03-17-2016, 05:56 AM
Yah, about the help file. When I click the link for the "Help File Manual", it takes me to AdFly which then redirects to a random page that doesn't have anything to do with the Animated Batters script.
AnimBat! - Animated Battlers - Comprehensive
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03-17-2016, 05:56 AM
Yah, about the help file. When I click the link for the "Help File Manual", it takes me to AdFly which then redirects to a random page that doesn't have anything to do with the Animated Batters script.
03-17-2016, 06:25 AM
Yah, so I guess I wasn't communicating very clearly. I found what I was looking for in lines 222 through 242 of the Miscellaneous script page. You seamed under the impression that I was trying to use formations, when all I was trying to do was change the default positions for the actors. Sorry about that. Some of the most frustrating problems when working with someone else's code turn out to be simple fixes that are hard to find.
03-18-2016, 03:16 AM
Oh, never alter the actual code unless you know very well what you are doing. And you could use formations to just re-extablish your prime formation for the actors just by setting formation #0.
As to the help file going to adfly... WHAT? Grrr... *fixes* Link fixed. Oh, the demo downloads have more convenient .CHM help files instead
04-24-2016, 06:24 AM
does/can this work for enemies as well? as in can I create enemy sprite sheets that attack, use special attacks, jump around, and that sort of thing like the actors?
BLOG: JayVinci.blogspot.com FORUM COMING SOON Currently working on: Ambitions: RPG Developer Bakin Heart of Vox: RPG Developer Bakin
04-24-2016, 03:25 PM
Yup. You should be able to code all that. Enemies have a specific "JUMPING_ENEMY" entry for enemies whose melee attack involves a jump, just as you have values for skills, items and weapons. For skills, you can just use the "MNK_POSES_SKILLS" to make a specified skill by ID use a particular pose, or break it down further with "MNK_POSES_SKILLS_A" so a specific actor 'alone' using a particular skill uses his own super-custom sprite pose in his own spritesheet. (now THAT is custom). And there is a matching "MNK_POSES_SKILLS_E" set for enemies, so you can make a zombie(enemyID #9) using mass delay(skillID #50) perform the 21st pose in his spritesheet alone. {9=>{50=>21}} Just mind the brackets, braces and etc.
But I do think the jumping needs a little work. It is a bit... goofy. The only thing that you normally cannot do with enemies that you can with actors is the use of ITEM attacks because enemies do not have an item-use option (no item bag). However, the use of a script called 'enemies use items' acts as a substitute (replaces a skill attack with the ID of an item).
07-25-2016, 08:20 AM
I don't know if this post is too old, but I'm getting an EOF error at line 28 ( @characters = Marshal.load(file) ) in Window_SaveFile and it's impossible to save. What do I do? ;-; I'm using the RTAB with Extras.
07-26-2016, 03:33 AM
Wow.
Your issue is with that version of the Battleback changer. While I worked on it at the same time as what I dubbed the 'instance' version, the global data version does appear to have issues with the data saved in-game. So I would advise to look for Mimi's Battleback changer and replace the $global version of the script with the @instance version. But to be honest, I would recommend replacing the $global instance versions of the Mimi Battle Music and Dalissa's Battlecry as well. Global variables tend to use more memory resources than instance and constant variables anyway. All three I mentioned are in one demo. Hehe... just search for Dalissa. There can't be many scripts or demos out there with that name. Oh, as long as the poster is 'active' for an unlocked thread... naw, it's not really too late. Heheh.. unless it was a request asked from a year ago.
11-22-2018, 09:05 AM
This is more than a conventional bump.
This is a rebranding!
"Minkoff's Animated Battlers - Enhanced" has gone through a system rewrite and has now been rebranded as AnimBat! Version 1.0 Reorganized and with many scripts within rewritten, it should come as no surprise that this system now uses "THREE" configuration scripts. Broken into three, the end user can now focus on what he/she wishes to tweak. The system has a more in-depth and accurate method to detect the battlesystems in use. This should cut down on possible errors. There were a number of bugs in the system that were not reported, be it a z-Depth issue involving attacker/victim overlapping or enemies not properly vanishing if they were meant to escape. Some patches were put into place that actively benefited other battlesystems, such as attack cancellations with Fomar0153's Action Cost system. For those who still use the RTAB system by cogwheel, there is no longer any need to employ a separate script to bypass his native camera pan/zoom feature. It is natively disabled by AnimBat! And likewise, there is no longer a separate RTAB patch as Minkoff's Animated Battlers previously required. Meanwhile, new features have been added. There's been many requests to allow battlers to step forward from their group to begin chanting spells. An enhancement to a feature where a hero or enemy must spend some time to get a skill ready for action, you have always had an option to make the character go through some form of active pose. Now, you can have the character step forward before he or she even begins to chant a spell. For some time, the battlers could move to the center of the screen to perform a special attack. This, a feature that the game developer would need to code. But Alistor of HBGames and Save-Point.Org requested that the attacker could stay verically lined up with their target when moving to the center of the battlefield. So yep, it's been added. Easy enouth to add was a battler death feature by hanetzer. In essence, he wanted it so one could assign the traditional 'collapse' death to certain battlers while others would still use the Minkoff/Cybersam styled dead-pose animations. And a long-awaited feature for those who use scripts that allow multiple weapon attacks. Battlers who use two or more weapons do not return to their formation until they have finished their attack. If a hero has two weapons, he doesn't run up to a ghost and slash with the first and return to his group, only to run back on the field for the second weapon swipe. This feature is compatible with Guillaume777's Multi Slot Equipment Script, Fomar0153's Two Weapons, and DerVVulfman's MultiSlots!
02-06-2019, 10:37 PM
Can't wait to get XP up and running again to test this out!
02-26-2019, 01:27 AM
Is there still a VX version of this?
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