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AnimBat! - Animated Battlers - Comprehensive - Printable Version

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RE: Minkoff's Animated Battlers - Enhanced - DerVVulfman - 06-20-2014

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.


RE: Minkoff's Animated Battlers - Enhanced - bswi13 - 06-21-2014

(06-20-2014, 03:12 AM)DerVVulfman Wrote: 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.
Ah, I just figured out the issue with the configuration page, turns out I had merely duplicated Charlie's configuration and was missing the Animated Battlers config page. Pretty silly mistake, but anyway - I got the battle up and running, but as I was attempting to get the default battlers to display, I ran into another error that locked the game up. I suppose there is a place I could resize the default battlers - they displayed waaay to large. Also, their formation was still vertical instead of horizontal. Is there perhaps another script I am missing that moves this formation?

The error occurred in '3 - battle system: line 45 NoMethodError undefined method 'cf_casting' for

My plan is to use default battlers for now, and then import custom made sprites, is this where i set those values?

Thanks again,
bswi


RE: Minkoff's Animated Battlers - Enhanced - DerVVulfman - 06-22-2014

Well, yeah. The section with the DEFAULT_ACTOR and DEFAULT_ENEMY flags is where you set up the system to just use straightfoward default battlers. Yeah, they may be a bit large, but there is no resize system for the battlers. So either you scale them down or live with them. But meh, in the NES Final Fantasy series, the enemy battlers were usually towering over the heroes.

When you wanna switch to Minkoff animated battlers, Cybersam battlers or use charactersets for battles, the Pre-Rendered Configs section in the 1st post (with the links) will have alternate configuration pages you may want to examine.

BUT... under that, there is a spoiler with a custom script add-on called 'Formations' It lets you change the position of your heroes on the screen from angled vertical to horizontal to a sort of phalanx formation. Enemies are still only positioned within the TROOPs section.

Regarding your error on line 45, that is for a casting delay system in Charlie Fleed's CTB. the cf_casting value is part of his system. It is the Game_Battler page of his system, available to be seen on or around line 41 as an attr_accessor, line 79 when defined in the initialize section, and elsewhere in his Scene_Battle code,

Placement is keen. Remember... Animated Battlers goes below the 'Spriteset_Battle' code of his CTB (the 9th or so script) and above the Game_Battler code of his system.


RE: Minkoff's Animated Battlers - Enhanced - bswi13 - 08-20-2014

Hello again,

I am trying to configure a characterset in the animated battlers section of the script, as the character sheet I am using is also in my battlers folder and I would like to see the animated battler in my party. only problem is, the sprite seems to be cut off. The animations are occurring somewhat, with the front and back of the full animation seemingly clipped from the picture. the dimensions of the character set are exactly the same as Charlie's CTB demo custom spritesheets (even with 11 poses with 4 frames each, dimensions: 256 x 704) i maid sure to pay close attn to the MNK_POSES_ACTOR values in the Animation Frames and Animation Speed array as well as the Individual Spritesheet Control Center section.

In the attached picture, I am using the base of a sprite that will temporarily stand in for my inevitable finished sprite, and it is captured here in mid-animation, but not in its complete form. What resizing needs to be done, or what value in the configuration page should be adjusted to suit this base sprite (also attached).

thanks,
bswi


RE: Minkoff's Animated Battlers - Enhanced - DerVVulfman - 08-20-2014

Your charact--- Your battler does appear to be properly lined up for a standard 11x4 pose template.

Charlie Fleed's CTB uses a highly modified configuration page for his demo that uses more than the typical battler. Some of his battlers are ccoa spritestrip battlers, some are minkoff, and some have non-standard layouts. It is possible that your actor has the ID of a non-standard battler, so the original may look like it uses an 11x4 spritesheet, but doesn't.

Have you thought about using one of my pre-generated configuration pages???? It has NO special animations, all attacks run up to the target to hit while skill and item use makes them take a step forward, and assumes ALL battlers are 11x4 battlers.

Fairly recommended for people beginning to make their battlers and let them alter/adapt it as they go along.

BUT... take a look at how detailed Charlie's is to see what he's done.


RE: Minkoff's Animated Battlers - Enhanced - bswi13 - 08-20-2014

I replaced the version i had with one of your pre-generated configuration pages from the first page, and unfortunately I got the same result, except this time with an error with the battle system page of animated battlers, where a NameError occurred on line 165, an uninitialized constant for scene_battle::JUMPING_ENEMY

as for my actor having the ID of a non-standard battler, i'm unsure if any "original" used 11 x 4 spritesheet, the original battler graphic was a single image, but otherwise the battler was left with most of the default standard settings for the default actor. Perhaps I am missing a step where I set the ID of an actor to a battler that uses an 11 x 4 spritesheet.

Thanks,
bswi


RE: Minkoff's Animated Battlers - Enhanced - DerVVulfman - 08-21-2014

First, let me say your battler works fine. He seems to be arranged properly as you can tell within these two shots. The first was an image of various poses when he's been put into one copy of Animated Battlers, while the second is where he's substituting the battler for Actor #12 (Alexa).


.png   SpritePicA.png (Size: 195.7 KB / Downloads: 7)
.png   SpritePicB.png (Size: 105.57 KB / Downloads: 6)

The problem within the AnimBat configuration page in Charlie's CTB, is that he configured various actor battlers to have non-standard poses and frames. Actor #9's battler (Sapphire) was set to have 12 poses and 6 frames of animation. And Actor #17 (The Kal-El summons) has only 1 pose, and 7 frames of animation. This was done by the manipulation of the MNK_POSES_ACTOR and MNK_FRAMES_ACTOR values around lines 55 on down.

That was it's purpose anyway... to let the game designer add larger than expected battlers. To set them back to normal, just do this:
Code:
MNK_POSES_ACTOR         = nil
  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil

That would remove 'all' extraneous poses and frames other than the normal minkoff 11x4 standard. But you may wish to look at the MNK_APOSE set further down (around lines 106 and below). These let you change the layout of your 'actor' battlers. Just see what the EPOSE set further below look like if you want that reset as well.

Confused And I guess the pre-generated configs may be a little dated if there isn't a JUMPING_ENEMY value within.


RE: Minkoff's Animated Battlers - Enhanced - bswi13 - 08-21-2014

Ah, I got it now. much easier than what i was thinking. thank you for the support!


RE: Minkoff's Animated Battlers - Enhanced - pinkink - 08-29-2014

Hi there, sorry for the bump.
Does anybody still have the spritesheets that are linked to RRRevolution?
I'm talking about this:

Quote:Spritesheet Links in RRRevolution

Minkoff enemy battlers by Chrono
Side view battlers by darkhalo
Ragnarok Battlers Pack by jens009
My first Minkoff Battler by Zanryus /Posted by E_Rohm
Cybersam to Minkoff by Erichermit / Edit/Converted by Mark_92
How about a Fire Book! by darkhalo
It appears most of the resources that once were available online are now down and I'm trying to gather as many of them as possible, with an emphasis on templates to create more custom battlers.
Anyways, any and all battlers are most welcome.


RE: Minkoff's Animated Battlers - Enhanced - DerVVulfman - 08-30-2014

Ugh... I am gonna have to remove those from the 1st page. RRR has been dropped by its owners, and dropped without any warning. I know members here that found they had no opportunity to back up their work.