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VE - Animated Battle

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@Gettogaara

 

Actually you can do that, it's explained how to do in the beggining of the Animated Battle script.

You only need to add the <attack pose: X> and <advance pose: Y> on the weapon notetag where the X is the animation and Y is the movement. in this case they will be:

 

<attack pose: throw weapon>

<advance pose: step foward>

 

 

ThrowWeaponExample9.png

 

 

 

I hope it helps you ^^

Edited by Alrian
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Well, since we're discussing the uses of victor's script, I do have a question that I've been dying to ask on his forum, but haven't for fear of him chastising me for not reading the user manual (I have, I just have trouble understand the broken english, and what I'm looking for isn't really discussed)

 

Basically, I want to remove the "return to original position" from all attacks and special abilities. I plan on using Yanfly's Targeting Parameters and Area of Effect scripts in my battle system, but it's pretty pointless to do that when enemies and actors essentially have a static position on the field.

 

Unfortunately, I'm at work right now, so I can't pull up the program, but I've tried messing around with it to no avail. Do I need to removes the action that governs return to original position from all action pose sets? (default, sprite, and kaduki?)

 

For reference, I'm trying to make a system similar to Lunar's battle system (feel free to look up videos of combat), with some of my own tweaks to it. I've gotten everything for it done so far other than the part where when you move on the field you stay where you went.

 

I hope I've been clear enough, please feel free to ask me to elaborate more, I'd be glad to do so.

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*Solved!

 

For anyone who has this problem...

 

Error2.png

 

 

Dont run two different battle engines that conflict...

Edited by ScammerSlayer
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@Alrian

Sorry it took me so long to get back to you but thanks a lot for the help with that. It's working just how I wanted it to now :lol:

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@ScammerSlayer

 

Do you mind of taking a picture of your party battle_formation configuration in the script Actor Battlers? Also I would like to see your battlers configurations in the VE_SPRITE_SETTINGS in the Animated Battlers script. Maybe I can help you with these informations.

 

@gettogaara

 

Hahaha I'm glad I was able to help you man ^^

Edited by Alrian

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OMG I am a freaking idiot, sorry about that...so I guess I had "Two Side View" battle scripts running...haha! I apologize. Thanks anyway Alrian for acknowledging me.

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@ScammerSlayer

 

Hahahaah what a mess xD

I'm glad you solved the issue :P

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I seriously feel like an idiot for not being able to get this particular thing to work, but here goes...

 

I've managed to animate my actors without any issue - but I can't seem to get it working properly for my enemies!

 

To cite an example: I have an enemy named "Seth". He uses the Bennett kaduki spritesheets for his poses.

I've set him up exactly as I have my actors:

 

'Seth' => {frames: 3, rows: 4, mirror: false, mode: :sprite,

action: :kaduki},

 

In the monster database, I have an enemy named "Seth", and in his notebox I've applied: <battler name: Seth>

 

The spritesheets are named "Seth[anim]" through "Seth[anim_3]" respectively as with all of my actors, and I've set the monster icon to a single icon in a separate file named "Seth".

 

When battle testing, I simply get an un-animated sprite. I've re-read the manual several dozen times, and I can't seem to figure out what I'm doing wrong :(

 

Would someone mind imparting some wisdom?

 

Edit: Neeeeeeevermind, I figured it out :o

Edited by Pillanious

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Hi, I have a problem with the script, when an enemy launch a spell he don’t wait the end of the return movement of my hero, the spell is casting in front of the enemy during the movement of the hero :

http://www.noelshack.com/2012-15-1334007190-screen1.png

It’s like the command †wait: movement;†or " wait: time " don’t do his job :s

He have something to do to fix that plz ?

( sorry for my bad english ^^ )

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Do you have to make a whole new pose setting when using a pose format not matching Holder's pose order? Since when using Mink Off sprites the poses played are incorrect, issue here is i'm not sure where i would make a whole new pose set for a Sprite sheet to go by, as the only ones available are Kaduki, Sprite and Charset, which seem to already have their pose order's defined to work correctly. Closest i've gotten is adjusting my entire Sprite sheet to be in the same Pose format as Holder's sprite sheet.

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Hello, i have a big Problem...

I have the scripts:

Victor Engine - Animated Battle

& Victor Engine - Actor Battlers

 

I cant call common events anymore...

Example : I used a skill with a common event du trigger another skill, but this next skill will not trigger...

so looks like my common events will not call anymore in Battle!

So a skill which hits the enemy one time and have a common event to trigger the next skill which hits the enemy four times more or heals a party member 2 times will not work! It only hits 1 time - so only the first skill activated and the second not trigger.

 

Waiting for help...

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Hi, I have a problem with the script, when an enemy launch a spell he don’t wait the end of the return movement of my hero, the spell is casting in front of the enemy during the movement of the hero :

http://www.noelshack...190-screen1.png

It’s like the command †wait: movement;†or " wait: time " don’t do his job :s

He have something to do to fix that plz ?

( sorry for my bad english ^^ )

 

I've noticed the same thing. I'm not sure which poses enemies use, per-se - but I think it may have something to do with how their animation settings are defined. I haven't been able to get animated battlers to function for enemies, so I can't test it yet...but I'm fairly certain that the problem lies somewhere in how poses are defined for enemies.

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After inflicting a state upon myself that gives my basic attacks a chance to cause the death status on the enemy, once the enemy's are dead i recieve the following error.

"Script 'Victor Animated Battle' line 1914: NoMethodError occured undefined method 'update_basic' for nil:NilClass.

 

Anyone familiar with this?

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I have my global settings to invert: true because my monster sprites are setup to work that way.

 

However Holders battlers are setup the opposite way, so I need to invert: false on them.

 

'C_Strife'  => {frames: 4, rows: 14, mirror: false, invert: false, mode: :sprite,
				action: nil},
'C_Karin'  => {frames: 4, rows: 14, mirror: false, invert: false, mode: :sprite,
				action: nil},

 

However it seems changing either the mirror or invert options here has no effect. I can change the frames and rows as a test to make sure the battlers are actually being modified, and they are, but the invert and mirror options have no effect at all. I tried every combination with each one false or true with no change.

Edited by Paradox

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Interestingly, I'm running into a minor issue with the "step forward" action. The action does nothing. Step Backward works just fine, but Step Forward seems to do nothing at all. Anyone else having this problem?

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This script is amazing though the only broken part to me is the <unmovable> tag. The enemies with it ignore waiting for the player to complete their return back to their spot. I've tried in a clean project with the same outcome.

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My problem is that the icons gets behind the player and enemy pictures. It kinda looks as its something not really right hehe =)

 

Anyone gets that problem aswell ?

post-9648-0-53917600-1336144698_thumb.png

Edited by Peter Rauch

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Being a lazy / tired person that I am, I'm just going to ask this here rather than dig around the manual.

 

Does this offer a.) ability to set up as a front view perspective and b.) Support battle animations as poses? What I have in mind requires too many frames of animation, and oblong / non constrained to square framing.

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I can happily say that I installed this and configured it without a problem. I don't understand why people say it is so hard, you spell it out in the guide. You even give pictures =P Well anyway, Incompatibility report; I am using your YEA patch along with Yanfly's input combo system. if you are unfamiliar with it, it opens a new window during battle and allows certain buttons to fire off skills in a combo.

Using that script with yours yeilds no error message or crash, however, the combo input screen will not show up.

 

Hi, I have a problem with the script, when an enemy launch a spell he don’t wait the end of the return movement of my hero, the spell is casting in front of the enemy during the movement of the hero :

http://www.noelshack...190-screen1.png

It’s like the command †wait: movement;†or " wait: time " don’t do his job :s

He have something to do to fix that plz ?

( sorry for my bad english ^^ )

 

I've noticed the same thing. I'm not sure which poses enemies use, per-se - but I think it may have something to do with how their animation settings are defined. I haven't been able to get animated battlers to function for enemies, so I can't test it yet...but I'm fairly certain that the problem lies somewhere in how poses are defined for enemies.

I noticed it as well, but I am liking it, actually. It adds a bit of speed and tension to the gameplay.

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You haven't tried to use the 3 types of battlers, have you ?

Because I've tested VE script with all 3 type of battlers and I can guarante you it has some bugs and even make the game freeze that have nothing to do with the manual!

Edited by Chaos17

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My problem is that the icons gets behind the player and enemy pictures. It kinda looks as its something not really right hehe =)

 

Anyone gets that problem aswell ?

 

Simply change the Z position from -1 to 100 and you won't have this problem :)

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You haven't tried to use the 3 types of battlers, have you ?

Because I've tested VE script with all 3 type of battlers and I can guarante you it has some bugs and even make the game freeze that have nothing to do with the manual!

I have used this script with all three types, and have found no bugs. The error you get is an error you set.

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