Jump to content
New account registrations are disabed. This website is now an archive. Read more here.

VianoceGames

Member
  • Content Count

    4
  • Joined

  • Last visited

  1. Oh sorry. One more thing. When you add your custom enemies to the database, make sure that the monsters battler and the monsters sprite have the same name. Otherwise I'm pretty sure it will not work.
  2. This system is awesome btw. The only problem i have now is figuring out how to add more faces on the screen that shows the battles hp,sp etc. their are default faces that work with the default characters but that's it. The scripter that wrote this of translated it wasn't very clear in the comments. Even without the faces tho I really like this system, and don't see myself using another side view system in the future.
  3. Ok guys I figured it out. It's in the "Enemy Animated Battlers" section of the script. lines 16-18. 16 module ENEMY_ANIME_BATTLERS 17 ENEMY_ID = [1,33,34] # IDs of the enemies that will have animated sprites 18 end the 1 is the ID # in RMXP's enemey section of the database. That is the by default a ghost monster. To get more monsters to work this is where you add them. inside the brackets to add the 2nd monster from the database change it to look like this; [1,33,34,2,33,34] Copying the 1st monster but changing the ID to the 2nd monster in the database. I don't know what the 33 and the 34 mean but i know that they are needed. Well I hope this helps... I don't know a thing about script. I stared at it for a few hours and made my game crash a few times til I figured it out. lol...
  4. Press F9 then click the system tab and inside the initial party box remove the actors you don't want in the beginning. Then later add the actors in events as you see fit.
×
×
  • Create New...