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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 by Dorian Tokici

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Check that Samantha's battler is actually called "Samantha_battler" that would be my first guess.

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Then the only other thing I can think of is that maybe you've entered her skill id incorrectly.

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I will try to replicated the conditions for Samantha that Ethan currently uses (and is successful) and will get back with results.

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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

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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.

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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

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I think the only pose with that option is the victory pose. If I remember I'll add it in the next version.

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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 by zerolix@hotmail.co.uk

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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 by Eric Brandon Stewart

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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. ^^

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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;

 

screenie50.png

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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?

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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.

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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 ? 

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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?

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