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 AnimBat! - Animated Battlers - Comprehensive
I guess... merely ensure that each frame is equal-sized in both height and width? I wish there was an automatic sprite checking system, but there isn't. You would ROFL at my custom spritesheet system with 100 frames. It's looney and could do with a checker.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)
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Ah snap just clicked on, and I feel like such a fool for not realising sooner.
Kept changing the width but never the length.
Immense thank yous to you DerVVulman.
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Any way to add face graphics to it like this? http://members.jcom.home.ne.jp/cogwheel/...attle.html

I'm not good at all when it comes to scripting CBS, but these two scripts definitely don't work together xD I am using RTAB.
One of the two founders of:
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Some of my favorite RPGs: Legaia 2, Star Ocean, Tales of Eternia, Final Fantasies 3, 6, 8, 9, and 10, Dark Cloud, Evergrace, Fire Emblem 4. (And that's not all of them.)
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That's because Cogwheel decided not to use actor battlers for... battlers. Instead, he used faces for the battler images. I can see someone possibly crafting something to use faces in the battlestatus window. But if they use battlers for the faces, it will surely not be compatible.
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]
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Surely you could draw a battler that was just a face. You could even animate it to wince when they got hit! You'd have to find a way to stop them from moving though...
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That's not the point. While Animated Battlers uses battler graphics to show the guys bobbing up and down and fight, cogwheel replaced the actor's battler graphics with pictures of their faces. So if you used one system with faces replacing the battlers, you can't use the other. But if one could adapt HIS script that added new code so it read from a Graphics\Faces folder to get animated faces... But that's not for here.
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]
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DerVVulfman,

I am just coming out of the woodwork with these questions for you, I hope you don't mind! I have a little issue with the battlers system.

I am using Charlie Fleed's CTB in conjunction with your animated battlers system, and I have come across a small glitch with the animations. It is a difficult situation, so I will do my best to explain:

For several super-arts skills, I am using Charlies "Multiple Hits" feature. Note that in a standard minkoff attack animation the actor would move over, do an attacking action on the enemy, then move back into position. However, I had the idea of creating an animation file that contained the actor's battler graphic, so I could create an animation that would show the actor attacking several times instead of just once. However, when the skill animation was being shown (the actor was attacking the enemy several times to simulate the multiple hits), you would see both the actor animation and the actor poses from the minkoff system. I got around this by assigning the "User Animation" for the skill to an animation that would "Hide Target" (the actor) for however many frames that the skill animation lasted. This worked just fine, however the issue I have run into is that if an actor is in a state that shows an animation (poison, blind, silence, etc.), the system will override the "Hide Target" animation and show the actors poses. I'm sorry it's complicated, but I have attached a few pictures that should help out. Observe:

This is what it is supposed to look like. The actor jumping around the battlefield, attacking the enemy, while the actor poses is hidden:

.png   Capture4.PNG (Size: 657.27 KB / Downloads: 21)

This is what happens if the actor has an animated status effect. Notice how the actor poses is not hidden anymore:

.png   Capture5.PNG (Size: 656.39 KB / Downloads: 17)

This is only an issue for the states that have associated animations. States with no animations work just fine. Any ideas? Any help would be appreciated. Thanks!
Habs11
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Hello,

I'm kind of new at this, but I saw that no one has asked this question (I hope the answer isn't embarrassingly simple). I tried installing Charlie Fleed's CTB script for my non-commercial RPG maker XP project (which included ver. 1.0 of Animated Battlers) however, upon testing my game, I run into an error that locks up just as i get to a random encounter/battle:

I am receiving an error in line 339 of '4- Misc Code: uninitialized constant Spritesheet_Battle:: SCREENTONE_ACTOR_MATCH
and not sure how to resolve this. Have I not correctly set up the script with my party image media? My intention is to view the side battle script with the stock actors, before switching them for some custom sprites. I saw Charlie posted a .pdf for animated battlers, but I'm still unsure how to get the script to run with default battlers. I would greatly appreciate any advice in getting this battle system to work with my project correctly, and would be willing to pay someone perhaps to help me with this configuration (shoot me a PM)

Thank you for your time,
bswi
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That sounds to me like you do not have the configuration page for Animated Battlers. Or if you do have a configuration page for AnimBat (what I call it for short), then you are missing or have deleted the SCREENTONE_ACTOR_MATCH value from the page. The error occurs if the value is missing, and that is why it says the constant is uninitialized.

I don't remember which version was in Charlie's CTB, but you can probably see that I upgraded AnimBat a little more since his CTB's release. It should still be compatible, and I left the layout of the configuration page alone. So if you replace pages 2 to 4, you should have no problem (actually fixing some bugs). But doublecheck to make sure you get a fresh copy of his CTB to ensure his version of the configuration page is there.
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 }
(06-19-2014, 04:34 AM)DerVVulfman Wrote: That sounds to me like you do not have the configuration page for Animated Battlers. Or if you do have a configuration page for AnimBat (what I call it for short), then you are missing or have deleted the SCREENTONE_ACTOR_MATCH value from the page. The error occurs if the value is missing, and that is why it says the constant is uninitialized.

I don't remember which version was in Charlie's CTB, but you can probably see that I upgraded AnimBat a little more since his CTB's release. It should still be compatible, and I left the layout of the configuration page alone. So if you replace pages 2 to 4, you should have no problem (actually fixing some bugs). But doublecheck to make sure you get a fresh copy of his CTB to ensure his version of the configuration page is there.
Hey DerVVulfman,

thanks for the speedy reply. I do in fact have Charlie's configuration page (ver 3.1) for animated battlers, and I updated your AnimBat scripts (sprites through misc), but I am still getting the same error (now line 346). I am curious about where the SCREENTONE_ACTOR_MATCH value would be in the Misc script, to see if it is missing from mine.

thanks again,
bswi
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