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AnimBat! - Animated Battlers - Comprehensive - Printable Version

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RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-15-2019

BUMP
To Version 1.1


An unexpected bug was discovered by redtri17 of RPGMakerWeb.com. He noticed that he could not make a weapon use a pose not part of the basic template system. A simple one-line fix, all demos uploaded here have been upgraded. And thanks to redtri17 who is now in the system's credits.


RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-15-2019

POST UPDATE

The main post now includes a link to Charlie Fleed's Final Fantasy X-Like Battle System, now employing AnimBat! It was upgraded to version 3.3, but only as a result to minor changes and additions made within AnimBat! Otherwise, it is the same system and the same instructions that Charlie Fleed supplied still apply.

A link to Charlie Fleed's actual CTB topic is included within the first post.


RE: AnimBat! - Animated Battlers - Comprehensive - coffinbag - 09-16-2019

I have tried to use a large party script, wanting to have 6 actors in battle, but when i try to use fomar0153's script I get an error of

"Script ' 4 - battle engine classes' line 121: NoMethodError occurred. undefined method "Moving" for #<array:0x8c7c990>" -when the second part is placed above AnimBat Scripts, happens when the battle starts.

and

"Script ' 4 - Battle Engine Classes' line 265: ArgumentError occurred. wrong number of arguments(0 for 1)." -when the second part is placed below AnimBat Scripts, happens when action is selected and target is confirmed.


The only other custom script i am using is the Universal Message System.


RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-16-2019

Fomar0153's Large Party is a system that I recommend. Happy I've been familiar with it since Fomar0153 developed it in 2006 over at RMXP.Org, now known as HBGames.Org. It's initial page can be found .... (>HERE.<)

If this is where you acquired it, you may not have noticed that further down the initial post, Fomar0153 posted an edit that I gave him that was more compatible with various scripts such as Paradog, RTAB, the RMXP SDK and... Animated Battlers. Winking This revision was dated in April 2007.

You 'CAN' get it there, but I only discovered that it will suffer a stack error if you hit the F12 key to reset your game. This is what many call the F12 bug. So below, I will post the two pages you need to past into your demo... altered in a simple manner to avoid the stack error.

Pg1-General
Pg2 Battlestatus

HOWEVER, I have had issues with it from time to time in regards of the draw_actor_hp and draw_actor_sp methods in his BattleStatus code (with or without my F12 fix). Personally, I'd find a Large Party compatible Battlestatus script. But that's me.


RE: AnimBat! - Animated Battlers - Comprehensive - coffinbag - 09-16-2019

Thank you so much, I looked over that entire thread multiple times, do not know how i missed that. Works flawlessly now, all six actors are there and perform their animations.


RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-16-2019

Yep. Just that the one I posted here should give you no problems if you hit F12.

Off-Topic: Look at how I wrapped the aliases in those IF...END blocks . That technique was given to me by SephirothSpawn, and makes it so those methods only get aliased once. Stops stacking errors.


RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-17-2019

redtri17 is now showing off. Laughing + Tongue sticking out He reported another error, related to the first. I saw this at midnight, and figured it out 15 minutes later. How's that for analysis and system design?

We have to revisit the same method, the animbat_function_update_phase4_step3_pose_attack method. Just for cleanliness sake, just use THIS in its place. Yeah, it's the same line... but why take chances?

Code:
#--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #   * Select Attack Pose
  #     battler : battler
  #--------------------------------------------------------------------------
  def animbat_function_update_phase4_step3_pose_attack(battler)
    base_pose   = hash_obtain2(battler, 7, AnimBat::POSE_07)
    temp_hash   = hash_obtain2(battler, nil, AnimBat::ATTACK_WEAPONS)
    unless temp_hash.nil?
      temp_pose = hash_obtain2(battler.weapon_id, nil, temp_hash)
    end
    base_pose = temp_pose unless temp_pose.nil?
    return base_pose
  end

But we're not done yet.

Look at the Hash Obtain2 method and how it looks. A clean method, it accepts a 'battler' as its initial value, recognizing it as an actor or enemy, and obtains the actor/enemy ID from it. But look further and see that it also accepts the ID of weapons or skills.

OOPS! I LEFT THAT PORTION OUT!

The fault does not lie within the hash_obtain2 method, but the base hash_obtain method which it uses. I needed to let it recognize if the value being sent into the method is an actual battler, or just some value to search... so replace the actual hash_obtain method with this! Erm, leaving hash_obtain2 untouched. That one's fine.

Code:
#--------------------------------------------------------------------------
  # * Hash Value Obtain
  #     battler : battler being tested against (or ID if it is not a battler)
  #     default : default value
  #     testval : hash array
  #     minval  : (optional) minimum value
  #     maxval  : (optional) maximum value
  #--------------------------------------------------------------------------
  def hash_obtain(battler, default, testval, minval=nil, maxval=nil)
    if battler.is_a?(Game_Battler)
      id        = (battler.is_a?(Game_Enemy)) ? -battler.id : battler.id
    else
      id        = battler
    end
    returnval = default
    return returnval          if testval.nil?
    returnval = testval[0]    if testval.has_key?(0)
    returnval = testval[id]   if testval.has_key?(id)
    unless default.nil?
      returnval = minval      if minval != nil && returnval < minval
      returnval = maxval      if maxval != nil && returnval > maxval
    end
    return returnval
  end

And now, it's version 1.2!!! Dated 9/17/2019 (mm/dd/yyyy).

It'll take some time to generate all the demos. I have obligations to perform tomo--- this morning.


RE: AnimBat! - Animated Battlers - Comprehensive - coffinbag - 09-19-2019

quick question, how do stop the system from zooming in when a battle is started. I'm using the Holders Template demo of Animbat and have created my own sideview battlebacks based off of the tilesets I'm using and when I test the battle they are super zoomed in and i loose like 90% of the detail i put into the images. I created them be making the battle background a map, then took a screenshot of the image and saved it in the correct resolution.


RE: AnimBat! - Animated Battlers - Comprehensive - DerVVulfman - 09-19-2019

The demo showcasing Holder's graphics also contains the RTAB (or Real Time Active Battle) system by cogwheel, a Japanese scripter.  That battlesystem features a camera zoom system.  The intent there was to showcase that it can work with various battlesystems, though you can rip RTAB right out of it.  

Hehehe.... since the battlers aren't zooming in/out, you must be referring to the zoom of the battleback to fit.  The default battlesystem uses a 640x320 sized battleback.  RTAB uses a 640x480 battleback.

Now for the official...
BUMP
to Version 1.2

All the demos have been updated to the latest version, fixing an error which prevented accurate poses from being played out when a weapon is actively used upon a target.  This did require a bit more work than the previous update as it required an alteration to the base system that extracts data from hash arrays within the Battlesystem itself.



RE: AnimBat! - Animated Battlers - Comprehensive - Eshkova - 03-05-2020

@DerVVulfman

i encountered a weird bug where only a limited amount of the custom battle sprites appear in a fight (red circles  should contain sprites of Actors as they are within the battle) i am using the two different actor spritesheets only, is there a limit that a spritesheet of an actor can not be used as a enemy spritesheet at the same time, or is this a deeper bug?


.png   invisible actors verna.png (Size: 250.44 KB / Downloads: 3)

.png   invisible actors verna 1.png (Size: 254.79 KB / Downloads: 2)

.png   invisible actors verna 2.png (Size: 242.05 KB / Downloads: 2)