Brewmeister
Sponsor
Super Simple Sideview Battle VX - Version: 1.0
By: Brewmeister
Introduction
Inspired by Amanda's (aka Amaranth / Lambchop) system for RMXP. In response to several requests.
Features
Screenshots
Demo
http://www.hbgames.org/user_files/Super_Simple_Sideview_VX.exe
Script
Script - ACE version (no guarantees)
Instructions
FAQ
NA
Compatibility
No known issues
Credits and Thanks
Based on Amanda's Super Simple Sideview script for XP
Author's Notes
In response to several requests.
Terms and Conditions
Do with it whatever your little heart desires. Give credit where credit is due.
I would prefer updates / improvements happen here so I can keep the script up to date.
By: Brewmeister
Introduction
Inspired by Amanda's (aka Amaranth / Lambchop) system for RMXP. In response to several requests.
Features
- Add Actor Battlers
- Move Actor Battlers to right side of battlefield
- Actor & Enemy Battlers Blink to aid selection
Screenshots

Demo
http://www.hbgames.org/user_files/Super_Simple_Sideview_VX.exe
Script
Code:
#==============================================================================
# ** Super_Simple_Sideview_Battle_VX - Brewmeister
# Inspired by Amanda's (aka Amaranth / Lambchop) system for RMXP
#------------------------------------------------------------------------------
# Turns on battler sprites for actors.
# Moves actor sprites to the right side of screen
# Blinking Active Actor & Enemy sprites to aid selection
#
# You need to add the battlers in the /Graphics/Battlers folder
# Use the enemy/actor name. i.e. Ralph.png, Slime.png, etc...
# (Right facing character for enemies, left facing for actors)
# You will also need to move the enemy battlers in the Troops tab to the
# left side of the battlefield.
#==============================================================================
class Game_Actor
alias sss_initialize initialize
def initialize(actor_id)
sss_initialize(actor_id)
@battler_name = actor.name
end
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
# Return after calculating x-coordinate by order of members in party
if self.index != nil
return self.index * 16 + 432
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return self.index * 64 + 64
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
class Scene_Battle
alias sss_start_actor_command_selection start_actor_command_selection
alias sss_start_target_enemy_selection start_target_enemy_selection
#--------------------------------------------------------------------------
# * Start Actor Command Selection
#--------------------------------------------------------------------------
def start_actor_command_selection
sss_start_actor_command_selection
for i in 0..$game_party.members.size - 1
$game_party.members[i].blink = false
end
if @actor_index > -1
@active_battler.blink = true
end
end
#--------------------------------------------------------------------------
# * Start Target Enemy Selection
#--------------------------------------------------------------------------
def start_target_enemy_selection
sss_start_target_enemy_selection
@target_enemy = -1
end
#--------------------------------------------------------------------------
# * Update Target Enemy Selection
#--------------------------------------------------------------------------
def update_target_enemy_selection
@target_enemy_window.update
if @target_enemy != @target_enemy_window.enemy.index ###BREW
@target_enemy = @target_enemy_window.enemy.index
@target_enemy_window.enemy.blink = true
end
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_enemy_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
end
Script - ACE version (no guarantees)
Code:
#==============================================================================
# ** Super_Simple_Sideview_Battle_VX_ACE - Brewmeister
# Inspired by Amanda's (aka Amaranth / Lambchop) system for RMXP
# 21JUN12 - updated from VX to ACE. (no guarantees)
#------------------------------------------------------------------------------
# Turns on battler sprites for actors.
# Moves actor sprites to the right side of screen
# Blinking Active Actor & Enemy sprites to aid selection
#
# You need to add the battlers in the /Graphics/Battlers folder
# Use the enemy/actor name. i.e. Ralph.png, Slime.png, etc...
# (Right facing character for enemies, left facing for actors)
# You will also need to move the enemy battlers in the Troops tab to the
# left side of the battlefield.
#==============================================================================
class Game_Actor
alias sss_initialize initialize
def initialize(actor_id)
sss_initialize(actor_id)
@battler_name = actor.name
end
#--------------------------------------------------------------------------
# * Use Sprites?
#--------------------------------------------------------------------------
def use_sprite?
return true
end
#--------------------------------------------------------------------------
# * Get Battle Screen X-Coordinate
#--------------------------------------------------------------------------
def screen_x
# Return after calculating x-coordinate by order of members in party
if self.index != nil
return self.index * 16 + 432
else
return 0
end
end
#--------------------------------------------------------------------------
# * Get Battle Screen Y-Coordinate
#--------------------------------------------------------------------------
def screen_y
return self.index * 40 + 172
end
#--------------------------------------------------------------------------
# * Get Battle Screen Z-Coordinate
#--------------------------------------------------------------------------
def screen_z
# Return after calculating z-coordinate by order of members in party
if self.index != nil
return 4 - self.index
else
return 0
end
end
end
class Scene_Battle
alias sss_start_actor_command_selection start_actor_command_selection
alias sss_start_target_enemy_selection select_enemy_selection
#--------------------------------------------------------------------------
# * Start Actor Command Selection
#--------------------------------------------------------------------------
def start_actor_command_selection
sss_start_actor_command_selection
for i in 0..$game_party.members.size - 1
$game_party.members[i].sprite_effect_type = nil
end
if BattleManager.actor.index > -1
BattleManager.actor.sprite_effect_type = :blink
end
end
#--------------------------------------------------------------------------
# * Start Target Enemy Selection
#--------------------------------------------------------------------------
def select_enemy_selection
sss_start_target_enemy_selection
@target_enemy = -1
end
#--------------------------------------------------------------------------
# * Update Target Enemy Selection
#--------------------------------------------------------------------------
def update_target_enemy_selection
@target_enemy_window.update
if @target_enemy != @target_enemy_window.enemy.index ###BREW
@target_enemy = @target_enemy_window.enemy.index
@target_enemy_window.enemy.sprite_effect_type = :blink
end
if Input.trigger?(Input::B)
Sound.play_cancel
end_target_enemy_selection
elsif Input.trigger?(Input::C)
Sound.play_decision
@active_battler.action.target_index = @target_enemy_window.enemy.index
end_target_enemy_selection
end_skill_selection
end_item_selection
next_actor
end
end
end
Instructions
- Copy the script and insert below "(Insert Here)" in the "Materials" section of the script editor.
- Add a battler for each actor & enemy to the \Graphics\Battlers folder in your game project
Use the actor's/enemy's name for battlers. (i.e. Ralph.png, Ulrika.png, Slime.png, etc..) - In the database, under the Troops tab, move the enemy battlers to the left side of the battlefield
FAQ
NA
Compatibility
No known issues
Credits and Thanks
Based on Amanda's Super Simple Sideview script for XP
Author's Notes
In response to several requests.
Terms and Conditions
Do with it whatever your little heart desires. Give credit where credit is due.
I would prefer updates / improvements happen here so I can keep the script up to date.