06-21-2014, 06:11 PM
(06-20-2014, 03:12 AM)DerVVulfman Wrote: Well, in AnimBat version 13.7, it would be line 320 in script '4- Misc Code':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?
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.
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