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Jet

Animated Battlers

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I wondered HOW can you make the animations STOP right when you play the last frame when something (or somebody) dies! and then check if they are revived to keep going with the frames!!!

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Yeah... for some odd reason when i attempt to assign skills to to a character, with this battle system, said character doesnt have them.

Are you sure you put in the Class the right feature for them to use magic or special skills ? Becaus eI don't that problem.

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Er... I seem to be having some trouble with this script. If I use this spritesheet, what would the settings need to be?

2r6mr2h.png

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...

 

*snip*

 

SeewhatImean?

 

I'm not sure exactly where to edit to get the enemies moving while using the sprites that come with the game. I've tried several places and it hasnt worked. D: *noob*

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Anyone managed to get 'Counter Strike' animated using the standard attack animation? Currently the actor doesn't animate when counter strike happens.

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@Lilly : you need to make a sprite sheet of 14 poses for any animated battler (hero and ennemy). Look at Holder battler to know wich rows is for which pose.

 

@Galv : No, I didn't tried to use counter attack maybe because I don't how to set it up ?

Edited by Chaos17

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Counter-Strike is an Ex-Parameter that you can set to an actor/class.

eg. "Ex-Parmeter CNT 50%" means that when the actor was attacked, there is a 50% chance they will block the damage and then strike back at the attacker.

 

Currently when this happens, the animation doesn't change from idle. I'm looking for a way to have the 'attack' animation show for when an actor counter-strikes.

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Hey Jet, Awesome script. Had a question for you. on MOVE_TO_TARGET, is there a way to have the player sprites only come out an inch or so like they do in FF4/6 instead of moving all the way to the mob? Thanks.

 

Guess what I could do is just move the sprites in the sprite sheet over. Kinda noobish but that would probably do it for me.

Edited by Wanderlust

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I've got another question though. Say I want a sprite sheet overlay so that I can show different weapons the sprites are attacking with instead of the same sword for the whole game. Would I have to hard code that into your script Jet? Is that too much to ask of you to help me with? If so, totally fine, just wondering.

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Hey Jet, Awesome script. Had a question for you. on MOVE_TO_TARGET, is there a way to have the player sprites only come out an inch or so like they do in FF4/6 instead of moving all the way to the mob? Thanks.

 

Guess what I could do is just move the sprites in the sprite sheet over. Kinda noobish but that would probably do it for me.

Wanderlut : you can use Moghunter script, motion battler for that.

http://www.atelier-rgss.com/RGSS/Battle/ACE_BAT05.html

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Hi, is there a way to edit the position from where the characters battler is attacking the enemy battler?

Like, instead of standing to his left side, stand on his right side.

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Hi, is there a way to edit the position from where the characters battler is attacking the enemy battler?

Like, instead of standing to his left side, stand on his right side.

No, not automaticly but you can edit their position if you want to manually do that from line : 121.

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Yes.

But the characters still strike the enemy like if they where facing right..... and the enemy still strike the characters like if they where facing left.

Or is there an option I'm not seeing?

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I am not sure, have you tried this ?

FLIP_ENEMIES = false

If it doesn't work then that's mean the script must be edited, just like someone did with this script : http://www.rpgmakerv...emjet-sideview/

 

Formar SBS is similar to Jet SBS, maybe it will have the option you search : http://cobbtocs.co.uk/wp/?p=70

Edited by Chaos17

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Could you flip the actual animated battler png files using a graphics program?

Not sure if that would solve the problem or not?

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Aight... clearly I'm not explaining myself very well...again x D

 

flipping the battlers isn't the issue, it's just that when they strike each other they still do like facing their original positions.

example02.png

 

Chaos17 got it, but still I'll have to try and edit the script................. or!.... just keep them in their original side, I dunno the direction sidebattlers are facing always bugged me.

 

Anywho thx for the replys : D

 

 

Edit1: Gah! mixed left and right in the example x D

hopefully its a bit more clear with the image : x

 

Edit2... there.... nothing to see in edit 1

Edited by Avadan

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Oh yeah I did totally misunderstand haha - Now I get it.

 

I am no scripter, but on line 530 of the animated battler script which reads:

min_x = target.x - target.src_rect.width / 2 + self.src_rect.width / 2

 

I subtracted 100 from the formula and it changed the position of the move-to-target attack.

eg.

min_x = target.x - target.src_rect.width / 2 + self.src_rect.width / 2 - 100

 

I have no idea if this is going to affect anything else in the combat... but I think that's where you should be looking to do what you're after :)

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OK this has been REALLY hurting my head. I keep getting a error: "Script 'Animated Battlers' line 248: RGSSError occurred. Failed to create bitmap"

 

But what I am doing has nothing to do with battles. All I'm doing is showing pictures and moving them on a map, and within 3 seconds, I get that error. Which hurts my head because it has nothing to do with the battle system. The battle system itself works fine, encounter on the map works fine. I just dunno what moving pictures on a map that doesn't use scripts makes the battle script gets an error.

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I believe I may had found a bug in the script, and it may have something to do with the pictures that you can display using the normal commands when making events. I tested the my same event, but took out the Display pictures and move pictures, etc. I don't get the error: " Script 'Animated Battlers' line 248: RGSSError occurred. Failed to create bitmap" from your battle system.

 

When I put those back in, I get the bitmap error. This doesn't happen unless I use either mult-pictures at once, or just simply move it. I hope this could help you help me with my problem because I can't continue my project and I don't want to drop your battle system because it works so well with addons.

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