Link to the Script itself: Scene Battle ReDux
Last Updated: 2009.05.30
WARNING: THIS SCRIPT IS NOT COMPATIBLE WITH CUSTOM BATTLE SYSTEMS!
This is actually more or less a “full” version of Scene Battle. It overwrites the whole thing practically and constructs it in a more efficient manner. But other than that, it’s nothing more than a controllable and edittable version of your usual default battle system. This rewrite includes a couple of new features that I thought should have been options for the default battle system but you’re also capable of ignoring these new features should you desire.
COMMON FUNCTIONS
Since some people would like to create their own custom effects now and then at regular intervals, there are four common events now associated and played during battle. One common event will occur at the start of every battle, one will occur at the beginning of each turn, and one will occur at the end of each turn, and the final will occur at the end of each battle.
BATTLE MESSAGE REDUX
For those that would like to keep their party’s status window intact, enable the battle message redux to show battle messages at the top of the screen. The status window is then commanded to update whenever an actor undergoes a change in damage, MP usage, or a status change.
BATTLE POPUPS
Like most modern RPG’s, whenever a battler would take damage, healing, receive a status effect, or something unique happens, a popup would appear describing what changes occured over the battler’s head.
TEXT SKIPPING
With battle popups, some text displayed during battle becomes insignificant and actually pointless to keep around. You can now choose what text to hide and what should be shown. It’s all in your control now.
ACTOR ANIMATION LOCATIONS
Before, enemies never played animations on actors before. You would hear the sound effect and then see the screen shake. Now, it’s a little different. You can set the X and Y coordinates of where you want your actors to “appear” and animations will be played there instead.
And once again, this script is nothing more than an edittable and customizable default battle system. Do not confuse this for an advanced battle system.
MAKE SURE YOU HAVE THESE SCRIPTS UPDATED
HOW TO USE THIS SCRIPT
This script isn’t hard to use but rather, requires you to actually pay attention to how you would like the settings to turn out.
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When installing the script, make sure you place the script below the fixes but above the rest of the Yanfly Engine ReDux scripts. If you list your scripts like the VX page does it, you’ll be fine.
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It’s not impossible to make a common event run at the start of each battle, start of each turn, end of each turn, and end of each battle without the script. However, it gets rather tedious making all of those extra pages in the troops tab. This will help cut down the tediousness by allowing you to bind 4 common events (one to run at each of the preforementioned instances) throughout battle.
COMMON_EVENT_START_BAT
COMMON_EVENT_TURN_BEGIN
COMMON_EVENT_TURN_CLOSE
COMMON_EVENT_END_BATTLE
Insert the ID’s of the common events that you want to run.
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If Battle Message ReDux is enabled, rather than having a large message window cover up your actors (all of this is courtesy of the STR script and full credits to go STR for providing the base code for me to reference off of.), it’ll push the messages to the top where they will not hinder the party’s status window from being shown. The message window by default will display the active battler’s current actions. Damage messages, state messages, missing, evading, those messages have been turned off (although you may turn them back on) due to popups replacing them.
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For those who would like to make their own custom popups and create new “rules” for them, you can do so with this hash. Here, you can change their font size, their popup height, bolded, italicized, colour, and font. For those who script and would like to know how to create their own custom popups for their skills, just refer to the Lunatic mode section inside the script.
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Animations are also now played on actors. Before, they weren’t due to the fact that actors weren’t given a sprite on the field. Well, now, actors kinda have one (although not really). They have a designated X and Y coordinate that you can set for yourself, too.
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IF YOU ARE HAVING PROBLEMS WITH THESE SCRIPTS, REVIEW THE TROUBLESHOOTING PAGE FIRST!







2009, May 31 at 11:01 am |
Woah! Nice! I’m going to use this! Thank you!
2009, June 1 at 6:45 pm |
This is messing up my Game_Troops. What am I doing wrong?
2009, June 1 at 9:02 pm |
How is it messing up your Game Troops? You’ll have to explain to me what scripts you’re using and what error you’re getting.
2009, June 1 at 9:47 pm |
http://img10.imageshack.us/my.php?image=errorwdy.png
This error. Maybe it’s from the KGC large party script.
2009, June 1 at 10:05 pm |
That’s most likely not this script since it doesn’t affect Game Troop in any way. Try the troubleshooting page.
http://pockethouse.wordpress.com/vx/toubleshooting/
2009, June 2 at 10:48 am |
That’s because of the common event. If you don’t have any common events, input nil to them.
2009, June 5 at 11:00 am |
I found a probably with the script, when canceling an action, for example: Selecting Attack and then backing out will cause an error resulting in the script trying to run an unavailable action.
2009, June 5 at 6:56 pm |
I couldn’t reproduce the error. Are you sure it’s caused by the script?
2009, June 6 at 12:32 am |
Fantastic script.
But can you fix the script so that the party stats will show up after you fail to escape?
2009, June 6 at 7:54 am |
Thanks for letting me know. =]
I’ve reuploaded it.
2009, June 7 at 10:17 pm |
I have moved the fake character sprites down a bit (I want the animation to play over the character’s face, not above). However, there is no battle popup opacity level and all the “Missed!” and like message play behind the Player Data Window. Anyway to bring this to the foreground?
2009, June 8 at 3:33 pm |
Found a little bit of something to nitpick with the battle message portion of the script. It seems to create a lot of blank lines as if for text that it is trying to call up but you have set to not show. For example, I could have it set to not show status changes, however if I were to kill an enemy, it would still create a blank line of text that would normally inform the player of this state change.
2009, June 8 at 5:29 pm |
AvengerXP, sadly there isn’t a way of fixing that due to the way the viewports are set up in RGSS2.
Reikei, I’ll look into that and see what I can do. =]
2009, June 9 at 6:10 pm |
Reikei, the problem’s been fixed. Just redownload the script. =]
2009, June 9 at 7:23 pm |
Works perfectly as far as I can see.
Great job.
2009, June 11 at 10:06 pm |
How do I get the scene to display rage from custom skill effects like you have in the screenshots? I’m trying to have some actors use only rage, and some use MP–how do I go about it?
2009, June 11 at 11:06 pm |
Look for Display Party Data under the scripts list.
2009, June 12 at 12:09 am |
Ok some strange error keeps happening whenever an Actor uses a ‘Skill’ based attack.
Script ’scene battle ReDux’ line 918: NameError Occurred
Undefined local variable or method ‘target’ for
#
2009, June 12 at 12:23 am |
Good catch on that. I’ve fixed it. Just redownload. =]
2009, June 14 at 6:36 am |
How do you make it so that each enemy has a different animation attack? Cause I’m trying to make this one monster have a unique attack but it keeps staying as the same one.
2009, June 14 at 8:47 am |
Download the Animation Fix for that.
2009, June 20 at 10:42 am |
I seem to have a problem with popups showing for absorbed damage. The HP is successfully removed from the enemy and successfully added to the character, but no popups appear. I checked to make sure #9 in the popup hash was set to true, and it is. I also made sure there was text for absorbed damage on line 140 and there is.
2009, June 30 at 2:07 am |
I get a 500 internal server error when I click on the link to this script. I’ve been looking through other scripts on this site and it only happens for this one.
2009, July 3 at 8:01 pm |
I’m using this script and I’ve got a problem. I have an item that restores a character’s life, and when it’s used, I hear the sound effect, but that animation doesn’t play. I’ve searched the code, but I can’t find the problem. Nothing in display_animation seems to prevent displaying animations on dead characters.
2009, July 20 at 3:32 pm |
I’ve just typet in this script, but right after the title screen it says this:
Script ‘( inset here )’ line 4818: SystemStackError occured. Stack level too deep
Wtf? help please
2009, July 20 at 3:39 pm |
P.S.
Never tried custom script before
2009, August 20 at 5:24 am |
Oh!I mean the Damage and the State popup
2009, October 11 at 10:25 am |
There is a problem with Scene battle when using battle items such as a bomb. I use the bomb on the enemy and it dies but it still remains on the screen. I tried moving it around but the problem still occured.
2009, October 11 at 10:26 am |
Edit: Moving the scene battle script around; placing under scripts, above etc..
2009, October 23 at 8:41 pm |
I have a question. I am really happy with the script, I only wish one extra thing: Could someone add a curser to hover over which ever monster you are scrolled on? I’m not too fond of the just “Slime A, Slime B” thing. So if anyone would like to make this quick modifacation could you post it here? It’d be really nice
2009, November 21 at 3:54 pm |
Hey, there’s a GAME CRASHING BUG with this script.
When you use the “Abort Battle” option in a battle, the game will crash when the next battle starts.
2009, November 21 at 4:05 pm |
I just tried this on an empty project with only the Battle RD script. Nothing on the like happened.
2009, November 26 at 10:11 pm
Wait, what didn’t happen? Cause I tried placing the scene battle redux in another game (script) and that happened still. Look at my previous post.
2009, December 6 at 6:45 am |
Hi! First off i would like to say i love your scripts!
I use a lot of them! Now i was woundering how to get the common events into battle. I tryed replaceing nill with the event number but that did not work. Do i need to put the name or something im just not seeing?
2009, December 6 at 11:28 am |
In Scene Battle REdux, look for the part where it says ti bind the number to a common event. Go in the data base —> Common event and put a switch that will call that common event.
2009, December 6 at 10:12 pm
ok my common event is 001 and is called Heal, my switch is 0020 and called Battle1 iv tryed puting both numbers and seting to auto and parallel and it still wount work. Do i have to go into troops and turn the switch on in everyone?
2009, December 6 at 12:06 pm |
Can somebody modify this script so that there’s a cursor over the enemy that you’re selecting? I dont like the “Enemy A, Enemy B” thing. I’d really appreciate it. and if not, will you point me in the direction of a helpfuller site for this?
2009, December 6 at 12:37 pm |
http://www.rpgmakervx.net/index.php?showtopic=7911&st=0&p=76463&#entry76463 Here you go.
2009, December 6 at 2:45 pm |
ooooo, that’s SUPER close, but I meant for the cursor to go on the actual enemy sprite
2009, December 26 at 8:50 pm |
I’m a korean interested in RPG making.I really like your script, thank you for all the works. I’m redeveloping my game using various scripts including a number of yours and I found this Scene Battle ReDux to be extremely useful. However it presented a problem when i used KGC_Largeparty script where I set the number of battle members to be 6. The problem is that in the battle, I can’t see the 5th and 6th members party data, portraits, etc. I would be grateful if you can adjust the script so that I can see the 5th and 6th members as well. Maybe a smaller party member window that can show all 6 members will be good and simple. Again, thank you for all the useful scripts and have a good day! ^^
2009, December 27 at 1:10 am |
You would probably never get a response so I’ll try to help.With the script, I believe, is that it only shows the members you have in your party currently. All you have to do is switch party members to show the ones that aren’t showing up. So if I had a reserve, I would bring him in and since he is now in my party, he will show on the battle screen.
2009, December 27 at 2:17 am |
Thank you for the reply. But those 5th and 6th members are not reserve ones. They actually take part in the battle, like they can attack or use skills. So that’s why I need to have all 6 members on the screen.
2009, December 27 at 12:26 pm |
Same as myself, I am still looking for an answer to why battle items don’t kill enemies. If I through a bomb at an enemy and it did 60 dmg and killed the enemy, the enemy doesn’t appear disappear and fade away, but rather it just stays on screen with the red image saying incapacitated. Oh, to solve your problem try using Yanfly’s Scene menu redux, it incorporates the KGC large party in it so you should be able to see 6 actors.
2009, December 27 at 12:28 pm |
Here is the link to the script.
http://www.pockethouse.com/rpgvx/scripts/scenemenuredux.txt