[23:01:28] Yanfly: I have a pornographic memory.
Monthly Archives: February 2013
Making a post for this because there are new instructions I want to highlight. Animated Battlers has been updated to version 1.04. Here are the changes:
Compatibility with modern algebra’s Flash Selected Enemy
Make sure his script is located above this one.
This is just a basic way to limit lag a bit. By default, an animation uses 16 cells. If you don’t plan to use that many for your battler animations, you can lower the MAX_FRAMES value in the configuration. Less sprites will be created and disposed as a result.
You can now assign animations to states. They will replace the standing anim and are sorted by state priority. Use the following tag in the animation block to enable them:
state: state_id, animation_id
You can put more than one tag and you can also put several state_id, animation_id pairs.
As it has been requested, you can now alter the vertical position of the battler when it moves toward the target. Alter to your liking the MOVEMENT_Y_OFFSET value in the configuration part of the script. Now you can use the <move_to_target> tag a bit differently:
x can be any value, positive or negative which will be multiplied by the offset. If you decide to use the old tag, the offset will just be set to 0.
First, make sure to put Animated Battlers below Symphony. Now, make sure to understand the following:
- The actors positions are defined by Symphony. It’s useless to input them in Animated Battlers.
- <move_to_target> is disabled, you have to use Symphony’s movement sequences.
- A few Symphony tags are disabled, such as teleport and afterimage. Those are to be mimicked with the animation itself –you can have it both ways.
Normally, the other tags should work. If they don’t and if it’s a compatibility that can be fixed without rewriting too much of the script, I’ll do it.