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gyro2117

dual Battle systems?

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...So... at one point you may have classic sideveiw, then at another turn based tacticle? Something like that, sorta?

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There was a game on here a while back that combined those two battle systems (side and first person views). I just can't remember what it was called

Edited by madanchi

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Theoretically speaking there's a very simple solution, it's to define the classes used by both systems as two separate sets (e.g. rename Scene_Battle to Scene_Another_Battle for one of the two scripts), so that the first system doesn't override the second one. Now, depending on the specific scripts it might not be as simple. For example, a side-view battle system may replace the classical battlers by spritesheets, so to toggle from one to the other you would also need to define references to another Graphics/ folder, and that's the kind of issue why I'm asking gyro2117 to elaborate his request.

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On this subject i wanted to do somethign different for my game. The main monster battles will be side view like ff4 and all those, but boss battles will all be totlaly different. Like the first one, its a giant spider and it has 6 eyes. The screen goes into a platform game and you have to avoid its webbing and claws to jump up the platforms and hit its eyes one at a time, killing it after you blind it. And for soem others, even for it to be on the main map itself as a puzzle like battle rather then one based on fighting and your stats. is that possible? it would be multiple battle systems, more then two, but they would have thier oown rooms, so if i were to make the rooms set to where it accesses the right script and settings for that single room, it should work, right?

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