Animated Battlers - VX - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker VX/VXAce (RGSS2/3) Engines (https://www.save-point.org/forum-117.html) +---- Thread: Animated Battlers - VX (/thread-2508.html) |
Animated Battlers - VX - DerVVulfman - 03-05-2010 BUMP to Version 3.4 Okay, when I added the 'JUMP' feature, I left out the enemies. Now you can identify enemies that jump by their ID and flag how high they jump. Here come those killer bunnies!!! RE: Animated Battlers - VX - DerVVulfman - 10-19-2011 Bump to version 3.5 Minor repair to the STATES section where winning and defeat poses were concerned. RE: Animated Battlers - VX - Samven - 10-19-2011 Thank you very much for the updates, DerVVulfman. I'll be sure to upgrade to 3.5! RE: Animated Battlers - VX - DerVVulfman - 01-04-2012 Bump to version 3.5 ... alpha? Meh. I uploaded dozens of files that noted Animated Battlers VX version 3.5, so I'm not gonna change them all for a technicality.. The new Animated Battlers VX now supports Ccoa's Sprite Sheets. RE: Animated Battlers - VX - DerVVulfman - 01-08-2012 BUMP to version 3.7 (Okay... The version numbers are now set properly.) A fix has been added to the system in regards of Ccoa Sprite Strips. If a sprite strip file is not in your battlers folder, the system will use the initial battler as a substitute. As an example, if you have a 'Fred' battler, it attempts to use a defend pose (aka Fred_defend). But if the folder does not contain a Fred_defend.png file, the system will use the default Fred.png battler as a substitute. RE: Animated Battlers - VX - Noel Kreiss - 03-09-2013 *I realise that it's a necropost, but I don't want to create another thread for posibly quite a simple thing.* It's been like a month that I've been using this script, but there are some thing that trouble me...I want to row the characters in battle like in early Final Fantasy titles (example), but I fail. Also, if the actor battlers could be moved up like 32 pixels, as with full party consisting of four party members the fourth members is largely hidden. For now, I'm using a script to add additional 32 pixels in height for the fourth battler to display correctly (how it currently looks (with slight differences as the image is slightly outdated regarding the graphics)). RE: Animated Battlers - VX - DerVVulfman - 03-10-2013 I guess it will please you to learn that in the demo for AnimBat VX, there is also a formations script which allows you to set up the positions of your actor battlers... Code: #============================================================================== RE: Animated Battlers - VX - Noel Kreiss - 03-11-2013 Believe that I tried different values in the positions and not a thing changed. RE: Animated Battlers - VX - DerVVulfman - 03-12-2013 That does not make sense. These two create two different formations.: Code: ABATVX_FORMATION = { 0 => [ [350, 200], [395, 235], [440, 270], [485, 305] ], The first ( 0 => [.... ) creates a formation with the lead actor (battler 1) to be up top and closest to the enemies with the rest of the party moving diagonally further away. The second ( 1 => [.... ) creates a formation with the lead actor (battler 1) to be up top and furthest to the enemies with the rest of the party moving diagonally closer to the enemies. And the system defaults that the 1st formation is the default. BUT, you can change formations from formation '0' to formation '1' with this: Code: $game_system.abatvx_form_id = 1 RE: Animated Battlers - VX - SoulPour777 - 08-17-2014 The demo link is dead, my friend. |