I've seen Bestiary menus all around, but all of them use a still image of the enemy from within the database. Since I do have some unique characters as animated battlers... this becomes a bit of a problem.
What's the Situation
So I ask is there a way to have a Bestiary menu with an animated character. Using their still or wait pose as an image inside of the Bestiary menu.
I have seen this done in earlier engines, some have recommended adding this code or that code to the bestiary. However I have not come upon any results for Ace the engine I am using.
What Can you do?
I am willing to use any Bestiary with the animated battlers. So if you know how I can change around the code with one to use animated battlers instead. That would be help enough... however I know this is broad so I am going to go ahead and include what I like and what I am using for the animated battle.
Victors Actors Battlers: https://drive.google.com/folderview?id=0B5uvwXLAev89ZTVQRTd2T0EwQlk&usp=sharing
Shadowmaster9000 Bestiary: http://www.rpgmakervxace.net/topic/14951-fantasy-bestiary/
As this is in the script requests, there is the option to create a custom bestiary script for this.
If you decide to do this, it would be greatly appreciated. We can discuss further details via PM.
Animated Battlers in a Bestiary
● ARCHIVED · READ-ONLY
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FInally SOmeone who do a claire and neat demand! ....I think dekita-dono will rush here for help you my dear CC :D !
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umm, that aint my bestiary :p
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@Nio ha ha... I always try to make mine as clear as possible!
@Dekita no it's not... but I am open to any bestiary. So if you have one and you are willing to edit it for what I'd like. It would be appreciated. -
I do have one, recently written for the code off challenge #2. Unfortunately it does not support animated battlers and im pretty busy just now so cant afford to put more time into it.
Also, you say in the OP that the system is mine :p -
@Dekita oops... hah hah! Thatnks for pointing that out. I did see yours and yes it's nice, but I saw no terms of use so I went to another one that was equally appealing to me. Now time to edit that little forgotten mistake.
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Really? I forgot to put a terms of use in the script... strange.. I will have to go and check that out :p
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Hello this is the same Shadowmaster from rpgmakervxace.net. Since I have added extra compatibility with Yami's Battle Engine Symphony before, I will try to make extra compatibility to allow animated enemies from Victor's Animated Battlers. But I can't guarantee it will be done because I have played around with Victor's scripts before and to be honest the structure of his scripts is rather different compared to most other scripts and I have quite a job trying to wrap my head around them.
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Sounds good! Do what you can. I appreciate the help!
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Actually I should of asked this before, did you want the enemy animated within the Bestiary or just uses the same image from the animated image? Because I can do the latter but not the former, I don't have enough experience with animated sprites in RPG Maker so I'm afraid I can't do the former for you sorry.
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I wanted the enemy animated within the bestiary... do what you can!
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*Bump
I would love the same thing, just a cycle of frames, like an "idle" phase, that the enemy sprite loops through. I'm using Theo's battle system with Shadowmaster's bestiary, so do you think that would be compatible? -
@HalfmoonMedia, looks like it isn't going to happen at all. Shadowmaster must've hit something in life or just couldn't do it.
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Well.... added on list, since I doubt shadowmaster itself could read my 5000k lines of code just to make sure where he should put the idle sequence. Though, I need to rework his script in order to work with mine. And also, since his script is kinda structural, the compatibility things will be a bit pain
That is... if I'm allowed to modify his script -
ha ha... added to the list... well if you can try your hand at it and he allows you to modify it. Then I'd appreciate it.
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Yeah I pretty much gave up on it. Admittedly I'm not very good at working with animations scripting wise.Well.... added on list, since I doubt shadowmaster itself could read my 5000k lines of code just to make sure where he should put the idle sequence. Though, I need to rework his script in order to work with mine. And also, since his script is kinda structural, the compatibility things will be a bit pain
That is... if I'm allowed to modify his script
If you need to make some modifications to my script to help make it run with your battle system, just make a patch/compatibility script that overrides/aliases any of the methods you need to make changes too (I don't think it's likely you will have to rewrite every single method... I hope ;>___>). That's what I did with Yanfly's New Game Plus script so it transferred Bestiary information.
As long as the patch still requires the original script to run, you have my permission, and the terms and conditions for the patch doesn't concern me. I'll update the terms and conditions in my scripts to make this more clear in regards to compatibility/patch scripts. -
Just a single method or maybe two... don't worry :DYeah I pretty much gave up on it. Admittedly I'm not very good at working with animations scripting wise.
If you need to make some modifications to my script to help make it run with your battle system, just make a patch/compatibility script that overrides/aliases any of the methods you need to make changes too (I don't think it's likely you will have to rewrite every single method... I hope ;>___>). That's what I did with Yanfly's New Game Plus script so it transferred Bestiary information.
As long as the patch still requires the original script to run, you have my permission, and the terms and conditions for the patch doesn't concern me. I'll update the terms and conditions in my scripts to make this more clear in regards to compatibility/patch scripts.
Yes, I will make the patch instead of rework all the entire script. Thank you for permission. -
Wow, I didn't expect TheoAllen themselves to pick this up...That would be beyond amazing!
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Barely made the animated battler on the bestiary
However, it's tested and works only on upcoming version 1.4Spoiler
The previous version 1.3c has horrible script structure that I need add extra code just to make it works -
That's amazing! I'm waiting for the 1.4 update anyways, so that's excellent!
You've outdone yourself again!