Hi,
I'd like to know if there's a way to have different sprites for the actor and the battler. I want to make a main character that use his pet during battles.
For example, on the maps, we'll see the graphic of the main character walking, talking but when we go into menu or into battles, we'll see the graphic character of the pet with it's states and all. In other words, we can see the main character making interactions in maps but he is not in the party and does not appear in battles, only his pet.
I don't know if it requires a script or it can be done using events or database.
Thank you.
Different Actor and Battler
● ARCHIVED · READ-ONLY
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that depends on the battlescript you're using - in default, an actor has neither a sprite nor a battler.
And if you're using a battlescript to create those sprites or battlers, then we need to know which one you're using because that has to be modified - please link to the scripts you're using for this. -
I'm not sure if I understand so I changed the face sprite to the face of a fairy and leave the character sprite as the main character.
However, when I go to places like the formation menu where it requires the character sprite, it shows as the sprite of the main but I want the one of the fairy.
I'm using:
Ace Battle Engine v1.22
YSA Battle System Classical ATB
Yanfly Engine Ace - Party System v1.08


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That's because It's designed to go by the sprite being used, which you have no sprite for the Fairy, you have a fairy face, tied to the sprite of a man, so natually it displays the sprite of the man.
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No, I started a new game. But that won't really help anyway because in the formation menu, it requires the sprite of the character which I set to the sprite of the main in the database.
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Oh then are you saying you used the change "sprite event command" in a event or something? (inwhich case you said the wrong thing in your past post)No, I started a new game. But that won't really help anyway because in the formation menu, it requires the sprite of the character which I set to the sprite of the main in the database.
If that's the case, it sounds like the script gets its info for the formation sprite directly from the database(instead of the sprite being used atm on the map, so it wont matter if you change the sprite in battle/on the map.
If that's your problem, you'll need to edit the script to read the sprites on the map, instead of from the database. -
No I didn't use the sprite event command. Sorry that it's not clear I don't really know how to explain it ^^"...
Yea, so what script call/modification in the script should I make in order to have two independent sprites, one directly on the map and one for all other places? -
No I didn't use the sprite event command. Sorry that it's not clear I don't really know how to explain it ^^"...
Yea, so what script call/modification in the script should I make in order to have two independent sprites, one directly on the map and one for all other places?
I know basically what needs to be done, but #1 I need to read through his script to see how It's setup, and #2 I'm not a expert at scripting/RGSS3, so I don't know the exact termanology to search for Actor sprites on map.
Your best bet would be to repost this/ask a mod to move this to the script request forum, someone there will beable to help
Also make sure you post a link to his script. -
Ok, then I'd like a moderator to move this thread to the script request section. Thank you!
I use:
Ace Battle Engine v1.22
http://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/
YSA Battle System Classical ATB
http://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/ysa-battle-system-classical-active-time-battle/
Yanfly - Party System v1.08
http://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/ -
Is a moderator going to move this thread to the other forum?
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The only script you'll have to address is Yanfly Party System. 1 way to do this is to use a snippet. Mine is this(actually it didn't touch any custom script at all):
I hope this can solve your issue :)Spoiler#==============================================================================|# ** You only need to edit this part as it's about what this snippet does |#------------------------------------------------------------------------------|module Graphic_Face # Character graphic of actor with id actor_id_x will be set as that of actor # with id being equal to the value of variable with id variable_id_x # Setting variable_id_x as 0 will permanently disable this feature for actor # with id actor_id_x # Setting the value of the variable with id variable_id_x as 0 will # temporarily disable this feature for actor with id actor_id_x GRAPHIC_ID = { actor_id_1 => variable_id_1 actor_id_2 => variable_id_2 actor_id_3 => variable_id_3 actor_id_n => variable_id_n } # Face graphic of actor with id actor_id_x will be set as that of actor # with id being equal to the value of variable with id variable_id_x # Setting variable_id_x as 0 will permanently disable this feature for actor # with id actor_id_x # Setting the value of the variable with id variable_id_x as 0 will # temporarily disable this feature for actor with id actor_id_x FACE_ID = { actor_id_1 => variable_id_1 actor_id_2 => variable_id_2 actor_id_3 => variable_id_3 actor_id_n => variable_id_n }end # Graphic_Face#==============================================================================|#==============================================================================|# ** You need not edit this part as it's about how this snippet works |#------------------------------------------------------------------------------|class Window_Base < Window alias draw_actor_graphic_actor_graphic draw_actor_graphic alias draw_actor_face_actor_graphic draw_actor_face #----------------------------------------------------------------------------| # Alias method: draw_actor_graphic | #----------------------------------------------------------------------------| def draw_actor_graphic(actor, x, y) # This part is rewritten by this snippet to draw the character graphic of the actor id found in id_hash if any draw_actor_face_graphic(actor, x, y, "graphic") # end # draw_actor_graphic #----------------------------------------------------------------------------| # Alias method: draw_actor_face | #----------------------------------------------------------------------------| def draw_actor_face(actor, x, y, enabled = true) # This part is rewritten by this snippet to draw the face graphic of the actor id found in id_hash if any draw_actor_face_graphic(actor, x, y, enabled, "face") # end # draw_actor_face #----------------------------------------------------------------------------| # New method: draw_actor_face_graphic | #----------------------------------------------------------------------------| def draw_actor_face_graphic(actor, x, y, enabled = true, method) id_hash = eval("Graphic_Face::" + method.upcase + "_ID") actor = $data_actors[$game_variables[id_hash[actor.id]]] if id_hash[actor.id] && id_hash[actor.id] > 0 && $game_variables[id_hash[actor.id]] > 0 eval("draw_actor_" + method + "_actor_graphic(actor, x, y" + (method == "face" ? ", enabled)" : ")")) end # draw_actor_face_graphicend # Window_Base#==============================================================================| -
Moving to RGSS3 Script Requests. Next time you want to ask a moderator to do something, report the post and make your request there. That way, we'll be sure of seeing it, and it won't go away until we take care of it ;)