changing the actors/enemies image in OTB battle system

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Started by ramedina1234 5 posts View original ↗
  1. Hi. I need some help on how to change the actors/enemies image in OTB Battle System(Olivia_OctoBattle.js).

    you can see in the picture below.

    In this Picture is what i want to achieve. I'm using the default sprite sheet sv actor of the game.


    77903-6087dad37a4b09ee9718db998b1c395a.jpg
    But now in this picture, im using YED_SideviewBattler.Js.


    You get what i mean?
    In short i want to achieve the first picture using YED_SideviewBattler.

    Tags:​
    EDIT: I finally found how to change it.
    Sprite_OTBTurnOrder.prototype.loadBattlerSpriteBitmap = function() {
    var name = this._battler.battlerName();
    if (this._battler.isActor()) {
    if ($gameSystem.isSideView()) {
    return ImageManager.loadSvActor(name);
    } else {
    name = this._battler.characterName();
    return ImageManager.loadCharacter(name);

    i want to change by using picture? how to do it?
    Multiple tags may be separated by commas.
    Attached Files:​
  2. @ramedina1234

    While I haven't tried anything, I would assume if you create a single sprite for your enemy that you want with sv, and add that in the troops and resize it untill it fits the OTB image, it should then work visually in the turn order bar as you want.

    Since you can have a static image and add <Sideview Battler: filename> to make it a sv image in battle. Just keep testing with resizing a static image it untill it fits basically, after you get the right size for one, you can do the same size with a static image, plus that notetag for sv in battle, for the rest of the animated sv battlers you have.

    At least, I hope and think that should work for you.
  3. atoms said:
    @ramedina1234

    While I haven't tried anything, I would assume if you create a single sprite for your enemy that you want with sv, and add that in the troops and resize it untill it fits the OTB image, it should then work visually in the turn order bar as you want.

    Since you can have a static image and add <Sideview Battler: filename> to make it a sv image in battle. Just keep testing with resizing a static image it untill it fits basically, after you get the right size for one, you can do the same size with a static image, plus that notetag for sv in battle, for the rest of the animated sv battlers you have.

    At least, I hope and think that should work for you.

    hey thanks for replying. i found a way how to fix it. through editing the plugin itself.
    sa.png
  4. ramedina1234 said:
    hey thanks for replying. i found a way how to fix it. through editing the plugin itself.
    View attachment 99149

    I would like to change the image to mine as well. i am using custom battlers and they do appear a little to small. What exactly did you do to change it?
    screenshot
    upload_2018-9-29_15-2-3.png
  5. open the plugin using notepad++ or anything that can open .js files and find this lines.

    Sprite_OTBTurnOrder.prototype.updateSelectionEffect = function() {
    if (this._battler.isSelected()) {
    this._selectionEffectCount++
    if (this._selectionEffectCount % 30 < 15) {
    this._battlerSprite.setBlendColor([255, 255, 255, 64]);
    } else {
    this._battlerSprite.setBlendColor([0, 0, 0, 0]);
    }
    this._battlerSprite.scale.x = this._largeScale;
    this._battlerSprite.scale.y = this._largeScale;
    this._background2Sprite.opacity = 255;
    this._background1Sprite.opacity = 0;
    } else if (this._bigAppearance && this.x === this._targetX) {
    this._battlerSprite.setBlendColor([0, 0, 0, 0]);
    this._battlerSprite.scale.x = Math.min(this._largeScale, this._battlerSprite.scale.x + 0.9);
    this._battlerSprite.scale.y = Math.min(this._largeScale, this._battlerSprite.scale.y + 0.9);
    this._background2Sprite.opacity = 255;
    this._background1Sprite.opacity = 0;
    } else {
    this._battlerSprite.setBlendColor([0, 0, 0, 0]);
    this._battlerSprite.scale.x = 1.9 * this._baseScale;
    this._battlerSprite.scale.y = 1.9 * this._baseScale;
    this._background1Sprite.opacity = 255;
    this._background2Sprite.opacity = 0;

    For your situation i think you only need to make it big. So edit this lines,

    this._battlerSprite.scale.x = Math.min(this._largeScale, this._battlerSprite.scale.x + 0.9);
    this._battlerSprite.scale.y = Math.min(this._largeScale, this._battlerSprite.scale.y + 0.9);

    And this,

    this._battlerSprite.scale.x = 1.9 * this._baseScale;
    this._battlerSprite.scale.y = 1.9 * this._baseScale;

    Just edit the numbers(for me of course is 0.9 and 1.9) until you get your sprite big.
    It's for the enemies and actors. Nice battler anyway.


    EDIT: Oh and tell me if you did it.

    EDIT 2: Oh hey @Low i think this too will do. I forgot. Sorry.

    Sprite_OTBTurnOrder.prototype.setupBattlerBitmapScale = function() {
    var lh = this.lineHeight();
    var largerDimension = Math.max(this._battlerSprite.width, this._battlerSprite.height);
    if (largerDimension > lh) {
    var rate = lh / largerDimension;
    this._battlerSprite.scale.x = rate;
    this._battlerSprite.scale.y = rate;
    }
    this._baseScale = rate;
    this._largeScale = Math.min(2, 3.5(change this) * this._baseScale);