Battler appearing too soon.

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Started by Kes 12 posts View original ↗
  1. In a particular troop I have set an enemy to appear on turn 2.  I have done this by checking the 'Appear Halfway' box, and by calling it up in turn 2 via the battle event page.  In the Troops tab it shows up as almost invisible, which is what one would expect.

    When I was using a static Battler, i.e. an image in the Battler folder and selected via the graphic in the Enemies tab, this worked exactly as I wanted.  Nothing at the beginning, then at turn #2 it appeared, and dialogue was run.

    Now I'm using an animated battler via a note tag <holders battler: lion>  This note tag format is what I have used for all enemies.  At the beginning of the battle the second battler is clearly visible, although it cannot be selected for any action by the actors and does not have a turn.  At turn #2 the dialogue happens, so the battle event appears to still be running as intended.  After that, the battler can be selected and will have a turn.

    Clearly I don't want the second graphic to be visible.  Is this inevitable with animated battlers, or is there some cunning way of preventing it which I, in my ignorance, have not implemented?

    Thanks.
  2. it depends on the script you're using for the animated battlers. If the script checks for "appear halfway" it should keep that battler invisible. If it ignores that setting, the battler would be drawn from the beginning.


    Unfortunately, I don't know what scripts check that option and which do not - or if there even is a script for enemy sprites that checks this.
  3. I'm pretty certain it must be the script, because whenever I use that option with Galv's Animated Battlers, it works as intended.
  4. I'm using Yami's battle symphony  found here

    EDIT

    I am also using Holder Battlers add-on, found here
  5. @Susan

    Any ideas what?
  6. Firstly, I'll have to admit my mistake. It was the actors' battlers that did not appear when unintended. Sorry.

    I did think of a workaround :

    - Create an empty placeholder in your 'Enemies' database.

    - Add a Holders Battler notetag to it. The battlesheet tagged to it will be a blank, transparent image file.

    - Place that enemy placeholder in the 'Troops' concerned.

    - Make sure the 'Appear Halfway' box is checked.

    - Create the Condition at Turn No. 2.

    - Select the 'Enemy Appear' and select your enemy placeholder.

    - Select the 'Enemy Transform' command and change the enemy placeholder to the actual battler.

    Hope this helps and, again, sorry for the mix-up.
  7. @Susan

    It's getting there, but...

    All sprite sheets have the character facing left.  When they are used as an enemy, the engine reverses them so that they face right.  However, using the method you suggest, the second enemy appears facing right, and then, after the first action by an actor, reverses itself to face the party.  I can't think of a way of ensuring that it starts off facing them.

    Any more ideas?  Pretty please?
  8. Short of editing the script, you could force an actor to attack the newly appeared enemy to get it to turn around.

    Jokes aside, I added one more instruction to my post above :

    - Notetag the enemy placeholder with an empty, transparent image file.
  9. Notetag the enemy placeholder with an empty, transparent image file. 
    Genius, sheer genius.  Worked a treat.

    Thank you very much indeed.
  10. Aw, thanks!

    And you're very much welcome. ^^
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