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Yanfly Ace Battle Engine: Use another image as portrait?

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Yanfly Ace Battle Engine: Use another image as portrait?
  • Original author: oktchau
  • Original date: January 12, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/yanfly-ace-battle-engine-use-another-image-as-portrait.54794/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Hello! Is it possible to set the actors portraits on Yanfly Battle Engine (EDIT: script here) to another image (not the default portrait)? Since my project is 640x360 and has a 4 heroes party, the default square portrait leave a bunch of blank space. I would like to swap it for a wider image with a "battle face expression", but without losing the convenience of the portrait image for dialogs and such. Terrible example: how it is (first row) and how I would like it to be (second row, but with new wide...

Archived First Post

Hello!

Is it possible to set the actors portraits on Yanfly Battle Engine (EDIT: script here) to another image (not the default portrait)?

Since my project is 640x360 and has a 4 heroes party, the default square portrait leave a bunch of blank space. I would like to swap it for a wider image with a "battle face expression", but without losing the convenience of the portrait image for dialogs and such.

Terrible example: how it is (first row) and how I would like it to be (second row, but with new wide images instead of this stretched sketch).

dh5hFiu.png


 

I'm no scripter, but I think it might be related to this part of the code.

#--------------------------------------------------------------------------
# overwrite method: draw_face
#--------------------------------------------------------------------------
def draw_face(face_name, face_index, dx, dy, enabled = true)
bitmap = Cache.face(face_name)
fx = [(96 - item_rect(0).width + 1) / 2, 0].max
fy = face_index / 4 * 96 + 2
fw = [item_rect(0).width - 4, 92].min
rect = Rect.new(fx, fy, fw, 92)
rect = Rect.new(face_index % 4 * 96 + fx, fy, fw, 92)
contents.blt(dx, dy, bitmap, rect, enabled ? 255 : translucent_alpha)
bitmap.dispose
end

Or this one.

#--------------------------------------------------------------------------
# overwrite method: draw_item
#--------------------------------------------------------------------------
def draw_item(index)
return if index.nil?
clear_item(index)
actor = battle_members[index]
rect = item_rect(index)
return if actor.nil?
draw_actor_face(actor, rect.x+2, rect.y+2, actor.alive?)
draw_actor_name(actor, rect.x, rect.y, rect.width-8)
draw_actor_action(actor, rect.x, rect.y)
draw_actor_icons(actor, rect.x, line_height*1, rect.width)
gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS
contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE
draw_actor_hp(actor, rect.x+2, line_height*2+gx, rect.width-4)
if draw_tp?(actor) && draw_mp?(actor)
dw = rect.width/2-2
dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE
draw_actor_tp(actor, rect.x+2, line_height*3, dw)
dw = rect.width - rect.width/2 - 2
draw_actor_mp(actor, rect.x+rect.width/2, line_height*3, dw)
elsif draw_tp?(actor) && !draw_mp?(actor)
draw_actor_tp(actor, rect.x+2, line_height*3, rect.width-4)
else
draw_actor_mp(actor, rect.x+2, line_height*3, rect.width-4)
end
end

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