Jet 60 Posted December 26, 2011 Animated Battlers by Jet Introduction So, with the release of Ace, they stuck with the old default CBS. Though, Holder was making animated battlers, which looked awesome. So I decided to make a script that allowed the use of those animated battlers, or others. By default, it is configuraed to work with spritesheets like Holder's found here. Features - Animated Battlers - Notebox driven - Default choices as well - Highly Customizable - Highly Compatible - Can be turned off with a switch - And More... Screenshots Script/Demo Text: http://pastebin.com/raw.php?i=4Gagm2mM Demo: http://dl.dropbox.co...Battlers%29.exe Again, the demo uses battlers from Holder, found here. Credit Jet Holder if used with their battlers 7 DarthVollis, UltimateBoskonovitch, Ahmad and 4 others reacted to this Share this post Link to post Share on other sites
Rosenblack 79 Posted December 26, 2011 Nice Jet, Added to OS-MSL Share this post Link to post Share on other sites
Fomar0153 121 Posted December 26, 2011 I think I prefer your version to my own Also just checked my battle system and your animated battlers are compatible. Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted December 26, 2011 (edited) So far, there are like 3 scripts for animated battlers and so forth, but they all lack some options. Like in this script, what if i don't want my battler to move to the target? What if i only want them to step forward either to the side or up, do an animation, then step back? What if i want each pose row of animations to be different frames, like standing is 3 frames, while attacking is 5? I have noticed this with a lot of these scripts, the options are limited... I'm not trying to be a jerk, just pointing this stuff out. Edited December 26, 2011 by Michael Ponder Jr Share this post Link to post Share on other sites
Jet 60 Posted December 26, 2011 UPDATE A host of new features has been added: Per-Row configuration of frames and speed States can specify specific rows to use Can CHOOSE whether or not to have the battler slide to their target Actor's animations can also now be flipped with a notetag @Ponder: I'm pretty sure most of your things were just added right now Share this post Link to post Share on other sites
Ahmad 6 Posted December 27, 2011 Rocking the scripts like usual bro! Love it, it's a good alternative to side view- Share this post Link to post Share on other sites
BulletPlus 7 Posted December 28, 2011 This is awesome. so may scripts so fast. no wonder u r a jet. Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 8, 2012 Is there any possible way to add more animation rows on top of the 14 we're given? And if so, can we set that animation row to trigger when using a specific skill or weapon? I looked through the script and couldn't figure out a way to do this. It looks like all we're given is a way to add an animation row for using custom state animations. Share this post Link to post Share on other sites
Azakel 0 Posted January 18, 2012 I think your script is awesome!!!!! I'll use it in my proyect Whatever, I'm wondering if theres a way to give a specific row to a specific skill, i think that will make this script even better. Thanks man Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 18, 2012 I just asked that in the post before yours. Anyway, I don't think Jet pays attention to this script anymore. Wait for Formar's then ask him to expand upon it. You're more likely to get some feedback from him. Share this post Link to post Share on other sites
Joseph Connor 0 Posted March 4, 2012 Does this script allow you to have different battlers for whether or not you have a weapon equipped? Share this post Link to post Share on other sites
Unknown Studios 0 Posted March 21, 2012 I try using the script and the actor doesn't move to the target. Ideas? Share this post Link to post Share on other sites
Luke H 7 Posted March 23, 2012 (edited) Script's not working for me. =\ I just pasted it into a new script under Materials and when I enter a battle, it doesn't work. It runs a regular battle. I also added a few battlers into the Battlers graphic folder. EDIT Sorry, I got the script working. -__-; Edited March 23, 2012 by Mao Share this post Link to post Share on other sites
Joseph Connor 0 Posted March 26, 2012 (edited) What If I don't want the actor to be animated. Edited March 26, 2012 by earthboundfanboy Share this post Link to post Share on other sites
Holder 321 Posted March 26, 2012 What If I don't want the actor to be animated. Don't use an animated battler script... 3 Heavenlysynner, Thomas Smith and BOSSBERRY reacted to this Share this post Link to post Share on other sites
Asixex 1 Posted March 27, 2012 (edited) Er... I seem to be having some trouble with this script. If I use this spritesheet, what would the settings need to be? EDIT: I know enough to put tags in the notebox, but I don't know the settings. EDIT2: Nevermind, I got the battler working. Now I just need the actors to work. EDIT3: Okay, so, I've got the enemies moving. Animated. But they disappear when they attack. They don't move or anything, they just disappear. And my actor.. well... SeewhatImean? Edited March 27, 2012 by Asixex Share this post Link to post Share on other sites
oriceles 3 Posted April 3, 2012 Er... I seem to be having some trouble with this script. If I use this spritesheet, what would the settings need to be? EDIT: I know enough to put tags in the notebox, but I don't know the settings. EDIT2: Nevermind, I got the battler working. Now I just need the actors to work. EDIT3: Okay, so, I've got the enemies moving. Animated. But they disappear when they attack. They don't move or anything, they just disappear. And my actor.. well... SeewhatImean? You have to change the rows on the script and attach the notetag to the actor Share this post Link to post Share on other sites
Aijo 0 Posted April 3, 2012 (edited) -edited- because I saw my answer. n//n Edited April 3, 2012 by Aijo Share this post Link to post Share on other sites
Akane 0 Posted April 5, 2012 Amazing script! Works a charm But I was wondering if there was a way to show the weapon icon when the sprite is attacking normally? If anyone can get back to me I would appreciate it. Share this post Link to post Share on other sites
Dahion Avadan 0 Posted April 6, 2012 Hey Jet, I'm using your script : D But I wanted to turn it around, like, heroes to the left and enemies to the right... I thought it would be as easy as to just change the battlers position... BUT! they keep hitting each others... backside? : P What do I have to edit to fix that? Share this post Link to post Share on other sites
Wyrelade 15 Posted April 6, 2012 beautiful. Thanks for it. Share this post Link to post Share on other sites
Asatsuyu 1 Posted April 7, 2012 If my party kills themselves say from confusion or a skill I get an error saying "Script ‘Animated Battlers’ line 644: NoMethodError occurred. Undefined method ‘item’ for nil:NilClass" 1 hikick8 reacted to this Share this post Link to post Share on other sites
jaggernaut25 11 Posted April 19, 2012 For some reason the enemies animated sprites work perfectly fine, but the player character is just showing the normal sprite. Additionally, when I go to take an action with my character, it says: "Script 'Jet's Animated Battlers' line 598: NoMethodError occurred. undefined method "anim_pause='for #<Sprite_Character:0xaec0004>" Any idea what the problem is? It seems like it is just having trouble recognizing the spritesheet or something. I have it saved as "Ero_animated" and I did put: "<anim battler: Ero_animated>" in my main characters notebox. Any help would be appreciated! Share this post Link to post Share on other sites
Ruka 1 Posted April 22, 2012 Just write : <anim battler: Ero> Share this post Link to post Share on other sites