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> Moving and Animating Battlers in the Default Battle System?
lemonairable
post May 2 2011, 01:58 PM
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How do I use RGSS to move battlers out of the status window in the default battle system?
Basically, I wanted to move them up and to the right, while keeping the enemy battlers on the left to create a sort of custom sideview battle.

Also, how do I animate battlers? Is it even possible to use a .gif or other animated image as a battler? The default battle system is very lacking in motion, so I wanted to use this to add to it.
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post May 2 2011, 02:24 PM
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You can use 'Minkoffs Animated Battlers - Enhanced' script and there's several custom options, one of which is to use battler pictures.

To have fully animated battlers it's not done by gif files, it's a sheet, on which is rows and columns - rows being a image for each pose (Idle, attacking, taking damage) and the number of columns being how many frames each pose has.

Link to script:
http://houseslasher.com/index.php?showtopic=173
.
Gallery where you can find the different types of battlers and animated battlers:
http://www.rpgrevolution.com/forums/index....=sc&cat=132


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lemonairable
post May 2 2011, 03:47 PM
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Thank you for the information, but it seems as though that battle system is for RPG Maker VX.

Really, I just want to know what portion of the RGSS I have to edit to reposition the battlers.

On the animation, you're saying that I should create a spritesheet with a column for each animation and the frames for the animations in the columns?
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post May 2 2011, 04:18 PM
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No no that script was made for XP and it has been since altered so it can also work with VX, it's very popular on XP.

As for the code itself I'm not a scripter so I can't help you there sorry. But that script can also use the default battlers in place of the animated ones it comes with, it's all within the configuration section of the set of scripts it uses.
Within the Manual it's covered in this section:
Section 3 - Default Batter Style
http://www.fileden.com/files/2008/10/3/212...ed_Battlers.pdf

To understand how the sheet works it's best to look at them within the demo and also view the image itselfI. This is if you're wanting to change from static images like the default battlers and use ones that will move and animate.


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lemonairable
post May 2 2011, 06:42 PM
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Ah, I see. Thank you. So, I have to download the demo of the Minkoff Animated Battle System, which I may then edit to my liking. Thanks for the PDF. It looks very informative.
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post May 3 2011, 04:24 AM
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You can do it that way until you get used to the configuration section. There's 13 different demos that you can play around with that have different additions.

I use the basic one - Animated Battlers (the default battlesystem) because I make animated battlers so I don't want anything else but the core system to test to see how they work.


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lemonairable
post May 3 2011, 06:33 PM
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I have another question about the Animated Battler CBS.

When I use a default batter graphic for any character other than the first party member, it doesn't display properly. How do I fix this?

And another question (Sorry!). How do I change the character sprites in the status menu into portraits?
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lemonairable
post May 4 2011, 02:52 PM
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Never mind, I figured it out. Thanks for everything.
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