Animated Battlers Update
Hi everyone Archeia here!
Unfortunately, I am unable to edit the page for Animated Battlers because of limited permissions. I just hope that people won’t miss this post. Here’s Animated Battlers Version 1.09, for a list of updates, here’s what we have:
- Anti-Lag implemented. Depending on how intensive animations can be for enemies, the game could lag.
- Enemies attacking too fast, now they have been slowed down a bit to be in time with damage popups.
- After a pose’s animation, change to a specific animation. E.g. After hitting a skill, make them go back to idle pose immediately. This can be achieved by adding ToAnimationID (e.g. To111) on the animation’s name in the database editor.
- Show a Damage Pop-up on a specific frame # by adding <damage at: n> at the skill notetag.
- Jump to target tag by adding <jump to target> at the skill notetag.
I…think that’s mostly it. It’s been a while since we implemented this fixes so I don’t remember how some of the functions work aside from a few notes here and there, Kread hasn’t been around so there won’t be any fixes, probably, but feel free to report some! Just make sure to follow this format:
- Description of the bug. Make sure to note HOW it happens and try to emulate it as much as possible.
- List of scripts used. This is important! If you use Victor’s scripts, then it’s a given the scripts won’t work due to low compatibility.
- Did you test it in a fresh new project? If no, then try at a new project first.
- Did you load a save and encountered the bug there? If yes, then start a new game and see if the problem persists.
- Did you check Yanfly’s Core first for bug fixes list? Is the bug mentioned there? If yes, then grab that script.
- Did you read the features of the script first before assuming it’s not working like what you thought it would? If no, then read.
- Did you try putting the script above/below other/certain scripts first? Give it a try, it might just fix it.
- Give us a demo if possible. No need for the entire game, but just the area where it bugs out.
Hopefully this will make the bug fixing easier for everyone.
Posted on 03/06/2014, in RGSS3 and tagged animated battler, update. Bookmark the permalink. 10 Comments.
First of all, your script is AWESOME; well i have two “little” problems; the first one is with the tag: its not working, the damage pop-ups ignore the tag, and displayed until the end of the animation. The second “problem” is the actor positions: Is there a way to change the actors position during the game, “depending of the battleback”?.
This is my script list: “Basic damage pop-up by Vlue” and almost all Moghunter battle addons scripts, except the damage pop up and the related animations scripts.
With the “Damage at: n” tag, sorry.
Basic Damage Popup is a compatibility killler… It doesnt work with systems that includes actor sprites.
Thanks for your reply, i will try to find a compatible damage pop-up script :c
Use this one:
http://forums.rpgmakerweb.com/index.php?/topic/25798-battle-damage-popup/
I wanted to leave a note regarding the custom traits feature not displaying custom traits correctly
Full details at http://www.rpgmakervxace.net/topic/22556-traits-namer-kread-ex-custom-traits-not-displaying/
i found out how to fix this
final_value = case code
when 11, 13
100 – (value * 100)
when 33, 34
value
else
value * 100
end
you have to counter the math done to value so with the poison thing with 100%, you change the value from ‘100’ to ‘100/100’ this will fix the problem. i am having touble fixing the problem where the % for potions and things arent showing properly… its always 0%
Just a quick question from a first time user on setting up the animation sheets – is there a ‘proper’ placement of battlers in each animation tile/cell? I think I saw Kread mention elsewhere to somebody else their cells were off-center so I thought it best to ask just in case.
Hi, I was playing around with the script and was hoping someone would be able to help me with what is likely something very minor. I set it so a certain state had an animation, yet the animation only plays sometimes. On my turn, the character will default to their idle stance. Is there something I have to set in order to make them stay on the state’s animation?
Not sure where to put a bug report but maybe someone else can help me. So sorry, but this will be a long comment.
To start off, I looked at and/or tried every animated battler script, but this is the only one I can get working. (maybe because I used battle animations back in rm2k3?) BUT I’m still having a problem.
Description: When animated party member takes damage, whether alone or with other party members, they freeze on their damage frame.
List of scripts: In order- Yanfly Core, Victor Basic Module, Victor Engine Step Sound, Yanfly Battle Engine, Yanfly Victory Aftermath, Yami Charge Skill, Kread-EX Animated Battlers
Loaded save? – No
Try moving script: Yes
I have also searched any kind of way on google for help, but if I find someone with similar problems, they either never get a reply or fixed it themselves without explaining how. I’ve tried putting No_Loop, Wait, and ToXXX (though not sure if that last one works) in the same one, first two, first and last, and such. I also tried removing scripts, removing all but the animated battle script, and more but to no avail.