Couple of script updates done lately:
Animated Battlers – v1.08
- Bug fixes involving dual wielding animation.
- Guard animation: takes priority over usual state animations so it doesn’t get overridden except if the character dies. Use the guard: anim_id notetag in the animation block to define it.
- Linked animations: this has been requested by Nessiah and allows you to make one animation switch to another one upon completion. Put ToXXX in the animation’s name where XXX is the second animaton ID. Currently this only works for skill casting however.
Conditioned Traits – v1.05
At thechancellor’s request, added a switch condition on equipment.
Plane – v1.01
Added a compatibility fix with Yanfly’s Parallax Lock.
And that’s all for this time. For those wondering what Yanfly is doing, he’s currently reveling in his Yu-Gi-Oh addiction, trying to convert other players to the POWER OF TESTOSTERONE.
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.
Here’s a rewritten Plane class to fix the parallax problem occurring with Esrever’s hacked DLL (for higher resolutions). As you can see if you click the pic, the game window is 1024×640 in this example. Nothing particularly revolutionary or impressive (it has been done countless times on RMXP with custom resolution scripts) but since I need it for myself, thought I’d share it.
It’s plug-and-play by the way, unless you have some special additions to the Plane class.