VE - Animated Battle

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Victor Sant, Mar 17, 2012.

  1. Victor Sant

    Victor Sant Veteran Veteran

    Messages:
    1,694
    Likes Received:
    1,426
    Location:
    Brazil
    First Language:
    Portuguese

    [​IMG]


    [​IMG]








    This is the Victor Engine – Animated Battle script. This script was done to provide a very customizable visual battle system, where the user have a very high control on the animations.

    With this script you can use a wide variety of sprite templates for the battlers and even use charsets.

    Download:
    Victor Engine - Animated Battle

    User Manual (Please read it before asking anything)

    Credits:
    Author: Victor Sant

    Additional Credits
    Yanfly: for the YEA Battle Engine, wich was used on the video.
    Holder: for the battlers used on the video.

    Terms of Use
     
    Last edited by a moderator: Feb 19, 2016
    #1
    Chaos17 likes this.
  2. tpasmall

    tpasmall The Mauve Avenger Veteran

    Messages:
    857
    Likes Received:
    116
    Location:
    In the attic, to the left
    First Language:
    English
    Awesome script, it took me a little while to figure out, but all the syntax needs to be the same in order to get the animations to work.

    I.E- 'actor test' and 'Actor test' are not compatible. They both must be 'actor test'.
     
    Last edited by a moderator: Mar 17, 2012
    #2
  3. yieldingmydestiny

    yieldingmydestiny n00b Veteran

    Messages:
    396
    Likes Received:
    38
    Location:
    Uncertainties
    First Language:
    Melayu
    I'm not a coder, but I still want to say that this is perfect(speaking naively)!!
     
    #3
  4. Chaos17

    Chaos17 Dreamer Veteran

    Messages:
    1,252
    Likes Received:
    419
    Location:
    France
    First Language:
    French
    I will report the bugs that I've found so far :

    - The dead "pose" doesn't loop or stay.

    - The items and magic poses aren't used, your script use instead the defend or skill pose (depends of the sprite type).
     
    Last edited by a moderator: Apr 7, 2012
    #4
  5. WoE_Guardian

    WoE_Guardian Villager Member

    Messages:
    16
    Likes Received:
    0
    First Language:
    English
    Chaos17, Victor's script isn't meant to be a plug and play script. I mean, for the most part, you can plug it in and do alright, but it's really meant to be a tool that you can mold and mend to fit whatever need you have.

    Poses are largely meant to be defined by you. If you don't know how to do that, I have a pretty decent beginner's tutorial I can link you to. Tutorial
     
    #5
  6. Chaos17

    Chaos17 Dreamer Veteran

    Messages:
    1,252
    Likes Received:
    419
    Location:
    France
    First Language:
    French
    Last edited by a moderator: Apr 7, 2012
    #6
  7. tpasmall

    tpasmall The Mauve Avenger Veteran

    Messages:
    857
    Likes Received:
    116
    Location:
    In the attic, to the left
    First Language:
    English
    I'm having an issue as seen in this picture:

    [​IMG]

    The Battler's don't reset before the next character takes their action. The whole system seems to be running too fast (can't read any of the text). Any simple fix to this?
     
    #7
  8. Napoleon

    Napoleon Veteran Veteran

    Messages:
    869
    Likes Received:
    96
    First Language:
    Dutch
    I found a possible bug. When you use this (in combation with ATB, actor battler and target arrow) and an enemy revives another enemy from the death it will crash (NOT the invisible actor problem):

    http://s27.postimg.org/osz895c2r/revive_crash.png

    After some searching someone had more or less the same problem: http://rpgmaker.net/forums/topics/13766/

    alias :revive_ve_animated_battle :revive def revive call_pose:)revive, :clear) # <<<<<<<<< crash here revive_ve_animated_battle endto

    alias :revive_ve_animated_battle :revive def revive poses.call_pose:)revive, :clear) # call_pose:)revive, :clear) revive_ve_animated_battle endNow it works again.

    But maybe I configured something wrong again.
     
    #8
  9. dr0hgo

    dr0hgo Warper Member

    Messages:
    3
    Likes Received:
    0
    First Language:
    Portuguese
    funny thing...first time i installed the script it ran well!

     on the second time i ran the game test the actors were gone! o_O
     
    #9
  10. 2fruit

    2fruit Lurker Veteran

    Messages:
    39
    Likes Received:
    1
    Location:
    New Zealand
    First Language:
    English
    Greetings Victor,

    I’ve setup the script and the basic module under materials above main. But when I launch the game for a test run I get this error:

    Script ‘Victor Animated Battle’ line 7225: SyntaxError occured.

    unexpected $end, expecting keyword_end

    Could you help?
     
    Last edited by a moderator: Oct 10, 2015
    #10

Share This Page