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[RPG MAKER 2003] CHANGE BATTLER?

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Is it possible to change a hero's battler sprite/animation later on in the game?

Like if they get a visual upgrade? Or do I have to switch characters in the database entirely ?
author=Razzy
Is it possible to change a hero's battler sprite/animation later on in the game?

Like if they get a visual upgrade? Or do I have to switch characters in the database entirely ?

I think that the only way is to make the character change classes.
author=Razzy
Is it possible to change a hero's battler sprite/animation later on in the game?
download SetBattler

Made this two months ago... I guess it's time to learn some C++.

Most likeley someone will beat me to making that as a plugin. (Technically, someone already did... welp.)
Ooooh, I like the idea of making this a plugin. I'll take a stab at it.
Change class should work fine.
If you are talking about change the walking sprite, just use the event change sprite association in event.

For battler, change the class (keep the stats similar to the old one; better if you use custom stat gain or something).
Quite simple really.

Alternatively, you can use your own suggestion and just use a new character entirely.
Although this may ruin some...advanced coding (if any).
author=s_w
Change class should work fine.
Well... except <Change Class> not really working, due to too simple implementation of a JobClass system in 2k3:
EXP getting reset, battle commands being changed and stuff... and the whole issue of classes just being different progress curves slapped onto the character sheets.
author=bugmenot
author=s_w
Change class should work fine.
Well... except <Change Class> not really working, due to too simple implementation of a JobClass system in 2k3:
EXP getting reset, battle commands being changed and stuff... and the whole issue of classes just being different progress curves slapped onto the character sheets.

I admit I never really test the whole curve thing but (if there is any) as for EXP, one can uh, go around the issue with using variable (I guess, I didn't really test it). Set var x to hero EXP, when change class, set level to 1, set exp to 0, add that Var x later to re-level hero.

As for battle command, really? I thought you just need to set the battle command similar and it should work?

As for class, you can get creative; but the TC just want to change the sprites.
author=s_w
but the TC just want to change the sprites.
Battle sprites.
Although your solutions will most likely work, why have 10 times the workload and possible mistakes for a simple effect that can be achieved far easier with a plugin? (I don't know much C++ but I know it should be just a few lines of code, right? ...right?)

Btw: my patch still works. (Though it is 2x the effort you would need compared to a plugin)
Yeah, I think the point is not having to copy and paste stats into additional heroes/classes. There would be less headache to just change the battler graphic if that's all you wanted to do. A plugin would be the way to go for sure.
@bugmenot
Yeah sorry, I meant battle sprites.

Anyway, yeah. Less work is always nice, can't argue with that logic there.

Any luck on that pepsi? I saw you said you wanted to attempt it.

And yeah I only wanna change the BATTLER used for my hero without messing with everything else and keeping the current lvl/stats that the hero has.

I'm guessing bugmenot's set battler works best for that ATM ?

I'll give that a try. thanks guys.
Ah sorry about that. I knew I forgot something last night. Here you go:

http://rpgmaker.net/media/content/users/40/locker/change_battle_sprite.dll

Just use the comment command @change_battle_sprite #, #
Param 1: hero database ID (NOT party member ID)
Param 2: Battler ID (from Animations 2 Tab). Edit: Set to "0" to use the hero's default battle animation.

Examples:
@change_battle_sprite 1, 4 (Hero 1, Battler Graphic 4)
@change_battle_sprite 1, V20 (Hero 1, Battler Graphic Value in Variable 20)
@change_battle_sprite V14, V20 (Hero Value in Variable 14, Battler Graphic Value in Variable 20)


I made sure it saves the new value too when you save your game. Let me know if you run into any issues!
author=PepsiOtaku
I made sure it saves the new value too when you save your game.
edit: What do you mean? It already saves it the way you've done it (changing battleGraphicId is permanent, unless you use a <Change Classe> event command)


Did you actually re-draw the sprites onDrawBattler? Wasn't there something like RPG::Actor::battleGraphicId to change the data in the Actor paramaters directly?

Also, a @change_battle_sprite_to_default # is missing (would be just @change_battle_sprite #, 0 if it's setting the ID instead of drawing sprites... or is your plugin just leaving the sprites as they are on #, 0?)

...and, for some reason:


<> Comment: @change_battle_sprite 1,7
.20 DynLoader.dll

edit:
The error occurs when opening up the battle screen. Both the Hero_ID and the Animation2_ID do exist in the database.
Literally wrote the plugin in like 5 minutes before I left for work, so there's obviously going to be a little bit of oversight. It does not use onDrawBattler at all, since that would be a little silly. It just uses battleGraphicId. I didn't add any error handling for when a battle animation doesn't exist, so each parameter has to be a valid database value.

You don't need a @change_battle_sprite_to_default command. I forgot to mention, but if you set Param 2 to "0" it should use the hero's default battle sprite.

int RPG::Actor::battleGraphicId
Database ID of the battle graphic (zero for database default)
@pepsi

I don't think I'm getting how to use the command.

It keeps giving me the error that bugmenot shows.
I checekd that the parameters were valid in the database as well.
Sorry. Re-download. I noticed a small typo in the source (parameter 3 was defined instead of parameter 2).

http://rpgmaker.net/media/content/users/40/locker/change_battle_sprite.dll

Usage is the same.
Thanks so much @pepsiotaku

You've solved this persons troubles ! Thanks thanks!
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