Animated Battlers Update

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.

Cell limitation
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.

State animations
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.

Y offset
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:
<move_to_target: x>
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.

Symphony compatibility
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.

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About Kread-EX

I code. And try to make games.

Posted on 15/02/2013, in RGSS3, RPG Maker VX Ace and tagged , . Bookmark the permalink. 5 Comments.

  1. TheChancellor

    Well… I had initially planned to go have a bite to eat with some friends this evening. Looks like I’m going to be testing this script. I’ll keep you posted on any errors.

  2. Hytporsche

    Great update man! 🙂 Flash Selected Enemy scripts works as should and love the extra options to help the script run better and to the users own liking. As usual, thanks.

  3. Thank you hard for this update ❤ !

  4. Lena Andreia

    Hey there, I LOVE the script. :3 I do have a request, though.

    The game we’re making has various characters who change classes. I love your functionality to set each character to use a certain skill without having to make duplicate skills.

    I was wondering if this is possible with weapons as well, so each character can have their own battle animation using the same weapon?

    I’ve attempted to patch the script myself, but I just can’t get it to work. If there’s an easy way to do that, it’d be awesome. :3

    (If there’s an easy solution that I’m missing, feel free to correct me too–sometimes I tend to overlook a simple answer.)

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