Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
 AnimBat! - Animated Battlers - Comprehensive
Well, in AnimBat version 13.7, it would be line 320 in script '4- Misc Code':
Code:
for i in 0...mnkps
        if SCREENTONE_ACTOR_MATCH
          @actor_sprites.push(Sprite_Battler.new(@viewport1))
        else
          @actor_sprites.push(Sprite_Battler.new(@viewport2))
        end

And in the configuration page, it would be around line 49 (barring configuration changes). This would be in the 'GENERAL CONTROLS' portion, below both 'Default Battlers' settings (where you set enemy and actor IDs) and the 'Ccoa Spritesets' section, but above the 'Animation Frames and Animation Speed' section. What I have posted is a part of the config showing where it would be.

Code:
#==========================================================================
  #   ****                    GENERAL CONTROLS                       ****   #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------        
  DEFAULT_ENEMY           = true    # If true, these switches allows the use
  DEFAULT_ACTOR           = false   # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = []      # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = [1]     # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = false   # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = false   #   collapse effect (using spritesheets)

  # * Ccoa Spritestrip Style Switches
  #--------------------------------------------------------------------------        
  CCOA_ENEMY              = false   # If true, these switches allows the use
  CCOA_ACTOR              = false   # of ccoa spritestrips for actors/enemies
  CCOA_ENEMY_ID           = []      # Ids of enemies using ccoa spritestrips
  CCOA_ACTOR_ID           = [5]     # Ids of actors using ccoa spritestrips
  
  # * Background Battler Screentone Switches
  #   Note:  Battle animations and damage pops reside in the same viewport as
  #          the battlers.  If a battler's tone is altered by the screentone,
  #          so shall the battle animation and damage pops for that battler.
  #--------------------------------------------------------------------------        
  SCREENTONE_ENEMY_MATCH  = true    # If true, the actors/enemies tones match
  SCREENTONE_ACTOR_MATCH  = false   # with the background.  If false, no fix.
  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 4       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4       # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.

If it is missing, then you need to have it re-pasted in place.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png] [Image: liM4ikn.png] [Image: fdzKgZA.png] [Image: sj0H81z.png]
[Image: QL7oRau.png] [Image: uSqjY09.png] [Image: GAA3qE9.png] [Image: 2Hmnx1G.png] [Image: BwtNdKw.png%5B]
Above are clickable links

Reply }


Messages In This Thread
RE: Minkoff's Animated Battlers - Enhanced - by DerVVulfman - 06-20-2014, 03:12 AM
Minkoff's Animated Battlers - Enhanced - by Helel - 11-28-2009, 08:40 AM
Minkoff's Animated Battlers - Enhanced - by Calum - 12-02-2009, 09:29 AM
Minkoff's Animated Battlers - Enhanced - by Calum - 12-02-2009, 09:15 PM
Minkoff's Animated Battlers - Enhanced - by Calum - 12-03-2009, 04:40 AM
Minkoff's Animated Battlers - Enhanced - by Calum - 12-03-2009, 05:03 AM
Minkoff's Animated Battlers - Enhanced - by Calum - 12-03-2009, 09:02 PM
Minkoff's Animated Battlers - Enhanced - by Ace - 02-21-2010, 11:19 AM
Minkoff's Animated Battlers - Enhanced - by Ace - 02-28-2010, 02:09 PM
Minkoff's Animated Battlers - Enhanced - by Ace - 02-28-2010, 09:44 PM
Minkoff's Animated Battlers - Enhanced - by Eldur - 03-03-2010, 06:44 PM
Minkoff's Animated Battlers - Enhanced - by Crono - 06-23-2010, 04:53 AM
Minkoff's Animated Battlers - Enhanced - by Crono - 06-23-2010, 05:55 AM
Minkoff's Animated Battlers - Enhanced - by Crono - 06-24-2010, 05:24 AM

Possibly Related Threads…
Thread Author Replies Views Last Post
   Brenda's Paperdoll Battlers DerVVulfman 2 7,046 04-18-2023, 02:05 AM
Last Post: DerVVulfman
   Animated Battlers - VX DerVVulfman 23 46,638 02-28-2019, 09:11 PM
Last Post: Holder
   DoubleX RMMV Linked Battlers DoubleX 3 7,890 01-29-2016, 04:15 PM
Last Post: DoubleX
   DoubleX RMVXA Linked Battlers DoubleX 1 5,648 11-08-2015, 04:29 AM
Last Post: DoubleX
   Victor Engine - Animated Battle Victor Sant 4 13,760 03-10-2012, 06:42 PM
Last Post: Victor Sant
   Victor Engine - Automatic Battlers Victor Sant 0 4,690 01-19-2012, 01:33 AM
Last Post: Victor Sant
   Victor Engine - Actors Battlers Victor Sant 0 5,387 12-21-2011, 07:50 AM
Last Post: Victor Sant
   Full Animated Side View Battle System Cybersam 6 23,266 03-18-2011, 04:31 AM
Last Post: Ashbane
   Animated Tileset kingartur2 5 10,711 02-08-2010, 04:26 AM
Last Post: DerVVulfman
   Trickster's Animated Gradient Bars for Limit Break (DVV) DerVVulfman 2 8,902 09-15-2009, 04:43 AM
Last Post: DerVVulfman



Users browsing this thread: