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Animated Battlers


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#1 Jet

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Posted 25 December 2011 - 07:38 PM

Animated Battlers
by Jet

Introduction


So, with the release of Ace, they stuck with the old default CBS. Though, Holder was making animated battlers, which looked awesome.
So I decided to make a script that allowed the use of those animated battlers, or others.

By default, it is configuraed to work with spritesheets like Holder's found here.

Features

- Animated Battlers
- Notebox driven
- Default choices as well
- Highly Customizable
- Highly Compatible
- Can be turned off with a switch
- And More...

Screenshots

Posted Image

Script/Demo

Text: http://pastebin.com/raw.php?i=4Gagm2mM
Demo: http://dl.dropbox.co...Battlers%29.exe

Again, the demo uses battlers from Holder, found here.

Credit

Jet
Holder if used with their battlers


All my scripts are made under this license:
88x31.png

 

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#2 Rosenblack

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Posted 25 December 2011 - 07:48 PM

Nice Jet, Added to OS-MSL
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Names Rosenblack or Rose for short.

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#3 meow

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Posted 25 December 2011 - 11:17 PM

Amazing! Thank you :)

#4 Fomar0153

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Posted 26 December 2011 - 09:03 AM

I think I prefer your version to my own ^_^

Also just checked my battle system and your animated battlers are compatible.

#5 Michael Ponder Jr

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Posted 26 December 2011 - 11:17 AM

So far, there are like 3 scripts for animated battlers and so forth, but they all lack some options.
Like in this script, what if i don't want my battler to move to the target?
What if i only want them to step forward either to the side or up, do an animation, then step back?
What if i want each pose row of animations to be different frames, like standing is 3 frames, while attacking is 5?

I have noticed this with a lot of these scripts, the options are limited...
I'm not trying to be a jerk, just pointing this stuff out.

Edited by Michael Ponder Jr, 26 December 2011 - 11:18 AM.


#6 Jet

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Posted 26 December 2011 - 11:37 AM

UPDATE

A host of new features has been added:

Per-Row configuration of frames and speed
States can specify specific rows to use
Can CHOOSE whether or not to have the battler slide to their target
Actor's animations can also now be flipped with a notetag


@Ponder: I'm pretty sure most of your things were just added right now :P

All my scripts are made under this license:
88x31.png

 

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#7 Ahmad

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Posted 27 December 2011 - 03:19 PM

Rocking the scripts like usual bro! Love it, it's a good alternative to side view-
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#8 BulletPlus

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Posted 28 December 2011 - 12:07 AM

This is awesome. so may scripts so fast. no wonder u r a jet.
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#9 thechancellor

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Posted 07 January 2012 - 10:32 PM

Is there any possible way to add more animation rows on top of the 14 we're given? And if so, can we set that animation row to trigger when using a specific skill or weapon? I looked through the script and couldn't figure out a way to do this. It looks like all we're given is a way to add an animation row for using custom state animations.

#10 Azakel

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Posted 18 January 2012 - 11:17 AM

I think your script is awesome!!!!! I'll use it in my proyect ;)
Whatever, I'm wondering if theres a way to give a specific row to a specific skill, i think that will make this script even better.
Thanks man B)

#11 thechancellor

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Posted 18 January 2012 - 12:38 PM

I just asked that in the post before yours. Anyway, I don't think Jet pays attention to this script anymore. Wait for Formar's then ask him to expand upon it. You're more likely to get some feedback from him.

#12 Joseph Connor

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Posted 03 March 2012 - 09:34 PM

Does this script allow you to have different battlers for whether or not you have a weapon equipped?

#13 Unknown Studios

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Posted 20 March 2012 - 09:24 PM

I try using the script and the actor doesn't move to the target. Ideas?

#14 Luke H

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Posted 23 March 2012 - 12:42 AM

Script's not working for me. =\ I just pasted it into a new script under Materials and when I enter a battle, it doesn't work. It runs a regular battle. I also added a few battlers into the Battlers graphic folder.

EDIT
Sorry, I got the script working. -__-;

Edited by Mao, 23 March 2012 - 12:47 AM.

Posted Image

#15 Joseph Connor

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Posted 25 March 2012 - 08:00 PM

What If I don't want the actor to be animated.

Edited by earthboundfanboy, 25 March 2012 - 08:00 PM.


#16 Holder

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Posted 26 March 2012 - 02:45 AM

What If I don't want the actor to be animated.

:huh: Don't use an animated battler script...

#17 Asixex

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Posted 27 March 2012 - 05:12 PM

Er... I seem to be having some trouble with this script. If I use this spritesheet, what would the settings need to be?
Posted Image
EDIT:
I know enough to put tags in the notebox, but I don't know the settings.
EDIT2:
Nevermind, I got the battler working. Now I just need the actors to work.
EDIT3:
Okay, so, I've got the enemies moving. Animated. But they disappear when they attack. They don't move or anything, they just disappear. And my actor.. well...
Posted Image
SeewhatImean?

Edited by Asixex, 27 March 2012 - 05:23 PM.


#18 oriceles

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Posted 03 April 2012 - 11:01 AM

Er... I seem to be having some trouble with this script. If I use this spritesheet, what would the settings need to be?
Posted Image
EDIT:
I know enough to put tags in the notebox, but I don't know the settings.
EDIT2:
Nevermind, I got the battler working. Now I just need the actors to work.
EDIT3:
Okay, so, I've got the enemies moving. Animated. But they disappear when they attack. They don't move or anything, they just disappear. And my actor.. well...
Posted Image
SeewhatImean?


You have to change the rows on the script and attach the notetag to the actor

#19 Aijo

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Posted 03 April 2012 - 02:15 PM

-edited- because I saw my answer. n//n

Edited by Aijo, 03 April 2012 - 02:18 PM.


#20 Akane

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Posted 04 April 2012 - 06:50 PM

Amazing script! Works a charm :)
But I was wondering if there was a way to show the weapon icon when the sprite is attacking normally?
If anyone can get back to me I would appreciate it.




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