Fomar0153 121 Posted December 26, 2011 (edited) Animated Battlers Version 1.2 by Fomar0153 Introduction This script adds the ability to have animated battlers in battles. Features + Animated Battlers + Individual Battlers can be customised + Animations can be of differing length Screenshot Holder's battlers used in Screenshot. How to Use First copy the script into your scripts section then consult further instruction located at the top of the script. Script The most update version of this script can always be found on my blog. Direct Link. F.A.Q. No questions asked. Credits and Thanks Fomar0153 Anyone whose battlers you use. Author's Notes Besides bug fixes I do not intend to update this script further. By default this is setup to use battlers like Holder's. http://www.rpgmakerv...mated-battlers/ This script is compatible with my other battle system (Customisable ATB/CTB/Stamina Based Battle System) www.rpgmakervxace.net/index.php?/topic/467-customisable-atbstamina-based-battle-system/ Edited January 24, 2012 by Fomar0153 2 Julien Malle and Holder reacted to this Share this post Link to post Share on other sites
Michael Ponder Jr 36 Posted December 26, 2011 It does not have to be used in a side view does it? I like battlers that animate, but i have no desire at the moment for side view battles. Share this post Link to post Share on other sites
Rosenblack 79 Posted December 26, 2011 (edited) added to .... this is getting boring, im just going to say "OS-MSL" for now on Edited December 26, 2011 by Rosenblack 1 Puppet of Fate reacted to this Share this post Link to post Share on other sites
Knightmare 170 Posted December 26, 2011 Well it looks like we won't be hurting for animated battler scripts. Now we have a little variety too, nice work. 1 Rosenblack reacted to this Share this post Link to post Share on other sites
Fomar0153 121 Posted December 26, 2011 It does not have to be used in a side view does it? I like battlers that animate, but i have no desire at the moment for side view battles. I know Jet has added the features you asked for to his script, if however you would prefer to use mine over his for any reason let me know and I'll make a modified version of my script for you. Well it looks like we won't be hurting for animated battler scripts. Now we have a little variety too, nice work. Thanks Share this post Link to post Share on other sites
Grimtooth 1 Posted January 18, 2012 great.. hope you add weapon animation so we can use the actual sprite sheet. no need to make more battlers just like takentai and hoping for more configuration for skills so we can use many animation in one skill.. great great work.. Share this post Link to post Share on other sites
Fomar0153 121 Posted January 18, 2012 (edited) great.. hope you add weapon animation so we can use the actual sprite sheet. no need to make more battlers just like takentai and hoping for more configuration for skills so we can use many animation in one skill.. great great work.. When I'm done you should be able to specify a certain row for a certain skill or item and define the row's length. What do you mean by weapon animation? Edit: Also don't refer to takentai when describing something, I have no idea other what takentai is or what it could do other than it was a battle system for VX. Edited January 18, 2012 by Fomar0153 Share this post Link to post Share on other sites
Azakel 0 Posted January 19, 2012 When I'm done you should be able to specify a certain row for a certain skill or item and define the row's length. What do you mean by weapon animation? That means that you are working in an update??? Thats great!!! Hope you include an option to specify the position of each actor and an option to decide if the actor aproches to the target or not with certain skill, thank you. Share this post Link to post Share on other sites
Fomar0153 121 Posted January 23, 2012 and an option to decide if the actor aproches to the target or not with certain skill, thank you. That already existed but I've added overrides to the default. Anyway first post updated. Here's the list of changes: 1.0 -> 1.1 Added Notetag support for default battlers <battler name> and you can edit it through the game e.g. $game_actors[1].battler_name = "Fomar0153" Added support for individual battler setup Added support for different length animations Added support for individual skill and item animations Added notetag support to further define when skills are close and long range. <close> <range> Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 24, 2012 (edited) Wonderful Fomar! You promised, and you delivered. Thank you very much. This is the one script I desperately needed. The only script to make me shout "YES!" with a fist pump. lol. I'll let you know if there are any bugs. EDIT: I'm having a very hard time understanding the configuration. Is it possible to set a few examples for different frames? Edited January 24, 2012 by thechancellor Share this post Link to post Share on other sites
Fomar0153 121 Posted January 24, 2012 Ok let's say your main character's battler is called "Eric" and we want his attack animations to be 6 frames long. Also we have a special animation for one of his attacks. So assuming there's a row just for credits we have fifteen rows. So POSE_ATTACk, POSE_MAGIC and POSE_SKILL will be length 6, everything else 4. Skill id 3 will use row 15 (Eric's special skill). BATTLERS['Eric'] = {} BATTLERS['Eric']['FRAMES'] = 6 BATTLERS['Eric']['VFRAMES'] = 15 BATTLERS['Eric']['POSE_IDLE'] = 0 BATTLERS['Eric'][0] = 4 BATTLERS['Eric']['POSE_DEFEND'] = 1 BATTLERS['Eric'][1] = 4 BATTLERS['Eric']['POSE_WHOOZY'] = 2 BATTLERS['Eric'][2] = 4 BATTLERS['Eric']['POSE_STRUCK'] = 3 BATTLERS['Eric'][3] = 4 BATTLERS['Eric']['POSE_ATTACK'] = 4 BATTLERS['Eric'][4] = 6 BATTLERS['Eric']['POSE_ITEM'] = [] BATTLERS['Eric']['POSE_ITEM'][0] = 5 BATTLERS['Eric'][5] =4 BATTLERS['Eric']['POSE_SKILL'] = [] BATTLERS['Eric']['POSE_SKILL'][3] = 14 BATTLERS['Eric'][14] =6 BATTLERS['Eric']['POSE_SKILL'][0] = 6 BATTLERS['Eric'][6] =6 BATTLERS['Eric']['POSE_MAGIC'] = 7 BATTLERS['Eric'][7] = 6 BATTLERS['Eric']['POSE_ADVANCE'] = 8 BATTLERS['Eric'][8] = 4 BATTLERS['Eric']['POSE_RETREAT'] = 9 BATTLERS['Eric'][9] = 4 BATTLERS['Eric']['POSE_VICTORY'] = 10 BATTLERS['Eric'][10] = 4 BATTLERS['Eric']['POSE_ENTER'] = 11 BATTLERS['Eric'][11] = 4 BATTLERS['Eric']['POSE_DEAD'] = 12 BATTLERS['Eric'][12] = 4 # When doing the victory pose loop back to frame # 0 for the first frame # (FRAMES - 1) to not loop BATTLERS['Eric']['VICTORY_LOOP'] = 1 Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 24, 2012 (edited) So far things are working well. There are two slight issues. 1. There's an odd flashing/blinking of the character on certain poses. The struck pose, even when set to 1 frame, vanishes for a bit when triggered. Same thing happens with the enter pose just before the idle pose starts. 2. When the character is in critical, or the Whoozy Pose, all the other poses are ruined. In a whoozy pose, my character uses only one frame when advancing, but in the idle pose, the frames used return to normal. Edited January 24, 2012 by thechancellor Share this post Link to post Share on other sites
Fomar0153 121 Posted January 24, 2012 So far things are working well. There are two slight issues. 1. There's an odd flashing/blinking of the character on certain poses. The struck pose, even when set to 1 frame, vanishes for a bit when triggered. Same thing happens with the enter pose just before the idle pose starts. 2. When the character is in critical, or the Whoozy Pose, all the other poses are ruined. In a whoozy pose, my character uses only one frame when advancing, but in the idle pose, the frames used return to normal. I never experienced any flickering when testing this script. Could you describe more clearly how to cause number 2, it might be a bug. Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 24, 2012 (edited) That makes sense. The flickering isn't in fact actually flickering, it's just cycling through the entire row of frames. So I've come to the conclusion that the bug that I described with Jet's animated battlers script is the same thing that's happening here. All the poses seem to follow the same configuration as what is listed in POSE_IDLE. When I change the frame number in that configuration, all the other rows do too. EDIT: Would it be easier if I sent you the battle sheet that I'm working with? Edited January 24, 2012 by thechancellor Share this post Link to post Share on other sites
Fomar0153 121 Posted January 24, 2012 Yes and a copy of the non-default setup. Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 24, 2012 Coming in a PM. Share this post Link to post Share on other sites
Fomar0153 121 Posted January 24, 2012 That was caused by a mixture of user error and an oversight on my part. I now present version 1.2 Fixed a bug were pose overrode setpose animation lengths Fixed screen_x related bug that sometimes caused positioning errors. Link to 1.2: http://pastebin.com/raw.php?i=0mEGY2nX Share this post Link to post Share on other sites
+ thechancellor 8 Posted January 24, 2012 (edited) Awesome. Going to test it out right quick. EDIT: Problem solved. Finally, we have a complete Animated Battlers script. Great job Fomar, and thank you so much for your patience and hard work. Another thing to note. There doesn't seem to be too many compatibility issues with YEA. The only thing I've noticed so far is that actors don't show pop-up damage. Enemies still do, though. Edited January 24, 2012 by thechancellor Share this post Link to post Share on other sites
Fomar0153 121 Posted January 24, 2012 Awesome. Going to test it out right quick. EDIT: Problem solved. Finally, we have a complete Animated Battlers script. Great job Fomar, and thank you so much for your patience and hard work. Another thing to note. There doesn't seem to be too many compatibility issues with YEA. The only thing I've noticed so far is that actors don't show pop-up damage. Enemies still do, though. Glad to hear it. I'll add it to my list of scripts to do but it is going to the bottom. Share this post Link to post Share on other sites
2BitsLP 21 Posted March 6, 2012 (edited) I'm having trouble setting this up. I keep getting a no method error at: @set_pose = Animated_Battlers.get_pose(@battler.battler_name,"POSE_ENTER") I'm using Fomar's ATB, Sideview, and this script together. I have a battler named DEFAULT and one sheet named actorname_battler. Edit: Also tried without the Sideview and tried DEFAULT_battler and I still get the error. I was trying to use Holder's sprite sheet, which uses 4 frames instead of 6, that I'm aware. I'm sure I'm just inputting something wrong... Edited March 6, 2012 by ShindoW Share this post Link to post Share on other sites
Fomar0153 121 Posted March 6, 2012 Don't use my sideview script with this, this automatically creates the battlers. Also this is already set up to use Holder's battlers. Share this post Link to post Share on other sites
2BitsLP 21 Posted March 7, 2012 (edited) For some reason my battle sprites don't show up. (That's with just the Animated Battlers script.) As I said before I have DEFAULT_battler and actorname_battler in my Battler folder, both are Holder's sprite sheets. I went in and renamed everything that said default to default_battler and now it's giving me the method error again. So either the sprites don't show up or I get the method error. My other scripts are: Yanfly Aftermath Blue Magic (Fomar) Yanfly Party Management Yanfly Message System Edited March 7, 2012 by ShindoW Share this post Link to post Share on other sites
Fomar0153 121 Posted March 7, 2012 Try this with a fresh copy. Notetag you characters with the following <battler name> e.g. If my battler is called "Ralph.png" it would be <battler Ralph> Share this post Link to post Share on other sites
2BitsLP 21 Posted March 7, 2012 (edited) I copied a fresh vers of the script over. I put <battler arte> (using the sprite sheet named arte.png under battlers) in my actor notebox. I didn't change the script. I got no method error undefined method 'battler name' for nil:NilClass. Edited March 7, 2012 by ShindoW Share this post Link to post Share on other sites
Fomar0153 121 Posted March 7, 2012 If you upload a copy of your project or a project with an exact replica of your scripts I'll have a look. Share this post Link to post Share on other sites