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The easiest way would be to modify monster_get_battlesprite to return different sprites depending on whether the AMP ID is an enemy monster or not (right now it always returns the monster data mond_SPRITE_BATTLE column), player monsters would use a new mond_SPRITE_BATTLE_BACK sprite instead.

You can tell if an AMP ID is an enemy by checking if it's >= AMP_FIRST_ENEMY. If it's not, it's a player AMP ID. (If you're curious, AMP = Active Monster Party, the database of currently loaded monsters - player party, player boxes, and enemy party)

To add this new sprite data, you'd need to modify init_monster so that it takes three sprite arguments instead of two (currently it takes battle and map sprites, you'd want battle, battle_back and map), then update init_monsters (with an "s" at the end) so that it initializes the monsters with those three sprites instead of the current two.

thank you for your answer. have you got discord? i dont want to disturb you but i am new in game maker studio 2. i dont want to paste parts of your code here. maybe you can help me there. i can not run it.

Can't run it? What version of game maker are you using? There's separate GMS2.2 and GMS2.3 versions of the source file, so make sure you used the correct version (if you're on 2.3, the 2.3 source file contains some small changes/bugfixes from the 2.2 version that were necessary to make it compile )

(+1)

oh it run perfectly. only after i tried to change monster_get_battlesprite, init_monster and init_monsters. there is an error (bug) in create_setup project. but thats my vault. i have to learn how to write GML. i have GMS2.3 from Steam Desktop.