gettogaara 4 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? Unfortunately, even with the help of the user manual, I'm struggling as well lol. I installed the three necessary scripts (Basic Module, Animated Battle and Actor Battlers in that order) and I made a copy of the actor I'm trying to use in battlers under the same name and yet they still don't appear. Share this post Link to post Share on other sites
geluf 38 Posted March 19, 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? Unfortunately, even with the help of the user manual, I'm struggling as well lol. I installed the three necessary scripts (Basic Module, Animated Battle and Actor Battlers in that order) and I made a copy of the actor I'm trying to use in battlers under the same name and yet they still don't appear. Let me know if you figure it out. Share this post Link to post Share on other sites
whitedahlia 1 Posted March 19, 2012 (edited) I have a problem with kaduki. Everything works correctly but whenever I inflict damage the enemy dissapears accept for a tiny part of it. Edit: I put it in a clean program and it still seems to happen yet its not as noticeable since it is faster. perhaps bog down my game less I suppose. Edited March 19, 2012 by whitedahlia Share this post Link to post Share on other sites
gettogaara 4 Posted March 19, 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? Unfortunately, even with the help of the user manual, I'm struggling as well lol. I installed the three necessary scripts (Basic Module, Animated Battle and Actor Battlers in that order) and I made a copy of the actor I'm trying to use in battlers under the same name and yet they still don't appear. Let me know if you figure it out. It took me some time but I figured out what I was doing wrong. I'll break it down into steps because it can be pretty confusing. 1. Start with your main character. 2. Copy him/her into the battler folder without changing their name. 3. Open up the Animated Battle script and scroll down to line 310. 'Warrior_m' => {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 4. Replace warrior with the name of your character and depending on the style you might have to change some things but this is good for a normal charset. 5. Make sure to save, exit and come back so that the changes are completely accepted. It didn't work for me until I did that. 6. Repeat with the rest of your party. Hopefully that works for you like it did for me. Good luck. 1 Share this post Link to post Share on other sites
geluf 38 Posted March 19, 2012 (edited) 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? Unfortunately, even with the help of the user manual, I'm struggling as well lol. I installed the three necessary scripts (Basic Module, Animated Battle and Actor Battlers in that order) and I made a copy of the actor I'm trying to use in battlers under the same name and yet they still don't appear. Let me know if you figure it out. It took me some time but I figured out what I was doing wrong. I'll break it down into steps because it can be pretty confusing. 1. Start with your main character. 2. Copy him/her into the battler folder without changing their name. 3. Open up the Animated Battle script and scroll down to line 310. 'Warrior_m' =&--#62; {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 4. Replace warrior with the name of your character and depending on the style you might have to change some things but this is good for a normal charset. 5. Make sure to save, exit and come back so that the changes are completely accepted. It didn't work for me until I did that. 6. Repeat with the rest of your party. Hopefully that works for you like it did for me. Good luck. Edit: I finally figured it out! Thanks for the write-up. Everything fell into place. Edited March 19, 2012 by geluf Share this post Link to post Share on other sites
gettogaara 4 Posted March 19, 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? Unfortunately, even with the help of the user manual, I'm struggling as well lol. I installed the three necessary scripts (Basic Module, Animated Battle and Actor Battlers in that order) and I made a copy of the actor I'm trying to use in battlers under the same name and yet they still don't appear. Let me know if you figure it out. It took me some time but I figured out what I was doing wrong. I'll break it down into steps because it can be pretty confusing. 1. Start with your main character. 2. Copy him/her into the battler folder without changing their name. 3. Open up the Animated Battle script and scroll down to line 310. 'Warrior_m' =&--#62; {frames: 4, rows: 14, mirror: false, mode: :sprite, action: :default}, 4. Replace warrior with the name of your character and depending on the style you might have to change some things but this is good for a normal charset. 5. Make sure to save, exit and come back so that the changes are completely accepted. It didn't work for me until I did that. 6. Repeat with the rest of your party. Hopefully that works for you like it did for me. Good luck. Edit: I finally figured it out! Thanks for the write-up. Everything fell into place. Glad I could help. Scripts can be pretty confusing at times. Share this post Link to post Share on other sites
Lyson 29 Posted March 22, 2012 (edited) Editted: I was retarded. Problem solved. Edited March 22, 2012 by Lyson_Outridge Share this post Link to post Share on other sites
Felis 0 Posted March 25, 2012 I'm still struggling with the sprite setup. I've got my character and the three requisite scripts. Placed their battle sprites in the Graphics\Battler folder and added an entry in the VE_SPRITE_SETTINGS... Still invisible. It really doesn't help that the manual isn't as clear as it could be (no offence meant, Victor). Here's the entry I put in the script. '$Actor29' => {frames: 3, rows: 4, mirror: true, invert: false, mode: :sprite, action: :kaduki}, Surely that should be right? My battler is invisible still and I have no clue what I'm doing wrong here. Share this post Link to post Share on other sites
Alrian 11 Posted March 25, 2012 Did you put the "<battler name: $Actor29> in your character's notetag? This is the place where you're going to place it in the database for the scritpt to call it. I hope it helps you. Share this post Link to post Share on other sites
Felis 0 Posted March 25, 2012 ... How the bloody hell did I miss that? I now have the character showing... The entire spriteset at once, which is annoying, but I can figure out the rest from here with any luck. Thanks very much, Alrian - and gettogaara, too. Now away I go to set up the sprites properly, and read the manual for the battler engine to see how to change the positions of the characters. Share this post Link to post Share on other sites
Alrian 11 Posted March 25, 2012 I'm glad I was able to help you with it. This script is amazing but it sure needs a lot of attention to make it work properly ^-^ Share this post Link to post Share on other sites
Felis 0 Posted March 25, 2012 (edited) It does, at that. It's frustrating sometimes, especially for people like me who almost seem to have some kind of dyslexia specific to coding. But Victor *did* say elsewhere that his custom battle scripts won't be very newbie friendly - so I brought most of that on myself =p I just reset the battler in the script to use charset mode and it's fixed my other problem with the entire spritesheet showing up in battle - that'll do until I figure out how to set up the kaduki-style sprites correctly - so at least I have a character to test battles with. (Y'know, I think I can actually hear a little piece of some members souls die a little whenever somebody mentions Kaduki sprites) Edited March 25, 2012 by Harlequin_Felis Share this post Link to post Share on other sites
Alrian 11 Posted March 25, 2012 I guess I will help you with your Kaduki problem: -First Step You have to decide what is the name of the character graphic and put it on both folders: Characters and Battlers. In this case will be Maxwell. -Second Step When you have done that you will have to go to the Victor Engine - Animated Battle script on this session: In this case, as I said earlier, the name of the character in the graphic folder is $Maxwell, so in the script you MUST put the name exactly as it is on the graphic folder. As I'm gonna only use this as an example I won't change the configuration, leaving it just as used on animation template highlited above. -Third Step Now you've got to put on the character's notetag <battler name: X> where X is the name you put in the character on the first step. In this case will be: <battler name: $Maxwell> Don't forget to apply the modification and save the game! If you have done everything right here is the result: I hope this mini-tutorial can help everyone that's having this kind of problems ^^ 3 Share this post Link to post Share on other sites
Ashley 0 Posted March 25, 2012 (edited) Edit: Disregard this, I figured it out. Edited March 25, 2012 by Acolyte Share this post Link to post Share on other sites
Felis 0 Posted March 26, 2012 I cottoned on to what I was doing wrong and came back to share that revelation! Alrian beat me to it. This is what I get for sleeping =p I'm learning the system, even if it is a bit slow going. Might be able to try my hand at some custom anims in the next couple of weeks. Thanks for the tut, Alrian - should cutdown on people as slow as me who have the same issues =^-^= Share this post Link to post Share on other sites
CT Bolt 23 Posted March 26, 2012 (edited) I feel like such a n00b... I just can't figure out how to even get this to work. Here is my situation: The scripts I use are in the following order: â–¼ Materials Victor Engine - Basic Module v1.17 Victor Engine - Animated Battle v1.04 â–¼ Main Process Main I have the Scorpion working that I got from here: Holders Animated Battlers The actor doesn't show up at all though... the notetag for the actor is the following: <battler name: Warrior_m> I have the following images in both Characters & Battlers Scorpion[anim].png Warrior_m[anim].png PS. I've read the manual and I'm still having trouble figuring it all out. Edit (SOLVED): Yup I'm an idiot. I didn't have the "Victor Engine - Actors Battlers" script in place anywhere. The actor now shows up. Edited March 26, 2012 by CT_Bolt Share this post Link to post Share on other sites
sinchross 33 Posted March 27, 2012 (edited) [Already Solved: I didn't had add the suffix to the battler name file. ^^'] I'm having problems with the configuration of the animated battlers... I do everything how is said in the script manual... And somehow, what apears in the battle is the entire file of the character with all poses floating arround... i_i Edited March 27, 2012 by sinchross Share this post Link to post Share on other sites
CT Bolt 23 Posted March 29, 2012 (edited) [Already Solved: I didn't had add the suffix to the battler name file. ^^'] I'm having problems with the configuration of the animated battlers... I do everything how is said in the script manual... And somehow, what apears in the battle is the entire file of the character with all poses floating arround... i_i Just a tip, for best results have the enemy graphics set up like this: ...\Graphics\Battlers\Enemy_Name.png <--- Use a single frame from the animated one & assign this graphic to the enemy in the database. ...\Graphics\Battlers\Enemy_Name[anim].png I see your problem is already solved though so... you may already be doing this. Edited April 14, 2012 by CT Bolt 1 Share this post Link to post Share on other sites
Rafael Black 5 Posted March 30, 2012 (edited) I would really appreciate it if you make a demo for this... and the more if you make a demo compilation for all your scripts. Well, in VX, I do know how to use Tankentai with add-ons easily. But I think I won't download this without a demo or two. Looks promising, I'll be keeping my eye out on this. Kudos, Victor. EDIT: Just read through your user manual, down until the FAQ (seriously, it's the FAQ) I guess you're not making a demo. But if you do consider (or not), then it would be better. It's up to you. Edited March 30, 2012 by Rafael Black Share this post Link to post Share on other sites
gettogaara 4 Posted March 31, 2012 Hey Victor, I've been using your script for a while now and am really starting to get the hang of it. The only thing I can't seem to figure out is how to make a character throw something that'll come back to them. One of my characters uses a boomerang and looking through your manual, I couldn't find any note tags for throwing. Share this post Link to post Share on other sites
Alrian 11 Posted March 31, 2012 (edited) @Gettogaara I'm not Victor but I think I can help you a little ^^. You have to put on the skill's notetag the apropriated action for the skill you're planning to use. In this case is: <action pose: throw weapon> But you MUST use also this : <advance pose: step foward> If you don't, the character will move next to the target and tackle him instead of throwing the weapon. With the <advance pose: step foward> the character moves a bit and then throws the weapon. Using a Knife as a weapon: Using a Boomerang as a weapon: I hope it helps everyone that's having this kind of problem ^^ Edited March 31, 2012 by Alrian 2 Share this post Link to post Share on other sites
Holder 333 Posted March 31, 2012 Oh that's really useful to know that you can do that, is that an icon image or a picture which is being thrown - Can it be animated at all? Share this post Link to post Share on other sites
Alrian 11 Posted March 31, 2012 @Holder Those are icons xD The skill trajetory is set on the script and you can use them with all the battlers styles. Character Style Kaduki Style Sprite Style But surelly it's looks strange when you throw your weapon and the battler still holds it on the stance. So there must be a way to solve that, but I didn't figure it out yet xD Don't mind the battler graphic. I wasn't able to finish the battler sprite. I don't have your talent xD Share this post Link to post Share on other sites
Holder 333 Posted March 31, 2012 Thanks This'll really help now because I thought I'd have to do a separate animation sheet (For the animations tab) for things to be thrown. So knowing this I'll be able to size some weapons on that basis and make them disappear when attacking. Share this post Link to post Share on other sites
gettogaara 4 Posted March 31, 2012 @Alrian Thanks but I was hoping it wouldn't need a skill to be used. I tried putting the tags in the weapon's note box but that didn't work either. Share this post Link to post Share on other sites