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No that's just the file that opens a project, you need to zip or rar the whole folder.

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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

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That worked! My only question now is if this also animates enemy battlers (seems so). Is there any way to make enemies static?

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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.

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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.

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I think you may have restricted the script a little.

What if the game allows the person to name their characters?

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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>

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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 ^.^

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hey fomar,

great script, works nicely :)

I'll take it you worked out how to reduce the empty space.

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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 by Paradox

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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 by Paradox

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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

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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.

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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?

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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 by Dorian Tokici

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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 by Fomar0153

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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.

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