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Minkoff's Animated Battlers - Enhanced Version 13.8
Introduction
This script adapts front-view battle systems (like the default battle system, or the RTAB system), and turns it into a side-view battle system. Battlers can bob and weave while waiting to attack, charge forward to attack, and strike a victory pose when they win.
It's gone through a number of changes here and there since it's original incarnation. I informed Minkoff of the changes I had made and he graciously allowed me to post this topic.
Screenshots
Go ahead, laugh at my battlers... I used an internet battleset maker designed for RM2K3.
They're not in the demos anyway.
Instructions
This script goes above Main... generally speaking.
If using any custom battlesystem or custom battle add-on, it should go below these scripts... just to be safe.
As far as the configuration system, the features are listed in the following manual (in .chm help format) now available for download. >Help File Manual<
Pre-Rendered Configs
The demo and the scripts above show how to generate a system that uses multiple types of spritesheets and RTP battlers. Below are two configuration files you may wish to use in it's place. Minkoff Configuration ... the typical Minkoff system without any extra. Cybersam Configuration ... a configuration system for Cybersam's 7-pose system Charset Configuration ... a configuration system to use Charactersets for battlers
The Formation System
Removed from Animated Battlers is the formation system. A new one (roughly similar in nature to Claihm's system) is available below if you want to make custom battle formations.
Formation System
Code:
#==============================================================================
# ** Minkoff's Animated Battlers Add-On:
# Animated Battler Formations
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.0
# 05-20-2008
# RGSS / RPGMaker XP
#==============================================================================
#
# INTRODUCTION:
#
# It has been a long time coming in that I wanted to replace the built-in
# formation system I hardwired into "Minkoff's Animated Battlers - Enhanced",
# and finally that time has arrived. While the base system now has the origi-
# ginal single formation, it is by this system the end user can design the
# battle formations for the actor battlers. They will start out and remain
# lined up in the order the end user sets up.
#
# The system recognizes the 'Mirror Effect' system in Animated Battlers XP,
# and will adjust and reverse the battler positions accordingly. You need not
# worry about creating duplicate formation entries for both left and right
# sided formations.
#
#------------------------------------------------------------------------------
#
# CREATING THE FORMATIONS:
#
# This system allows you to create multiple formations. This is accomplished
# by the way you use the 'ABATXP_FORMATION' array. The syntax is as follows:
#
# ABATXP_FORMATION = { id => [ formation set ], id => [formation set],... }
#
# So... with that, you can make multiple sets of formations which you can
# switch to while the game is running..
#
# Now... each formation set holds the x and y position for each actor battler
# in combat. Not by their 'Actor ID' mind you, merely by party member order.
# So the first member in your party,regardless of their position in your actor
# database, will be first battler position defined in the formation set. The
# layout for each formation set is as follows:
#
# [ [Battler 1's X & Y], [Battler 2's X & Y],... ]
#
# Most people would set a formation set with allowances for 4 battlers. But if
# you wanted to use a large party script to increase the number of members in
# your battle party, you can add more than 4 battler arrays like so:
#
# ...ON = { 0 => [ [350,200], [395,235], [440,270], [485,305], [530,340] ],
# 1 => [ [530,200], [485,235], [440,275], [395,305], [350,340] ] }
#
#------------------------------------------------------------------------------
#
# SCRIPT CALL:
#
# There's only one script call you should be familiar with right now, and that
# is the script call that changes the formation you want to use in battle. By
# default, the system uses the formation set by ID #0. But you can change the
# formation being used with the following call:
#
#
# The call is simple: $game_system.abatxp_form_id = number
#
# Where the number is the ID number of your formation. That's it.
#
#
#------------------------------------------------------------------------------
#
# NOTE:
#
# While designed and intended for use with Animated Battlers VX, it can be
# used with only the Actor Battler Graphics script to change the basic for-
# mation of the heroes. With this, you can make a very simple sideview
# system... just not animated.
#
#------------------------------------------------------------------------------
#
# TERMS AND CONDITIONS:
#
# Free to use, even in commercial projects. Just note that I need some form
# of due credit... even a mere mention in some end titles.
#
#==============================================================================
#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
# This class handles system-related data. Also manages vehicles and BGM, etc.
# The instance of this class is referenced by $game_system.
#==============================================================================
class Game_System
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :abatxp_form_id # Formation ID
attr_accessor :abatxp_mirror # Mirror Effect (used by AnimBatVX)
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
alias init_game_system initialize
def initialize
init_game_system
@abatxp_form_id = 0 # Initial formation
end
end
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Actor X Coordinate
#--------------------------------------------------------------------------
def screen_x
if $game_system.sv_angle == 1
return 640 - ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][0]
else
return ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][0]
end
end
#--------------------------------------------------------------------------
# * Actor Y Coordinate
#--------------------------------------------------------------------------
def screen_y
return ABATXP_FORMATION[$game_system.abatxp_form_id][self.index][1]
end
end
The Window Depth Adjuster
The battlers in this system tend to draw themselves over the battlesystem's command windows. This patch can fix this for you.
Window Depth Adjuster
Code:
#==============================================================================
# ** Minkoff's Animated Battlers Add-On:
# Window Depth Adjuster
#------------------------------------------------------------------------------
# by DerVVulfman
# version 1.0
# 07-04-2011
# RGSS / RPGMaker XP
#==============================================================================
#
# INTRODUCTION:
#
# This is a simple script addition that lets the game developer (you) set the
# depth perspective of the battlesystem's windows. Under normal circumstances,
# the Item, Skill, and other windows appear behind the Animated Battlers. This
# add-on patch lets you adjust the depth of the windows as you see fit.
#
# It's pretty simple. If you're creating your own battlesystem with this as
# a basis, you can use these simple calls on your own. ^_^
#
#
#------------------------------------------------------------------------------
#
# THANKS:
#
# To Boomy of House Slashers for pointing out the Skill Window overlap.
#
#
#------------------------------------------------------------------------------
#
# TERMS AND CONDITIONS:
#
# Free to use, even in commercial projects. Just note that I need some form
# of due credit for both Boomy and myself... even a mere mention in some end
# titles.
#
#==============================================================================
#==========================================================================
# **** C O N F I G U R A T I O N S E C T I O N **** #
#==========================================================================
#
# * Set the window depth here. Higher numbers are closer to the player
MNK_PARTY_ZDepth = 1000 # Depth of the Party Window (Fight/Escape)
MNK_COMMAND_ZDepth = 1000 # Depth of the Actor Command Window
MNK_HELP_ZDepth = 1000 # Depth of the Help Window
MNK_SKILL_ZDepth = 1000 # Depth of the Skill Window
MNK_ITEM_ZDepth = 1000 # Depth of the Item Window
#==========================================================================
# **** C O N F I G U R A T I O N E N D **** #
#==========================================================================
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Start Party Command Phase
#--------------------------------------------------------------------------
alias mnkwda_sp2 start_phase2
def start_phase2
# Set Party and Help Window Depths
@party_command_window.z = MNK_PARTY_ZDepth
@help_window.z = MNK_HELP_ZDepth
# Perform the original call
mnkwda_sp2
end
#--------------------------------------------------------------------------
# * Frame Update (main phase)
#--------------------------------------------------------------------------
alias mnkwda_sp3 start_phase3
def start_phase3
# Set Actor Command Window Depth
@actor_command_window.z = MNK_COMMAND_ZDepth
# Perform the original call
mnkwda_sp3
end
#--------------------------------------------------------------------------
# * Start Skill Selection
#--------------------------------------------------------------------------
alias mnkwda_sss start_skill_select
def start_skill_select
# Perform the original call
mnkwda_sss
# Set Skill Window Depth
@skill_window.z = MNK_SKILL_ZDepth
end
#--------------------------------------------------------------------------
# * Start Item Selection
#--------------------------------------------------------------------------
alias mnkwda_sis start_item_select
def start_item_select
# Perform the original call
mnkwda_sis
# Set Item Window Depth
@item_window.z = MNK_ITEM_ZDepth
end
end
FAQ
Hmmm... added a good number of new features... a couple more (more like separate expansion packs) may be in the works.
Don't ask when I'll get around to it. I got a full-time (12hr shift) job. But, you can see I do like scripting. :D
Awards and Badges
A few awards of note for Animated Battlers
Honorary Awards for Spritesheet Artists
Honorary Awards for Animated Battler Scripters
Compatibility
This side-view battler script was designed to work with both, the default battle system AND the RTAB system. And it apparently works with Paradog's CTB v 2.58. I dunno about it working with any other system.
Credits and Thanks
Lots o' credits
Obviously, I have to give thanks to Minkoff for such a wonderful script. Also, many thanks to Twin-Matrix who thinks like I do, and came up with the Status Effect pose system that mirrored my individual Item/Skill pose system). And to Jens009 for requesting a variation to Stationary Enemies so only CERTAIN enemies stay put. Also thanks to Clive for the thought behind heroes readying their weapons before battle, WithViolence who brought up the idea for using Default battlers, SteveE22 finding a bug and for requesting to 'mix' default and spritesheet battlers, to Skyla Doragono for requesting the "Victory' infinite loop feature, to Mimi-Chan for requesting a 'Critical Hit' pose, and to Creiz for requesting the Advanced Poses Hash system. JirbyTaylor found a critical 'stack-error' that occurred when you reset the game when using default red-out deaths, but SephirothSpawn supplied a scriptette that halts re-loading 'stack-error' problems. Thanks to Kaze950 for noticing a bug where 'BLOCKING' battlers remained in the block pose after winning the battle. And thanks to BOOMY for finding an additional bug... similar to the one SteveE22 found. Thanks goes to Fomar0153 for his assistance in determining how to pause AT battlesystems for the animation effect. Thanks to daigotsu for pointing out the group-targetting bug. Thanks to MasterMind5823 to request/advice of saving the global configuration values. To MasterMind5823, Juuhou and Arachus for uncovering a glitch related to the recent Skill Casting delay addition. To Alistor and Neonyo for uncovering the random-formation/custom-battlesystem glitch. And Alistor (he's on a roll!) for discovering the Actor Command Window z-depth bug. What else??? Well, Hakuya pointed out that dead battlers are still animated and thought that they should freeze, so animated 'defeat' poses are now an option set like the animated 'victory' pose. And Angel_FX noticed that dead battlers are visible on the battlefield at the start of combat. Well, they're fixed now. And The Sleeping Leonhart found that the MNK_FRAMES_ENEMY and MNK_FRAMES_ACTOR configurables didn't work. Fixed too. Also, Joooda noticed that the victory pose always looped (including battlers who weren't supposed to), and bojox3m found that some CTB systems 'nil-ed' out the @moved value called (causing an error). Those also fixed. Boo Mansion requested an option so Flat Rate values can be used to activate the woozy pose rather than percentages. And Kaze950 requested 'Struck' poses based on skills. I went a little far on that and added Critical hit strucks based on skills too... as well as weapons and items. And Delmaschio for finding a glitch with the new Random Melee Attack code... fixed. And a compatability fix for Charlie Fleed's CTB by Charlie Fleed himself. And lastly, added Ccoa's Sprite Strips which I wanted to do, and was reminded by Yin to include.
Terms and Conditions
Required for distribution
This system is available royalty free. I make no claim as to the usage of this system, even for commercial use. Edits to the system may be permitted as to suit your needs, but I cannot guarantee these edits effectiveness nor can I guarantee support for these same edits.
When using the system, the name of the animation system must be prominent along with my name and the original creator's name (that's Minkoff... if you didn't know :D ). If your project includes a end-of-game 'Credit Roll', I would also require the listing of all parties in the Credits and Thanks section (above) as contributers and betatesters of this system. Given their assistance, I wouldn't ask no less.
Author's Notes
Um... nope... none that I can think of. And I thought there wasn't much left to add to this 60 features ago...
First off, I found an corrected an oversight in Random Melee Attacks. An annoying little bug that used the wrong 'poses'.
I also repaired a glitch with the Actor/Enemy offset system. It was a little something that Twin Matrix pointed out to me.
I also tweaked the battler fade-in system. Works much better now. You can thank Twin Matrix for that one too.
Oh, I did some work at decreasing the size of the sprite system page. I made it more modular and managed to trim and cut a few things.
Long overdue, I added the ability for enemy battlers to have a winning 'loopable' victory pose. While normally, losing a battle takes you to a game over screen, I'm sure some scripter will extend some battlesystem so the enemies can cheer.
Oh, I finally solved the frozen target bug I've been trying to squash for months. For some time, when a target is about to be attacked, his or her animation freezes. That graphic bug sucked, but it's been fixed now.
And I fixed a combined RTP/Spritesheet fadeout color problem.
Oh, and for the record, with these changes... Animated Battlers VX and the XP version found here may now use the same configuration page. :)
;) Eventually, I'm gonna rewrite my manual for both systems.
The repair that squashed the 'Freezing Target' bug I had for several months (or a year?), created a very strange bug. The new bug was that the targets who died actually performed the DEAD pose before they performed the STRUCK pose. Weird.
I removed the long and drawn-out 'formations' system. Rather than using a system, I use an extra script where I can plot out how I want my battlers to stand. The forementioned 'Formation' patch is now available in the 1st page/post.
I also retooled the offset system which controls how battlers overlap one another when they attack. Now it takes the battler's width into consideration, not just some configuration values. I redid the offset configuration values, mind you. It's pretty much complete by now.
Hey, I found out that if you set MNK_RUSH_SPEED=4, or higher I guess, the "moving" phase starts to loop. There must be some "hidden" limit induced by the way you use it...
i'm having a problem setting up sprites in battle it still makes the sprite like a looping slide show like a tredmil of images of the sprite and isn't in the proper position. i've followed the manual you made but it still doesn't solve the problem. any advice
It's because you haven't set up the poses correctly. If you have an actor with a 6 pose charset in the script as an actor with 5 poses, then the script cuts the character in half and makes that error you're describing. Look in the Instruction Manuals, page 16 and that should explain everything. This is common mistake, don't fret.
Hey. I'm using this script and it's working very well, but this very odd error poped up. I'm also using Charlie's CTB and pretty much out of no where when people attack, it shows the Skill animation. I replaced all the default scripts and the ones I've used and it still shows up. I was wondering if you think this might be because of the Animated Battlers script. The bug poped up out of no where.
A slightly older version of Animated Battlers is already integrated into Charlie's CTB. And while the newer version of Animated Battlers can work with his CTB, only a few modifications are needed. That is still in the works.
But you didn't say 'what' the error is.
Please create a query in the SUPPORT forum as this is a joint Animated Battlers/Charlie CTB support problem. And be specific. The error... the line where the error occurs... what it looks like, reacts like. Etc.