like in XP. Anyway, those same features are included in battle as on the map.
I have a question, is it possible to interact with objects on the battle and make them affect the enemy as well? Like for example, I'm standing on a cliff and there's a rock in front of me, at the bottom of the cliff there's an enemy, is it possible that I can roll the rock down at him and kill him with it?
YES! However its a little tricky. I dont recall which forum it was that asked, but I wrote a script so that when a switch was changed then if the enemy was in x,y location, then he would take damage etc. There are a variety of ways to do this, most of which are completely through script. As for your example, you know the location in which the rock will land.. so if you move to a surrounding location to the event (using 3 separate battle events) when you 'wait' there, you can choose to push the rock off. If you do, then you can get which actor is at the bottom of the hill if any and apply x amount of damage. I would recommend something like this..
actor = $scene.occupied_by?(x,y)
return if actor.nil?
actor.damage = 500
actor.hp -= 500
actor.pop_damage = true
At least that is probably the way I would do it.
IT's there? Wow I might be blind, I read it over the past few days. I'll check it out again.
Yes although, a very small mention.
[qoute]Sorry, I'm really bad with scripting... What exactly is it that I have to do?
I can't seem to find this stuff anywhere.[/quote]
Actually i gave you everything I can do without scripting it for you. All I can say is read the script closely in the Sprite_Battler_GTBS, Its fairly easy to understand, but if you continue to have problems, let me know.
Hey, this is going to sound like a really stupid question, but i can;t make heads or tails of the battles. i get to the point with the 6 blue squares, and when i click on them the characters get placed, but i have no idea what i do after that. if i double select one of them an image appears above it, but if i do the same with another one, it crashes. help!
Actually there was a bug with the character replacement on the XP system. I dont believe that occurs in VX. Anyway, when the next release comes out it will have a little more information on that.
Maybe this is related or maybe not, but I just realized that while actors seem to be chosen because of the 'character' part in the database, I'm not sure how exactly enemy data(as far as the characters that show up on the map) is selected, is this explained somewhere or can someone explain this to me?
Characters use their normal assigned sprite, however enemies use their database name with a $ on it. So if the enemy is Slime, then the filename for their sprite would be $Slime, as is used in the demo.
[qoute]Just a simple question: Is there a way to add sound effects to the "User Animation?" Say I want to add a "grunt" sound when a goblin swings his weapon before the "clang" sound when it connects with its target (target animation).
Since all units use the same ANIM ATTACK! animation, this really isn't possible. Thanks![/quote]
You can change what the attack animation is by updating the def animation1 method for the enemy to use its .enemy_id to determine its attack animation. Hope that makes sense.
[qoute]I'm just wondering, is it possible to have items that increase things like movement[/quote] Yes this is possible, however if you wait for a little bit, when I release my FFT Menu System (GTMenu) then it will handle all this and explain how to do it.
1. Here's something I want to do as an alternative to making individual downed sprites for everyone, I'd like when an actor or neutral dies for the cross grave tile in tile B (which is up from a bush, to the right of a barrel, to the left of a stone grave and down from a tunnel opening) to appear in place of the battler while they are dead, how could I do that?
Could I do the same thing that would be enemy specific? Or could I have enemies simply removed from the map entirely, and if so, how?
You can have the system auto return a specific name for all dead actors/enemies if desired, you simply need to update the def character_name method for the game_actor and game_enemy with something like this..
return "cross_image" if dead?
.. for enemies
return "dead_#{self.enemy_id}" if dead?
Lastly, I tried turning 'remove dead' to true, but when people die it still seems to search for downed battlers, which I don't have which ends my game. in GTBS_Actor/enemy death it says in the notes that that part of the code shouldn't be applicable if Remove Dead is on, but it still seems to be and it doesn't really seem like there is anything in that bit of code that searches to see if it is true or not. How can I fix this?
this would actually be a bug. The likely problem is that they are now 'dead' so as such the character_name method for the battler returns their dead name. I will correct this in the next release.
$name_down, when you select just "one" image here you select the full set, when you "drop it" like an event it should be able to select just one
He is saying that if the enemy name is slime.. then the down version of it would be $slime_down and like that if it where Frog then it would be $Frog_down. For characters it uses the current charactername + _down.
Sorry I have been gone for awhile guys. Been way busy at work and havent had much time to work on stuff. Anyway, gots to run. Later!