Map Turn Battle


Last Update: 2013.02.13
Script Download


This script is an add-on for the ‘Victor Engine – Animated Battle’, it allows to make battles to occur the current map, instead of using a transition to another scene, like int the game Chrono Trigger. It doesn’t make any change on the turn mechanic of the battle and anything else.


Requires the Victor Engine – Basic Module and Victor Engine – Animated Battle

Full instructions at the header of the script.


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  1. Is there some way to specify which direction an actor will be facing?

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    • During battle, the actors will always look toward the enemy party, based on the VE_BATTLE_FORMATION of the Actors Battlers scripts (generally it’s recomended to use :none for the value)

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      • Also, whenever a battle starts, all of the actors’ sprites will lower slightly. Is it because I use MACK (two tiles tall) sprites? Is there any way to work around this?

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      • Try looking for the VE_POSITION_ADJUST = {x: 0, y: 0} on the actors battlers script. and change the value Y.

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      • Still didn’t seem to work… let me try with RTP sprites. I have no intention of using that permanently but that will at least let me know if the taller sprites are an issue.

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      • Odd, I’d not changed the battler graphic (oops) so it immediately changed back into a tall sprite once the battle started but the sprite itself didn’t change position.

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      • Ok this is weird, my problem looks to have fixed itself almost. Yeah, I deleted some scripts, but none of them really had anything to do with battles…

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      • maybe they had to do with actors and messed with the actor inicialization, Wich might be causing the scripts to skip some checks.

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  2. Victor, big fan of your scripts, specially this one. I’m having trouble with the “animated Battle” script. What I’m wanting is for my actor to shuffle back and forth, like a stepping animation. And I found I get this result by setting my “action” to “:default”, but when I do the actor losses the ability to auto face the enemy. I can fix this by changing the “Idle” pose, but I loss the freedom to have battles in any direction.

    I’ve done what you said to the first guy and set my VE_BATTLE_FORMATION to none, but no dice still faces down which is idle 1. Any thoughts?

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    • To change that you need a better knowledge of how to setup the poses. You would need to chenge the idle pose directly on the pose sequence for charsets. This might be a bit hard at first. Tell me if you can’t do this and i will see if i can come with a better solution.

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      • Thanks, I’ll start toying around with it and see what happens. Thanks for the quick assist.

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      • Hello again Victor, I’ve done some testing and poking around… In fact I got it to do what I wanted it to do, however I still encounter a problem as soon as the battle starts. The enemies are always facing down, then about 1-2 sec they look in the direction I want. I’m assuming this is due to the first couple lines because when I change it, the position changes, but it never really works smoothly.

        I tried following the code to see how VE_ACTION_SETTINGS uses the , although most of it made sense I couldn’t find the details I was searching for… Lastly I’ve watched Passive Lion’s videos and although informative I’m still not achieving the goal I’m after. Mind helping me out on this one? or (to teach a man to fish) point me in the right direction? I feel I’m super close, but I’m missing something fundamental. Thanks for all your help.

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      • Victor, I’m still having the same issue. Below is the code I’m using:

        # Pose displayed when idle

        pose: self, row direction, all frames, wait 12;
        wait: pose;

        From what I’ve tested, self refers to me(the user) row ( is which row in the graphic I want to choose), and frames cycles through all frames in that row(which makes it walk, and wait is how many ms it waits during each frame.

        To be clear, it works great, however the problem I’m getting is, at the beginning of every battle the enemy graphic is always pointing down, the about a sec later it looks left or right. It seems the problem is with “wait: pose;”, if I remove it looks fine(as in everyone is facing each other) but the walking animation goes really fast.

        It seems I need to use wait, but use something other than pose. I’ve tried target, but I end up with the same issue… Would you be able to point me in the right direction?

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      • try
        wait: self, pose;
        instead of
        wait: pose

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      • I tried that too, no dice.

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      • Then I have no clue about what can be the issue, i can’t reproduce it here (everything works as it was supposed to). Specially considering that it works when you remove the wait.

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      • Weird, ok, well I’ll create a test game and start the script from scratch to see if I can get it to work that way. At least then I’ll know if it’s some outside source that is afoot and not the script itself. Thanks for the assist.

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      • Had to create a new link. I tried to make the demo as basic as possible… but forgot to make some basic changes show showcase my problem properly. The new link is shown below. Thanks again.

        https://www.dropbox.com/s/mq4hin2xg0scy9a/VE%20Test.zip?dl=0

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      • I will take a look on this once I finish the current plugin i’m working.

        Liked by 1 person

    • I created a test game and loaded all of the same scripts. Same issue… Is it because I have my settings set to Charset?

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  3. What about implimenting cover on th map, like a wall or tree?

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  4. I am Japanese
    I want to use in RPGmakerMV
    Can you?

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  5. Do you plan to convert the script to plugin MV

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  6. I am looking forward! Please do your best!

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  7. Victor, first of all, ur scripts is awsome. I’m not a expert of rpgmaker, I just try it in this day, but I have a “problem” with this script, I dunno if is a real problem: I can’t use holder with Map Turn Battle script, in normal battle it’s work, but with this script I can only use a charset, is normal? I have read that in the info:
    “# If using sprites, you need to have 5 different graphics for them:
    # The default and one for each direction.
    # You must add an extra sufix on them for each direction they’re facing:
    # [up] [left] [right] [down]”
    I know only charset and sprite holder for rpgmaker like “standard” or most used on web, there is another format that must I use?
    Sorry for newbie question but I don’t find on web a enough documentation for do it on my own

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    • You can use holder battlers on map battles… if you have graphics for each direction. By default holder graphics are only facing left, you need one facing right, one facing up and one facing down.

      Now about what formats you *must* use… there is none, you use the format you want, the script offers options for you to setup the format you want, the charset and holder are options, not limitations.

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      • Thanks very much for answering, I will try, but I have another little question, about enemy. For show to the user on screen the mob before the call battle is started I have try to place on event, which the mob will occupy, the charset of mob and it work but after the battle is ended I can’t change the event status in time and on screen is visible the changing of event from charset to empty, whether I do it at start of call battle or after. I would that when the battle is ended and the heroes return to normal mode on map, the mob isn’t more on map. Can u give me some suggest about?

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      • Look at the script setup, it’s specified by the script that, when a enemy dies, it will either erase the event or turn on the self switch D. Those are the ways to change the enemy display and it is done on the battle start comment.

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