AnimBat! - Animated Battlers - Comprehensive
#41
Thanks, Jaberwocky.

Yes, it is a common error that has been going on for YEARS. When Minkoff released the first version of this system, he made the demo and used RTAB to show it off. His system was only the visual sideview system. But because Minkoff used it with RTAB by Cogwheel, people thought that he wrote RTAB instead. It is possible that it was because Cogwheel is a Japanese scripter who never posted in an English Language forum.

When Minkoff granted me permission to take over, I suffered the same problem. People started to think I wrote RTAB. Granted, I worked to translate RTAB and its related scripts into English so I had a better understanding of the system than Minkoff. But I suffered the same fate. People thought I wrote RTAB too. As a side note, Minkoff laughed when he found I kept his name on the script after a year. Winking

As to WHO to credit for use with Minkoff's Animated Battlers - Enhanced, I have an extensive list. I'm sorry, but given the people who asked for details, performed bug reports and the like, it is a fairly large list of members. Besides myself, this is the list of people involved which I copied from the first page/post:


Credits and Thanks
Lots o' credits

Told you it was long. You don't have to list what they did, but they do get credit 'somewhere' in your project.

*SHRUGS*

If you use any battlesystem you use with Animated Battlers other than the default system.... you should give credit. So if you use this with Fomar0153's battlesystem, give him credit. If you use this with one of Trickster's system, give him credit.... and etc. I try to make it pretty compliant. Winking
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#42
I wrote RTAB.

And I'll write it again: "RTAB"

HA HA!
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#43
I have a problem with the Jumping Attack (I use Charlies CTB so maybe this is the reason), so this is my config:
JUMPING_WEAPONS = [4] # Weapon IDs for jumping rush attacks
JUMPING_SKILLS = {161 => 24} # Skill IDs for jumping rush skills
JUMPING_ITEMS = nil # Item IDs for jumping rush item usage

but the actor with weapon 4 doesn't jump, but instead all enemys do. And if I use the skill, he is also not jumping. So is it because I use the CTB or did I configure it wrong?
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#44
Sorry for not getting back to you, but perhaps it is possible you are missing a portion of the script or something. I attempted to duplicate your error, but my enemies do not react when my actors are set to perform a Jump, even if the enemy ID (like the 4) is the same as a weapon like the mythril sword (also 4).

Meanwhile....

BUMP
to Version 13.1

Added a new 'dodge' feature so characters can dodge a strike. Thanks for this goes to Jaberwocky for pointing out where it would go in the system.

For now, only the default-system demo has been upgraded to version 13.1. There's that, and the scripts available for downloading.
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#45
Hm ok, seems like it's a prob maybe with Charlies CTB, so I have to go without the Dragoon Feature^^ But ty for your reply
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#46
Confused I... um... tested it with that too.
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#47
hm weird... then I will try it again^^

EDIT: Updated it to 13.1, even the scripts which are "invisible" in the demo (you didn't gave them a name^^) and it still doesn't work, dunno what it is ...
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#48
Sorry if I couldn't read the whole
thread but I dont have much time
atm. I always had problems to add
a ranged attack sprite in minkoffs
battlesystem so the attacks were
always close range hits. What should
I do?

Eldur~
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#49
Demo or Charlie Fleed's CTB... I didn't get what you're getting. Mayhaps you have some other script that causes this reaction?



Try the STATIONARY WEAPONS system. Add the IDs of weapons like your bows in there. It prevents those weapons from moving forward.
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#50
BUMP
to Version 13.2

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!!!


----- Of course, a new feature means one more value in the config section -----
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