2BitsLP 21 Posted March 8, 2012 (edited) PMed it to you. Edited March 8, 2012 by ShindoW Share this post Link to post Share on other sites
Fomar0153 123 Posted March 8, 2012 No that's just the file that opens a project, you need to zip or rar the whole folder. Share this post Link to post Share on other sites
Fomar0153 123 Posted March 8, 2012 I wonder if this was bad timing, I replied to your PM just before you replied. The error was cause by a method being overwritten in Yanfly's party management. The solution is to put this below both scripts: class Spriteset_Battle #-------------------------------------------------------------------------- # â— Rewrites create_actors #-------------------------------------------------------------------------- def create_actors @actor_sprites = $game_party.battle_members.reverse.collect do |actor| Sprite_Battler.new(@viewport1, actor) end end end Share this post Link to post Share on other sites
2BitsLP 21 Posted March 8, 2012 That worked! My only question now is if this also animates enemy battlers (seems so). Is there any way to make enemies static? Share this post Link to post Share on other sites
Fomar0153 123 Posted March 8, 2012 Not currently, maybe in the next version. Share this post Link to post Share on other sites
2BitsLP 21 Posted March 10, 2012 How do I label the enemies to make them work? Share this post Link to post Share on other sites
Fomar0153 123 Posted March 10, 2012 Make them work? What do you mean? Share this post Link to post Share on other sites
2BitsLP 21 Posted March 11, 2012 I had enemy sprites (not animated) that weren't showing up (save for a pixel that blinked) with the script after my player sprites worked in battle. Share this post Link to post Share on other sites
Fomar0153 123 Posted March 11, 2012 It's animating the enemy battlers. Currently there is no option for turning that off. When I update this script the next time, I will add that as a feature. Share this post Link to post Share on other sites
2BitsLP 21 Posted March 11, 2012 K. I'll see what I can do then. Thank you so much~ Share this post Link to post Share on other sites
Mako Star 8 Posted March 20, 2012 I think you may have restricted the script a little. What if the game allows the person to name their characters? Share this post Link to post Share on other sites
Fomar0153 123 Posted March 20, 2012 I think you may have restricted the script a little. What if the game allows the person to name their characters? Then they can use note tagging! From the instructions:<battler name> Share this post Link to post Share on other sites
Mako Star 8 Posted March 21, 2012 I think you may have restricted the script a little. What if the game allows the person to name their characters? Then they can use note tagging! From the instructions:<battler name> Oohh. I missed that. haha ^.^ Share this post Link to post Share on other sites
Paradox 3 Posted April 19, 2012 (edited) hey fomar, great script, works nicely Edited April 19, 2012 by Paradox Share this post Link to post Share on other sites
Fomar0153 123 Posted April 19, 2012 hey fomar, great script, works nicely I'll take it you worked out how to reduce the empty space. Share this post Link to post Share on other sites
Paradox 3 Posted April 19, 2012 (edited) hey fomar, great script, works nicely I'll take it you worked out how to reduce the empty space. yep, I figured out that the game does it automagically as long as the file dimensions are in a multiple of 2 (or something like that) something which I think would be good is the ability to have it play the "death" row of animations only once, and then stay on the final pose of the death 'row', so you can have a monster with a dying animation, and once it plays once it will stay on the final 'dead' pose, rather than play the animation over and over until the rest of the enemies are defeated and the battle ends basically " # (FRAMES - 1) to not loop" except play the animation at least once and then stop on the final pose, rather than just repeat the whole thing, or only show the first pose Edited April 20, 2012 by Paradox Share this post Link to post Share on other sites
Paradox 3 Posted April 22, 2012 (edited) is there any way to set an image of an enemy in the enemy settings and use a different image for the battler animations? because if you use a large animated battler spritesheet, it's really hard to position the enemies on the Troops tab Edit: the other animated battlers script has such a feature so i'm going to use that rather than pester you, fomar. Edited April 22, 2012 by Paradox Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 1, 2012 Am loving this script! But just one question, I don't mind that enemies have to be animated (or placed on a large sheet with still frames to remain static). You can also use <range> tag with skills to keep enemies stationary. What I am missing a bit is the ability to have enemies fade away slowly when they are dead. It just looks strange when they disappear so suddenly. I thought I could outsmart the system by putting a fading animation in the row where the death animation would play and have it not loop, but it didn't work. =( On that note, wtf is the "enter" animation supposed to do? o_O Share this post Link to post Share on other sites
Fomar0153 123 Posted May 1, 2012 Enter animation is what the battlers do when the battle begins. Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 1, 2012 Ah I see. Not sure why they're not animating properly though ... even when I edit the line for "enter", the enemies don't animate properly. Share this post Link to post Share on other sites
DaveA82 0 Posted May 1, 2012 I really like this script, I'm having one issue though, when I attack an enemy or the enemy attacks me the characters don't move, they just dissapear and the reappear next to who they're atacking. Is there any way I can make it so that the characters move accross the screen? Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 2, 2012 (edited) EDIT: Ah, the offsets, right! Duh! Haha, wow, sorry for all the questions. I am just wanting to utilize this script for a project, so I am familiarizing myself with it as much as possible. Warning, noob question! How do you set up the position of the second, third and fourth characters in battle? Edited May 2, 2012 by Dorian Tokici Share this post Link to post Share on other sites
Fomar0153 123 Posted May 2, 2012 (edited) I really like this script, I'm having one issue though, when I attack an enemy or the enemy attacks me the characters don't move, they just dissapear and the reappear next to who they're atacking. Is there any way I can make it so that the characters move accross the screen? They should move across the screen, not heard of this before. It could be a script incompatibility but I'm not interested in supporting the current version of this script when I intend to update it soon. EDIT: Ah, the offsets, right! Duh! Haha, wow, sorry for all the questions. I am just wanting to utilize this script for a project, so I am familiarizing myself with it as much as possible. Warning, noob question! How do you set up the position of the second, third and fourth characters in battle? Edit the offsets in the script: # Set up Actor Positions X_START = 400 X_OFFSET = 0 Y_START = 0 Y_OFFSET = 60[/code] Edited May 2, 2012 by Fomar0153 Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 2, 2012 Would it be difficult to code flashing targets before they take an action in this script? I've tried to do it through common events attached to skills, but there doesn't seem to be a way to do it before the action is taken (if you force a battle animation), or, the targeting is limited (specific enemy or actor). Just wondering ... thanks for all the replies. Share this post Link to post Share on other sites