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Real Time Active Battle (The Systems)

If you're using merely the RTAB script by itself, you should have no problems as RTAB itself doesn't change any of the fonts used in the menus, hero displays or other message windows save for the pop-up damage values (which it changes to Arial Black). By doing this, RTAB uses the default font built into RMXP's bitmap module itself.

It makes no calls like self.contents.font.name = $fontface as this is used for older 'custom' systems designed prior to the release RMXP English.
 
You're not using Anim Battlers. That's evident in that the 'enemy' battlers are default-styled (you move 'em around in the troops section the way you want). Now, those Battlers of yours.

Huh? Looks like you took a characterset image and erased all but the top center image leaving only a smaller battler to show!?! You don't get this with the default actor battlers, do you?

I mean, RTAB by itself doesn't change the position of enemy battlers, let alone change the size of actor battlers. It retains the 'Front View' perspective of the default battle system, and adds a camera zoom feature (which I like to turn off when I use anim. battlers).

You using anything else?
 

Juuhou

Sponsor

Hmm I have a question regarding the command menu in the battle system. I noticed for every actor, the command menu goes down aside from the 1st actor. What my question is how do I get rid of this movement so I can just place it where I like, preferrably on the bottom like FF7 style. Basically I just need to know how to remove the movement of the command menu and then I should be able to adjust on my own. Ive tried looking through the script but I dont even know where to look or what to look for. Thanks.
 
Ah, the BattleStatus modification script. Actually, I set the command window up to move up and down intentionally.

Other than the hero battler's image flashing, I got nothing in the battlestatus window to show who's available for action... no highlighting... no color change... nothing in the window.

So I set the command window to raise and lower directly overtop of the given actor battler. If you want to hardcode it so it remains in place, go to line 335 (or so) and change the @actor_command_window.y value (instead of the formula that calculates battler# and figures the height).

It's 1:30 am here?

-G'night http://www.dubealex.com/asylum/style_em ... /sleep.gif[/IMG]
 

Juuhou

Sponsor

And thats why I couldnt find it...>_> It was in the battle status mod. Thanks for telling me. Hmm now I wonder though what WOULD be the best method to make so you know what characters turn it is? Flashing name would be the same thing for the flashing actor right or would that be totally different? Meh, Ill try and look.
 
Other than the hero battler's image flashing, I got nothing in the battlestatus window to show who's available for action... no highlighting... no color change... nothing in the window.
That's why I did the moving command bar thingie.

Zonking out. Bye bye.
 

Juuhou

Sponsor

Im just wondering if the method of doing the flashing of the actors battlers would be similar, if not almost the same for actors name? I wasnt complaining that there was no other method aside from that moving command windows.
 
Battlers are based on sprites defined in Sprite_Battler, where the texts are merely drawn into bitmap rectangles... I think...

I'm just mouthing off, though... If you can get it to work... :D
 

Vash

Member

Can you please make a RTAB without the damage animation, camera zooming, and the streched background? Pretty much just the Active time stuff. Sorry if this has been asked before, I tried removing them myself but still no luck and my lack of "advance" rgss.
 

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