Animated Battle Victor Sant

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Started by Blackstarwolf 13 posts View original ↗
  1. You should really study his script and check his website as it provides the information need to fix this. This script shouldn't be used if you're just starting on rmvxace (if you are) but first of all do you have his script actor battlers?
  2. Yes I have the script "Actor Battlers"

    I don't start with the VX Ace, it's just this manual, I really don't understand this.

    I have a charset with $Rex2 and one with $Rex2[anim], $Rex2 is in characters and $Rex2[anim] is in battlers
  3. Is your animation a 4x11 or a kaduki type with 3 charsets 3x4?
  4. It's just a charset with one character.

    96*128 one character with 3 frames and 4 rows.
  5. Oh okay well then put both of the charsets into both Characters and Battlers. Then in the animated battler script, go to line 347 (I think it's that) and you'll see

    something like this:



    Code:
      'Actor1'    => {frames: 3, rows: 4, mirror: false, invert: false,
                        mode: :charset, action: :charset},
    Copy the code and paste it on above where it says: # Don't Remove and make it be in line with the other settings.

    Replace 'Actor1' with the filename of the charset you wish you use in battle, in your case it may be $Rex2[anim].

    Now, Go into the database and go to your actor's Notes on the bottom right hand corner and use this code:

    <battler name: (Filename of battler you wish to use in battle)>

    Hopefully that should solve your problem for your characters.

    As for your wolf, Take a screenshot of the troops with your wolf in it.
  6. Also you should notice that the latest Animated Battle have issues with Yanfly Battle Engine Ace.

    Your setup is right, if you notice the charset is on the the edge and it's caused by the incompatibility with YF Battle Engine.

    Also there's no "easy way" to deal with my battle system, unless you want something poorly done, thats why it's a complex battle system.
  7. YAY THANKS VICTOR, I thought im an idiot :3

    But the nice states and pop-ups q.q

    Okay you have a pop-up script too, but what can I do for the ATB?

    And yeah, this is really complex, but a really mighty system :3

    But know I can think about the poses :3

    Thanks, my brain is saved^^
  8. ATB system won't work very well with his system, don't bother with it. You'll have to wait until a better system comes out that has built-in compatibility with his animated battle.

    Damage popup script can be found here.

    If you're using the compatibility patch for YEA - Battle Engine, you're better off using this. Just erase the original YEA - Battle Engine and patch when you install it below his system. The compatibility patch has a few issues, so I made this script for my game and works much better.
  9. Wow, thanks :3

    This day is like christmas :D

    Okay no ATB, it isn't a armageddon^^

    One little quick, really quick question.

    Can I make for other actors other idle poses?

    If not, it's ok^^

    I have just a little funny idea^^
  10. You can make your own action sets for each actor, or a much simpler way is to copy the actual animation and paste it into the actor's note. You can modify it to anything you want from here on out, and it will replace the default idle animation.
  11. Yay, now I love this script :3

    Thank you for the fast help :D
  12. Moved to script support, and closed.