Fomar0153 123 Posted May 2, 2012 If I remember I'll add it in the next version as an option. Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 7, 2012 (edited) I am having one hell of a hard time getting non-comformist battlers to work properly. And for reasons that make absolutely no sense. So at the moment I have two characters implemented. That's fine. They're named Samantha and Ethan. Ethan uses a custom attack animation on line 14. He works properly. Just fine. Loving the way it looks. I want Samantha to do the same. So I copy the exact same lines and code for Samantha, except replace her name with his. But it just will not work. At all. For. Absolutely. No. Reason. Anyone have any ideas? I feel like I am losing my grip on sanity here. I guess I should clarify when I say it won't work. It doesn't crash or give me an error, but for Samantha it always uses the default skill pose animation. Ethan animates properly. Here is the line of code under the section where you've put the notes about non-conformist battlers. Ethan uses skill ID 12 for his attack and Samantha skill ID 3. BATTLERS['Samantha_battler'] = {} BATTLERS['Samantha_battler']['FRAMES'] = 4 BATTLERS['Samantha_battler']['VFRAMES'] = 14 BATTLERS['Samantha_battler']['POSE_IDLE'] = 0 BATTLERS['Samantha_battler'][0] = 4 BATTLERS['Samantha_battler']['POSE_DEFEND'] = 1 BATTLERS['Samantha_battler'][1] = 4 BATTLERS['Samantha_battler']['POSE_WHOOZY'] = 2 BATTLERS['Samantha_battler'][2] = 4 BATTLERS['Samantha_battler']['POSE_STRUCK'] = 3 BATTLERS['Samantha_battler'][3] = 4 BATTLERS['Samantha_battler']['POSE_ATTACK'] = 4 BATTLERS['Samantha_battler'][4] = 4 BATTLERS['Samantha_battler']['POSE_ITEM'] = [] BATTLERS['Samantha_battler']['POSE_ITEM'][0] = 5 BATTLERS['Samantha_battler'][5] = 4 BATTLERS['Samantha_battler']['POSE_SKILL'] = [] BATTLERS['Samantha_battler']['POSE_SKILL'][0] = 6 BATTLERS['Samantha_battler'][6] =4 BATTLERS['Samantha_battler']['POSE_MAGIC'] = 7 BATTLERS['Samantha_battler'][7] = 4 BATTLERS['Samantha_battler']['POSE_ADVANCE'] = 8 BATTLERS['Samantha_battler'][8] = 4 BATTLERS['Samantha_battler']['POSE_RETREAT'] = 9 BATTLERS['Samantha_battler'][9] = 4 BATTLERS['Samantha_battler']['POSE_VICTORY'] = 0 BATTLERS['Samantha_battler'][10] = 4 BATTLERS['Samantha_battler']['POSE_ENTER'] = 11 BATTLERS['Samantha_battler'][11] = 4 BATTLERS['Samantha_battler']['POSE_DEAD'] = 12 BATTLERS['Samantha_battler'][12] = 4 BATTLERS['Samantha_battler']['VICTORY_LOOP'] = 0 BATTLERS['Samantha_battler']['POSE_SKILL'] = [] BATTLERS['Samantha_battler']['POSE_SKILL'][3] = 13 BATTLERS['Samantha_battler'][13] = 4 BATTLERS['Ethan_battler'] = {} BATTLERS['Ethan_battler']['FRAMES'] = 4 BATTLERS['Ethan_battler']['VFRAMES'] = 14 BATTLERS['Ethan_battler']['POSE_IDLE'] = 0 BATTLERS['Ethan_battler'][0] = 4 BATTLERS['Ethan_battler']['POSE_DEFEND'] = 1 BATTLERS['Ethan_battler'][1] = 4 BATTLERS['Ethan_battler']['POSE_WHOOZY'] = 2 BATTLERS['Ethan_battler'][2] = 4 BATTLERS['Ethan_battler']['POSE_STRUCK'] = 3 BATTLERS['Ethan_battler'][3] = 4 BATTLERS['Ethan_battler']['POSE_ATTACK'] = 4 BATTLERS['Ethan_battler'][4] = 4 BATTLERS['Ethan_battler']['POSE_ITEM'] = [] BATTLERS['Ethan_battler']['POSE_ITEM'][0] = 5 BATTLERS['Ethan_battler'][5] = 4 BATTLERS['Ethan_battler']['POSE_SKILL'] = [] BATTLERS['Ethan_battler']['POSE_SKILL'][0] = 6 BATTLERS['Ethan_battler'][6] =4 BATTLERS['Ethan_battler']['POSE_MAGIC'] = 7 BATTLERS['Ethan_battler'][7] = 4 BATTLERS['Ethan_battler']['POSE_ADVANCE'] = 8 BATTLERS['Ethan_battler'][8] = 4 BATTLERS['Ethan_battler']['POSE_RETREAT'] = 9 BATTLERS['Ethan_battler'][9] = 4 BATTLERS['Ethan_battler']['POSE_VICTORY'] = 0 BATTLERS['Ethan_battler'][10] = 4 BATTLERS['Ethan_battler']['POSE_ENTER'] = 11 BATTLERS['Ethan_battler'][11] = 4 BATTLERS['Ethan_battler']['POSE_DEAD'] = 12 BATTLERS['Ethan_battler'][12] = 4 BATTLERS['Ethan_battler']['VICTORY_LOOP'] = 0 BATTLERS['Ethan_battler']['POSE_SKILL'] = [] BATTLERS['Ethan_battler']['POSE_SKILL'][12] = 13 BATTLERS['Ethan_battler'][13] = 4 Edited May 7, 2012 by Dorian Tokici Share this post Link to post Share on other sites
Fomar0153 123 Posted May 7, 2012 Check that Samantha's battler is actually called "Samantha_battler" that would be my first guess. Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 8, 2012 Hey. *checks* Yes, it is. All the characters are named x_battler. Share this post Link to post Share on other sites
Fomar0153 123 Posted May 8, 2012 Then the only other thing I can think of is that maybe you've entered her skill id incorrectly. Share this post Link to post Share on other sites
Dorian Tokici 6 Posted May 8, 2012 I will try to replicated the conditions for Samantha that Ethan currently uses (and is successful) and will get back with results. Share this post Link to post Share on other sites
Akane 0 Posted May 16, 2012 Hey Fomar0153 is there any chance you could send me a small demo with one battler animated so I can understand how to use this script properly, I have followed the instructions but I keep getting errors and I think if you send me a small demo it would save a lot of time and questions, if you can't just ignore this and I will just have to keep working at trying to work it. thanks Share this post Link to post Share on other sites
Fomar0153 123 Posted May 16, 2012 Hey Fomar0153 is there any chance you could send me a small demo with one battler animated so I can understand how to use this script properly, I have followed the instructions but I keep getting errors and I think if you send me a small demo it would save a lot of time and questions, if you can't just ignore this and I will just have to keep working at trying to work it. thanks No I don't make demos. Share this post Link to post Share on other sites
Akane 0 Posted May 18, 2012 Hey Formar0153 I got it working all good but I have a problem. I was wondering how to stop the loop on the dead pose, so it just plays the 4 frames then stops on the last. Basically I have made a fade death (slowly disappear) like in final fantasy 7. I tried doing the -1 thing to stop it from looping but it didn't work so I was wondering if you could give me a hand. Thanks Share this post Link to post Share on other sites
Fomar0153 123 Posted May 18, 2012 I think the only pose with that option is the victory pose. If I remember I'll add it in the next version. Share this post Link to post Share on other sites
Akane 0 Posted May 19, 2012 (edited) I think the only pose with that option is the victory pose. If I remember I'll add it in the next version. Okay thanks Great script by the way I will definitely be using it Keep up the good work. Edited May 19, 2012 by zerolix@hotmail.co.uk Share this post Link to post Share on other sites
Erics 12 Posted August 16, 2012 (edited) Anyone find out how to use enemies without them trying to be animated? Edit: Just found out, when trying to using static enemies, you will see their pop up damage, if you change them into animated enemies, the pop up damage also doesn't appear, same for the actors. Edited August 16, 2012 by Eric Brandon Stewart Share this post Link to post Share on other sites
Rainfall 0 Posted November 19, 2012 I know this is an older thread, but I love this script and im using it on my project together with Holders Battlers, but can anyone explain me or show me in an example how I can make the, for instance, gunner sprite to not "advance" forward before shooting? He should just stand there and shoot, just like hes not moving when using magicks. I'm totally bad with scripting, I hope anyone can help me out on this! Please please. ^^ Share this post Link to post Share on other sites
Dorian Tokici 6 Posted December 11, 2012 Well I was able to figure out all the kinks and things I was having difficulties with beforehand. It just required a little more experimentation and playing around with the script and being more familiar with it ... however, just one thing has been bugging me, and for some reason it only came up just now. Is there any way to determine which character will be placed on top of the other? At the moment, the character at the top goes over the other characters on-screen. Is there any way to reverse this? Here's what I mean; Share this post Link to post Share on other sites
Keith_Nicolas 0 Posted December 25, 2012 I'm not sure if this is just a glitch. But it most likely might be my scripting. My character sprite doesn't appear in the battle, yet the monsters do. I tried using different side battle scripts but the outcome never changes. Help? Share this post Link to post Share on other sites
MizureYuki 0 Posted January 9, 2013 When you said "You will need to import battlers for the party to use" I know where to input it but how do i convert my custom made character into a battle mode ish character. Share this post Link to post Share on other sites
cazziuz 9 Posted February 20, 2013 Any help with this would be amazing , i got the script working fine but the enemy was nothing more than a little rectangel of discolored pixels? i even tryed to use a holders sprite for the enimy but it wouldnt work , anyone know of a way to make the enemy appear correctly ? Share this post Link to post Share on other sites
dragonal327 0 Posted May 16, 2013 So I tried using the script with holders sprites and my character shows up perfectly, but the enemy is just a bit of the sprite. is it the script i need to edit? Share this post Link to post Share on other sites