Zak Brangus 0 Posted February 25, 2012 So far I'm lovin this script, I've been messin with it for a while now and its great! Thank you so much for sharing its really cool! I have 3 questions: 1.) Is there an animated battleback that would work with this script? Like, would an animated battleback script for the default battle system be compatible? 2.) Is there a way to change the battle animation that plays when an enemy attacks the hero? When an enemy attacks, it plays animation 1. For example, when an enemy using a sword attacks you it shows a sword slash, or an enemy with claws shows a scratching slash. 3.) Is it possible to have the damage pop up once the battle animation queues the target to flash? For example, say I have a fire magic that on the 7th frame of the animation the fireball hits the target, thats when I would want the damage to pop up. Share this post Link to post Share on other sites
Victor Sant 273 Posted February 25, 2012 (edited) 1.) Is there an animated battleback that would work with this script? Like, would an animated battleback script for the default battle system be compatible?I don't know, if you find an animated battleback script you can try for yourself. 2.) Is there a way to change the battle animation that plays when an enemy attacks the hero? When an enemy attacks, it plays animation 1. For example, when an enemy using a sword attacks you it shows a sword slash, or an enemy with claws shows a scratching slash. 3.) Is it possible to have the damage pop up once the battle animation queues the target to flash? For example, say I have a fire magic that on the 7th frame of the animation the fireball hits the target, thats when I would want the damage to pop up. Did you at last downloaded the demo and opened the script editor before asking these? Edited February 25, 2012 by Victor Sant Share this post Link to post Share on other sites
Zak Brangus 0 Posted February 25, 2012 Did you at last downloaded the demo and opened the script editor before asking these? I did, but I don't know what I'm looking at. I don't know coding. Do I put a note that I put in the Notes section of the enemy? Share this post Link to post Share on other sites
Victor Sant 273 Posted February 26, 2012 Did you at last downloaded the demo and opened the script editor before asking these? I did, but I don't know what I'm looking at. I don't know coding. Do I put a note that I put in the Notes section of the enemy? As i stated many times on the page of the script: i will not provide support for use while it's on beta. I released it for those who want to test or a preview of the system. I'm making a full guide for the full version. Until then, i suggest not even worring about settings. Share this post Link to post Share on other sites
Zak Brangus 0 Posted February 26, 2012 Shoot I'm sorry, I had completely forgot that you stated that on there, my bad. Share this post Link to post Share on other sites
Victor Sant 273 Posted March 9, 2012 The Victor Engine - Animated Battle is complete! Now let's the bug hunt start. ;D 3 Share this post Link to post Share on other sites
Evgenij 44 Posted March 10, 2012 (edited) I tried it but i dont see the chars.. I read your Manual but it doesnt help me. I have understand the most things from your Guide. What should i do that the Chars are shown in Battle i have take Kaduki put them in the Charset directory made the Sprite Settings for the File and give the Charset to my Hero. But when i start the Battle i dont seen any Chars only the Frontview Monsters. And an other thing i have to mention, you have written that you have added patches for some scripts but when i click the link the page is empty: http://victorscripts...vx-ace/patches/ thx and sorry for my bad english by the way nice script and nice work! Edited March 10, 2012 by Eugen Share this post Link to post Share on other sites
Victor Sant 273 Posted March 10, 2012 Did you setup the right battler filename for them? As suggested you should make a batter with the same filename of the charset and assign that battler to the actor/enemy (it's not a must, but using different names might be confusing). Then you must setup on the settings based on the battler filename. The setting will be based on the battler filename. Notice that this setting is case sensitive. If you still can' t make them work, post a screen of your settings, the setup on the database, and from the folder with the battlers. This page is supposed to be empty, you can check the script index, or simply the menu for the available patches. 1 Share this post Link to post Share on other sites
Evgenij 44 Posted March 10, 2012 (edited) How can i assign the battler to the actor? Are there any Notetags? The line in the Script looks like this: '$Actor1' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :charset, action: :kaduki}, And the Charsets are in the Charset-Folder and are named $Actor1.png, $Actor1_1.png, $Actor1_2.png.... Then I put the $Actor1.png to my Hero in the Database. Have I Forgot something? *edit* Now i downloaded Holders Battler and named it aibat[anim].png I have give this File to the First Monster in the DB. I have saved and started the Fight, but the File isnt animated It shows the whole File only. I have only your Basic Module and below it the Animated Battlers, no other Scripts. Edited March 10, 2012 by Eugen Share this post Link to post Share on other sites
Victor Sant 273 Posted March 10, 2012 And the Charsets are in the Charset-Folder and are named $Actor1.png, $Actor1_1.png, $Actor1_2.png....Then I put the $Actor1.png to my Hero in the Database. You forget the battler, you must have a charset AND battler with this name.And to assign battlers to actors you really should read the manual before asking. Eugen, please read the manual, all your questions are covered there -.- Share this post Link to post Share on other sites
Evgenij 44 Posted March 10, 2012 (edited) Ive read your manual several times, but it doesnt work anything. Im not stupid i have experience with scripts since rmxp. *edit* Ok im stupid sry haha have got it now Edited March 10, 2012 by Eugen Share this post Link to post Share on other sites
AlexArmstrong 1 Posted March 12, 2012 *using standart (non animated) enemy battler* When Man-Eater Plant with <unmovable> tag attacks, it's quickly turns from right to left. These convulsions do not look correctly. Character can reach other side of screen if he is using only "Use Item" command: # Pose for item use <action: item, reset> action: self, step foward; wait: 10; pose: self, row direction, frame 1; icon: action, z +10, x -8; wait: 4; pose: self, row direction, frame 2; icon: action, z +10, x -4, y -4; wait: 4; pose: self, row direction, frame 3; icon: action, z +10, y -8; wait: 4; pose: self, row direction, frame 2; icon: action, z +10, y -8, x +4; wait: 12; icon: delete; pose: self, row direction, frame 1; throw: targets, action, arc 10, init y -8; wait: throw; anim: targets, effect; wait: 4; effect: 100%; wait: 20; </action> It seems you forgot "step backward". Both for Kaduki & charset. From User Manual: If using charsets (both default and kaduki template) you will need also the following images on the Graphics/Pictures folder: You forgot about "Arrow" graphic : ) Share this post Link to post Share on other sites
Victor Sant 273 Posted March 12, 2012 @AlexArmostrong Thanks for the tips, i will fix them Share this post Link to post Share on other sites
AlexArmstrong 1 Posted March 13, 2012 Well, maybe I was wrong, it needs not only backward... Now, when characters use item on ally http://imageshack.us/photo/my-images/513/elexirbug.png/ Must face left, before stepping back. And something wrong with Physical skills? I made custom animation, it's works OK if "skill type" in database (near "Animation") set as "Magic", but when it set "Physical" some strange behavior appear... >Like character with an action "move: self, move to, x +64;" moves first in front of enemy, then moves 64 backward. >Or like actions not displayed at all (I tested with sample skill 'Throw Weapon'). I thought that I was wrong in notetags, and find this: in your User Manual, end of Aura Blade sample: just add the following tags to the skill note box: and nothing after that! >__< P.S. There is skill what I made, just in case: # Pose for Condemning Fist. Magic Version. <action: fist move, reset> wait: animation; move: self, move to, x +64; direction: targets; pose: self, row direction, all frames, return, wait 4; wait: movement; action: condemn; wait: action; </action> <action: condemn, reset> pose: self, row 1, all frames, sufix _3, wait 3; icon: weapon 1, angle -45, x +16, y -16; icon: weapon 1, angle -30, x +10, y -16; icon: weapon 1, angle -15, x -2; shake: targets, speed 5, power 5, duration 160; icon: weapon 1, angle 0, x -6, y +8; wait: 20; icon: delete; action: self, retreat; wait: action; direction: left; wait: 100; anim: targets, effect; effect: 100%; </action> Brawler goes to enemy, punches it with claws, returns to main position... And enemy suddenly dies! ^___^ Share this post Link to post Share on other sites
Victor Sant 273 Posted March 13, 2012 (edited) Well, maybe I was wrong, it needs not only backward... Now, when characters use item on allyhttp://imageshack.us.../elexirbug.png/ Must face left, before stepping back. The bug was with the step foward and backward. I fixed that. And something wrong with Physical skills? I made custom animation, it's works OK if "skill type" in database (near "Animation") set as "Magic", but when it set "Physical" some strange behavior appear... >Like character with an action "move: self, move to, x +64;" moves first in front of enemy, then moves 64 backward.By default, *all* physical actions have a movement to target. So you must change the movement to target.The action sequence is: - movement to target (skiped for magics) - action - return movement (skiped for magics) What you doing is adding a movement on the action. With magic it's okay since it's skiped, but with physical skills it's a problem. So you should do like in the aura blade skill: replace the advanced movement with the custom one (by making a new action and adding the tag <advance pose: new move name> to the skill, don't make the movement call the actual action), and make the skill pose (without any movement to target, just add the tag <action pose: new action name>) With you example, you should do the following: <action: fist move, reset> wait: animation; move: self, move to, x +64; direction: targets; pose: self, row direction, all frames, return, wait 4; wait: movement; # removed the action call from the movement </action> <action: condemn, reset> pose: self, row 1, all frames, sufix _3, wait 3; icon: weapon 1, angle -45, x +16, y -16; icon: weapon 1, angle -30, x +10, y -16; icon: weapon 1, angle -15, x -2; shake: targets, speed 5, power 5, duration 160; icon: weapon 1, angle 0, x -6, y +8; wait: 20; icon: delete; action: self, retreat; wait: action; direction: left; wait: 100; anim: targets, effect; effect: 100%; </action> and add to the skill the tags <advance pose: first move> <action pose: condemn> I thought that I was wrong in notetags, and find this: in your User Manual, end of Aura Blade sample:As stated, the Aura blade was done for the Kaduki template, so it only works for the kaduki template, unless you make you own settings for other templates.You should check for wich template the actions is being made, only the actions for the VE_DEFAULT_ACTION are valid for all battlers Edited March 13, 2012 by Victor Sant Share this post Link to post Share on other sites
brushfe 1 Posted March 13, 2012 (edited) This script is amazing and incredibly robust. Are there any future plans for a 'transform' ability, where an actor can change classes (to a wolf, bat, etc.) and change its battle graphic to match this change? Edited March 13, 2012 by brushfe Share this post Link to post Share on other sites
Victor Sant 273 Posted March 14, 2012 As i always say: this script handles the battlers sprites animations and things related to the sprite animation control. Mechanics such these won't be added to the animated battle, but many things might be as stand alone scripts compatible with the battle. And i already did something like that for XP, so... 1 Share this post Link to post Share on other sites
gettogaara 4 Posted March 16, 2012 Alright, this is probably a stupid question but would this work on the english trial version? I just can't get into making a game without a SBS lol. Share this post Link to post Share on other sites
Victor Sant 273 Posted March 16, 2012 Alright, this is probably a stupid question but would this work on the english trial version?Yes it is a stupid question, since you could simply test itand see the results by yourself. Share this post Link to post Share on other sites
gettogaara 4 Posted March 16, 2012 -.- So I'm guessing you haven't tried it out yet? Share this post Link to post Share on other sites
Victor Sant 273 Posted March 16, 2012 -.- So I'm guessing you haven't tried it out yet? I purchased the jp version, i won't dowload a 200MB trial just for that -.-' Share this post Link to post Share on other sites
gettogaara 4 Posted March 16, 2012 Oh, that makes sense then. Anyways I tried it out and I can't seem to get it working. I might have just done something wrong but I followed your manual, installed the basic module right above this script and nothing changes in battle so I think it might work only for the Japanese version. Share this post Link to post Share on other sites
Michael Deaton 7 Posted March 18, 2012 It works for both. I use both and it works fine on both. So you're doing something wrong. Share this post Link to post Share on other sites
gettogaara 4 Posted March 18, 2012 It works for both. I use both and it works fine on both. So you're doing something wrong. You're right. I just tried it again and this time it worked. Oddly enough, I didn't do anything different from the last time. Now all I've got to do is set up my charsets to be used as battlers. Thanks you both. Share this post Link to post Share on other sites
geluf 38 Posted March 18, 2012 Now all I've got to do is set up my charsets to be used as battlers. Thanks you both. This is something I cannot, for the life of me, figure out how to do. It seems like it should be very simple and I'm usually good enough to just blindly try things until something works, but this for some reason is just not happening for me. Care to share how you're doing this? Share this post Link to post Share on other sites