06-22-2014, 03:15 AM
Well, yeah. The section with the DEFAULT_ACTOR and DEFAULT_ENEMY flags is where you set up the system to just use straightfoward default battlers. Yeah, they may be a bit large, but there is no resize system for the battlers. So either you scale them down or live with them. But meh, in the NES Final Fantasy series, the enemy battlers were usually towering over the heroes.
When you wanna switch to Minkoff animated battlers, Cybersam battlers or use charactersets for battles, the Pre-Rendered Configs section in the 1st post (with the links) will have alternate configuration pages you may want to examine.
BUT... under that, there is a spoiler with a custom script add-on called 'Formations' It lets you change the position of your heroes on the screen from angled vertical to horizontal to a sort of phalanx formation. Enemies are still only positioned within the TROOPs section.
Regarding your error on line 45, that is for a casting delay system in Charlie Fleed's CTB. the cf_casting value is part of his system. It is the Game_Battler page of his system, available to be seen on or around line 41 as an attr_accessor, line 79 when defined in the initialize section, and elsewhere in his Scene_Battle code,
Placement is keen. Remember... Animated Battlers goes below the 'Spriteset_Battle' code of his CTB (the 9th or so script) and above the Game_Battler code of his system.
When you wanna switch to Minkoff animated battlers, Cybersam battlers or use charactersets for battles, the Pre-Rendered Configs section in the 1st post (with the links) will have alternate configuration pages you may want to examine.
BUT... under that, there is a spoiler with a custom script add-on called 'Formations' It lets you change the position of your heroes on the screen from angled vertical to horizontal to a sort of phalanx formation. Enemies are still only positioned within the TROOPs section.
Regarding your error on line 45, that is for a casting delay system in Charlie Fleed's CTB. the cf_casting value is part of his system. It is the Game_Battler page of his system, available to be seen on or around line 41 as an attr_accessor, line 79 when defined in the initialize section, and elsewhere in his Scene_Battle code,
Placement is keen. Remember... Animated Battlers goes below the 'Spriteset_Battle' code of his CTB (the 9th or so script) and above the Game_Battler code of his system.