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Animated battlers HELP!

i also have this problem...
are you using minkoff battle system??
if yes just edit the configurations...
i really don't know anything bout it but maybe it's there...
if you found out how to fix this would you mind telling me thanks...
 
Cool! I did just like what you said about the configurations! lol, it's all solved now, thanks!

Here's what I did to fix it:

1. Go to Config.
2. Find Line 7 where there's "DEFAULT_ACTOR_ID        = [1]    # Ids of actors using default battlers"
3. See the number 1 in the pharenthesis? remove the number 1 there, and it'll work! :lol:
 
Try Replacing your config with this:

Code:
#==============================================================================
# ** Animated Battlers - Enhanced   ver. 10.3                      (10-30-2007)
#
#------------------------------------------------------------------------------
#  * (1) Configuration:  The Sprite Battler Class (initialize system)
#============================================================================== 

  #==========================================================================
  #   ****                     ARROW CONTROLS                        ****   #
  #==========================================================================
  # * Just moves the targetting arrow around
  #--------------------------------------------------------------------------
  MNK_ARROW_X             = 14      # The x position for your target cursor
  MNK_ARROW_Y             = 10      # The y position for your target cursor
  
  #==========================================================================
  #   ****                    GENERAL CONTROLS                       ****   #
  #==========================================================================

  # * Default Battler Style Switches
  #--------------------------------------------------------------------------        
  DEFAULT_ENEMY           = false   # If true, these switches allows the use
  DEFAULT_ACTOR           = false   # of default battlers for actors/enemies
  DEFAULT_ENEMY_ID        = []      # Ids of enemies using default battlers
  DEFAULT_ACTOR_ID        = []     # Ids of actors using default battlers
  DEFAULT_COLLAPSE_ACTOR  = false   # If true, restores the old 'red fade'
  DEFAULT_COLLAPSE_ENEMY  = false   #   collapse effect (using spritesheets)

  
  # * Animation Frames and Animation Speed
  #--------------------------------------------------------------------------    
  MNK_SPEED               = 6       # Framerate speed of the battlers
  MNK_RUSH_SPEED          = 1.5     # Melee/Skill/Item motion speed of the battlers
  MNK_POSES               = 11      # Maximum # of poses (stances) in the template
  MNK_FRAMES              = 4       # Maximum # of frames in each pose
  MNK_FRAMES_STANDARD     = 4       # Standard # of frames played in each pose.
  
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {36 => 10, 37 => 10}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = nil       # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.
      
  # * Wooziness Rates
  #-------------------------------------------------------------------------- 
  MNK_LOW_HP_PERCENTAGE   = 0.25                    # Health% for WOOZY pose.
  MNK_LOW_HP_ACTOR        = {}#{7 => 0.50, 8 => 0.75}  # Ind. health% for actors.
  MNK_LOW_HP_ENEMY        = {}#{1 => 0.50}             # Ind. health% for enemies.
  MNK_LOW_HP_FLAT         = true                    # If true, flat rate hp
  
    
    
  #==========================================================================
  #   ****                   POSE CONTROL CENTER                     ****   #
  #==========================================================================
    
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =   1   # Sets the 'Ready Pose'  (MNK_POSE1)   #1 in your template
  MNK_POSE2   =   2   # Sets the 'Struck Pose' (MNK_POSE2)   #2 in your template
  MNK_POSE3   =   3   # Sets the 'Woozy Pose'  (MNK_POSE3)   #3 in your template
  MNK_POSE4   =   4   # Sets the 'Block Pose'  (MNK_POSE4)   #4 in your template
  MNK_POSE5   =   5   # Sets the 'Charge Pose' (MNK_POSE5)   #5 in your template
  MNK_POSE6   =   6   # Sets the 'Retreat Pose'(MNK_POSE6)   #6 in your template
  MNK_POSE7   =   7   # Sets the 'Attack Pose' (MNK_POSE7)   #7 in your template
  MNK_POSE8   =   8   # Sets the 'Item Pose'   (MNK_POSE8)   #8 in your template
  MNK_POSE9   =   9   # Sets the 'Skill Pose'  (MNK_POSE9)   #9 in your template
  MNK_POSE10  =  10   # Sets the 'Victory Pose'(MNK_POSE10) #10 in your template
  MNK_POSE11  =  11   # Sets the 'Defeat Pose' (MNK_POSE11) #11 in your template
    
  # Editable Template (for Custom Actor Spritesheets)
  #--------------------------------------------------------------------------
  MNK_APOSE1   =   {}#{2 => 2} 
  MNK_APOSE2   =   {}#{2 => 2}   # Hilda is using a Charset graphic as a battler.
  MNK_APOSE3   =   {}#{2 => 2}   # The battler was copied into the Battler folder.
  MNK_APOSE4   =   {}#{2 => 2}   # This setup allows you to use Charactersets for 
  MNK_APOSE5   =   {}#{2 => 2}   # battlers battlers.
  MNK_APOSE6   =   {}#{2 => 3} 
  MNK_APOSE7   =   {}#{2 => 2} 
  MNK_APOSE8   =   {}#{2 => 2} 
  MNK_APOSE9   =   {}#{2 => 2} 
  MNK_APOSE10  =   {}#{2 => 1} 
  MNK_APOSE11  =   {}#{2 => 4} 
    
  # Editable Template (for Custom Enemy Spritesheets)
  #--------------------------------------------------------------------------
  MNK_EPOSE1   =   {}#{1 => 2} 
  MNK_EPOSE2   =   {}#{1 => 2}   # Did the same to the ghosts.  Note that enemies have
  MNK_EPOSE3   =   {}#{1 => 2}   # no victory pose.
  MNK_EPOSE4   =   {}#{1 => 2}   
  MNK_EPOSE5   =   {}#{1 => 2}   
  MNK_EPOSE6   =   {}#{1 => 3} 
  MNK_EPOSE7   =   {}#{1 => 2} 
  MNK_EPOSE8   =   {}#{1 => 2} 
  MNK_EPOSE9   =   {}#{1 => 2} 
  MNK_EPOSE11  =   {}#{1 => 11}  # Setting the ghost to an invalid pose erases it.
                        
                        
  #==========================================================================
  #   ****               EXPANDED POSE CONTROL CENTER                ****   #
  #==========================================================================
  
  # Non-Default Poses (can expand beyond the default 11 poses here)
  # (New system mimics the revised Template system.  Can use 'custom' sheets)
  #--------------------------------------------------------------------------
  # The first value in each set indicates the index number  in a spritesheet.
  # This value is  overrided by a value  in one of the other two accompanying
  # arrays... one for actor battlerss, the other for enemy battlers.
  #
  # To define a pose linked to a specific battler, the syntax is...
  # '' hash array '' = { battler.id => pose# }
  # Where Aluxes and the Ghost (RTP)  would be  the 1st battlers (per array),
  # and the pose# would be the pose in your spritesheet.
  #
  # Combinations in the  hash arrays  are possible,  so if the MNK_POSES_DYING_E
  # array has {1 => 5, 9 => 2},  then the GHOST (enemy #1) would be using the
  # 6th pose (index 5) and the 9th enemy battler would be using the 3rd pose.
  #--------------------------------------------------------------------------
  MNK_POSES_SETUP       = 7          # Choose animation pose for 'preparation'
  MNK_POSES_SETUP_A     = {2 => 4}
  MNK_POSES_SETUP_E     = {1 => 4}    
  MNK_POSES_CASTPREP    = 4          # Set 'casting' pose for skill preparation
  MNK_POSES_CASTPREP_A  = {}          
  MNK_POSES_CASTPREP_E  = {9 => 3}    
  MNK_POSES_DYING       = 6          # Choose animation pose for dying throws.
  MNK_POSES_DYING_a     = {}          
  MNK_POSES_DYING_E     = {9 => 5}    
  MNK_POSES_ESCAPE      = 2          # Set 'coward' pose for fleeing monsters)    
  MNK_POSES_ESCAPE_A    = {}         
  MNK_POSES_ESCAPE_E    = {9 => 5}   
  MNK_POSES_CRITICAL    = nil        # Set pose for BIG hits 
  MNK_POSES_CRIT_A      = {}
  MNK_POSES_CRIT_E      = {9 =>5}
  MNK_POSES_WINNING     = 4          # Set winning (Victory Dance before pose)
  MNK_POSES_WINNING_A   = {}
  MNK_POSES_WINNING_E   = {}         
  
  # Looping Poses
  #--------------------------------------------------------------------------
  # These arrays merely hold the ID  of actors or enemies whose poses loop at
  # the end of combat.  Enemies have no 'winning' animation pose.
  MNK_LOOPS_WINNING         = []#[7]     # Actor IDs if their victory pose loops
  MNK_LOOPS_DEFEATED_ACTOR  = []      # Actor IDs if their defeat pose loops
  MNK_LOOPS_DEFEATED_ENEMY  = []      # Enemy IDs if their defeat pose loops
    
  # Non-Default Pose Hashes (poses dependant on .id values)
  # (New system mimics the revised Template system.)
  #--------------------------------------------------------------------------
  # The first hash in each set  indicates the id number (be it skill, item or
  # otherwise, and the pose it brings up.   These mimic the 2nd array type in
  # the above Non-Default poses.   As such, a hash value of {1 => 10) for the
  # MNK_POSES_WEAPONS hash would make  the 'Bronze Sword' use the 10th index (or
  # 11th spritesheet) pose... aka the 'Defeat' pose.
  #
  # To define an advanced pose linked to a specific battler, the syntax is...
  #  = { battler.id => { item/skill.id => pose#  } }
  # ...so this gets  more complicated.   But this does allow  each battler to
  # have his or her own unique pose, regardless of spritesheet type.
  #--------------------------------------------------------------------------
  MNK_POSES_CASTED     = {61 => 6}  # Set a specific skill to use a pose
  MNK_POSES_CASTED_A   = {}         
  MNK_POSES_CASTED_E   = {}
  MNK_POSES_STATUS     = {3 => 3}   # Set status values to poses here
  MNK_POSES_STAT_A     = {}  
  MNK_POSES_STAT_E     = {}
  MNK_POSES_SKILLS     = {57 => 7}  # Default: #57(Cross Cut) does 'Attack'
  MNK_POSES_SKILLS_A   = {}  
  MNK_POSES_SKILLS_E   = {}
  MNK_POSES_ITEMS      = {13 => 4}  # Default: #13(Sharp Stone) does 'Block'
  MNK_POSES_ITEMS_A    = {}         
  MNK_POSES_ITEMS_E    = {}         
  MNK_POSES_WEAPONS    = {}         # Didn't set any weapons to any poses
  MNK_POSES_WEAPS_A    = {}
  MNK_POSES_WEAPS_E    = {}         # Non-functional (Enemies don't use 'em.)
  
  # Non-Default Pose Hashes (Hits & Critical Hits)
  # (Just like above, but pertains to specific hits and critical hits)
  #--------------------------------------------------------------------------
  MNK_STRUCK_WEAPS     = {}         # Set a specific 'Struck' to a weapon attack
  MNK_STRUCK_WEAPS_A   = {}         
  MNK_STRUCK_WEAPS_E   = {}         
  MNK_STRUCK_SKILLS    = {}         # Set a specific 'Struck' to a skill
  MNK_STRUCK_SKILLS_A  = { 7 => { 7 => 4 }}
  MNK_STRUCK_SKILLS_E  = {}
  MNK_STRUCK_ITEMS     = {}         # Set a specific 'Struck' to an item attack
  MNK_STRUCK_ITEMS_A   = {}
  MNK_STRUCK_ITEMS_E   = {}
  MNK_CRIT_WEAPS       = {}         # Set a specific 'Critical Hit' to a weapon
  MNK_CRIT_WEAPS_A     = {}
  MNK_CRIT_WEAPS_E     = {}       
  MNK_CRIT_SKILLS      = {}         # Set a specific 'Critical Hit' to a skill
  MNK_CRIT_SKILLS_A    = {7 => {7 => 10 }, 5 => {7 => 7}}
  MNK_CRIT_SKILLS_E    = {}
  MNK_CRIT_ITEMS       = {}         # Set a specific 'Critical Hit' to an item
  MNK_CRIT_ITEMS_A     = {}
  MNK_CRIT_ITEMS_E     = {}

    
  #==========================================================================
  #   ****                   FRAME CONTROL CENTER                    ****   #
  #==========================================================================

  # * Frames Control 
  #--------------------------------------------------------------------------    
  MNK_FRAMES_PER_POSE    = {}               # Set #of frames to pose(by index)

  # Advanced Individual Pose/Frame Hashes   # Advanced Individual Poses  uses
                                            # hashes within hashes. As a demo 
  MNK_POSES_FR_ACTOR = {}                   # you can see that enemy #1 has 2
  MNK_POSES_FR_ENEMY = {}                   # sets of controls:  index 0 (for
                                            # a ready pose is set to 1 frame,
  # while index 3 (block) is set to 'two' frames.   Likewise, for the actor's
  # hash, Actor #7 (Gloria) has only 1 control hash.   It sets index pose '0' 
  # (the ready pose again) to use four frames of animation (even though I had
  # set the ready pose to just use '2' with the MNK_FRAMES_PER_POSE hash earlier.

  
  #==========================================================================
  #   ****                   MOVEMENT CONTROL CENTER                 ****   #
  #==========================================================================
      
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_RUSH_OFFSET        = 0        # How much additional space between battlers
  MNK_RUSH_ATTACK        = false    # If true, battler steps forward to attack
  MNK_RUSH_SKILL         = true     # If true, battler steps forward to use skill
  MNK_RUSH_ITEM          = true     # If true, battler steps forward to use item
    
  # * Movement Arrays (Arrays for skill/weapon/item IDs that affect movement)
  #--------------------------------------------------------------------------    
  MNK_MOVING_ITEM       = [1]     # Examples are items that need to be applied.
  MNK_MOVING_SKILL      = [61,115,149,150,151,152,153,154,156,160]    # Examples are martial-arts and sneak attacks
  MNK_MOVE2CENTER_ATK   = []      # Moves battler to center based on weapon id!
  MNK_MOVE2CENTER_ITEM  = [5]     # Moves battler to center for a big item atk!
  MNK_MOVE2CENTER_SKILL = [7,155,157]     # Moves battler to center for a big skill atk!
  #
  # * Remember, do not supply Skill or Item ID#'s that have 'None' scopes into
  #   either the MNK_MOVING_ITEM or MNK_MOVING_SKILL hashes.  These skills &
  #   item attacks have no target and would cause an error when trying to find
  #   an enemy to move towards.
 

    
  #==========================================================================
  #   ****                STATIONARY CONTROL CENTER                  ****   #
  #==========================================================================
  
  # * Stationary Battlers (simple True/False settings)
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking
  MNK_STATIONARY_ACTORS  = false    # If the actors don't move while attacking
  
  # * Arrays filled with skill/weapon/item IDs that halt movement 
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMY_IDS = []       # Enemies that don't RUN during melee attacks
  MNK_STATIONARY_WEAPONS = [17,18,19,20,21,22,23,24] # (examples are bows & guns)
  MNK_STATIONARY_SKILLS  = [111,112]       # (examples are bows & guns)
  MNK_STATIONARY_ITEMS   = []       # (examples are bows & guns)


    
  #==========================================================================
  #   ****               TRANSPARENCY CONTROL CENTER                 ****   #
  #==========================================================================
  MNK_TRANSLUCENCY      = 127      # Degree of transparency
  MNK_TRANSLUCENT_ACTOR = []       # ID of actor at translucency settings
  MNK_TRANSLUCENT_ENEMY = [1, 9]   # ID of enemy at translucency settings
  MNK_PHASING           = false    # If battlers fade in/out while charging
  MNK_PHASING_ACTOR     = [1, 2]   # IDs of actors that fade in/out if charging
  MNK_PHASING_ENEMY     = [9]      # IDs of enemies that fade in/out if charging

  MNK_FADE_IN           = true     # Battler fades in if replaced or transparent

    
    
  #==========================================================================
  #   ****                CUSTOM FEATURE CENTER                      ****   #
  #==========================================================================
        
  MNK_MIRROR_ENEMIES    = true     # Enemy battlers use reversed image
  MNK_CALC_SPEED        = false    # System calculates a mean/average speed
  MNK_AT_DELAY          = true     # Pauses battlesystem until animation done.
  MNK_ADV_OFF_TURN      = 1        # Number of turns before enemies turn around.

Hope that helps!  :lol:
 
ok... i battle tested it and this is what i got...

"Script'  3-battle system' line 206: name error occurred.
uninitialized constant Scene_battle::MNK_STEP_ATTACK"

can you fix this???


oh yeah and i also tried a 12 battler spritesheet for my characters and they all looked wierd when i battletested it.........
 
Try upgrading to version 10.5 which is now only available at:
  • Google

let's try not advertising other sites, okay sweetie? and yes, this is advertising.

Please note that some of the value 'names' have been changed so you would need to copy the WHOLE system... configuration page included.  Just change the values accordingly.

As far as using 12-pose battlers rather than 11 pose ones, there are configurables to edit.  I cannot say how as I am not aware if you are just using 1 12-poser or using if all your battlers are 12 pose battlers.

The 1st post in the AnimBat topics contains the .pdf manual describing the controls/values you can change.
 
Check your 'configuration' section to ensure that you have a MNK_STEP_ATTACK value.

If that value is either using the 'older' name (I changed some values for naming conventions) or is missing from the system, then there would be an error.
 
There you go.

You're using what is probably an older configuration system that used a different constant.  When you get the whole system, copy the new configuration system and re-enter 'your' values into the matching constants. 

Fortunately, the layout hadn't changed so you should be able to find the new constant you'll need to edit.
 
I'll give you an example:
Version 8.1 of AnimBat used this...
Code:
    # * Forward Step System (Final Fantasy-Style)
    #--------------------------------------------------------------------------    
    $rush_offset        = 0        # How much additional space between battlers
    $rush_attack        = false    # If true, battler steps forward to attack
    $rush_skill         = true     # If true, battler steps forward to use skill
    $rush_item          = true     # If true, battler steps forward to use item
* The $rush_offset value was moved somewhere else...

It is now like this:
Code:
  # * Forward Step System (Final Fantasy-Style)
  #--------------------------------------------------------------------------    
  MNK_STEP_ATTACK       = false   # If true, battler steps forward to attack
  MNK_STEP_SKILL        = true    # If true, battler steps forward to use skill
  MNK_STEP_ITEM         = true    # If true, battler steps forward to use item

So they're the same values... but named differently.  Just look and compare.
 
Grab the entire system... the new config... the new parts 2 through... etc.

Then copy the entries from your old config into the new ones.  Just keep the NAMES of the values in the new config intact.

If the value in your 'new' configuration system says MNK_STEP_SKILL, it stays as MNK_STEP_SKILL.
 
Okay... let me put it another way...

Copy/Paste your old 'configuration' page into notepad/wordpad and print it out.  You'll want to have it on paper so you can just read it outside of RPGMaker XP.  You'll probably want the font to be on 'Courier New'. ;)

Then, you will want to have a FRESH AND UNTOUCHED copy of the whole system.  An unedited version of 'every' page of the script, from the title... the config... sprite_battle and etc.

.....

Now, with your NEW copy of Animated Battlers in your project, look at your paper printout of your old configuration.  Do not change the constant names... if it says MNK_APOSE1.... LEAVE IT as MNK_APOSE1.  The 'value names' in your NEW configuration must match up to the 'value names' throughout the rest of the system.  If one of them is missing or renamed... it'll go KABOOM!

What you 'WILL' change are the numeric or true/false values in the configuration section to suit your system.  Just go down the list and fiddle with the data on the 'right'.  Some may have been re-ordered, but the explanations/descriptions should guide you.

Allow me to quote from hellhound:
hellhound":191tg1ur said:
Cool! I did just like what you said about the configurations! lol, it's all solved now, thanks!

Here's what I did to fix it:

1. Go to Config.
2. Find Line 7 where there's "DEFAULT_ACTOR_ID        = [1]    # Ids of actors using default battlers"
3. See the number 1 in the pharenthesis? remove the number 1 there, and it'll work! :lol:
The only thing changed in this occurance was the data on the right.  The name 'DEFAULT_ACTOR_ID' remained untouched.
 

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