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Lately I've been trying to use the "Side View battlers script. But I have come across a snag and dont know how to fix it. What the problem is, is when I use the battlers all I see it the page with the battler not just one screen, like just one person I have different frames on the screen. How Do I make it so that it acts like it should?
You know, I had the seam problem with this script and just figured I was doing something wrong. Not sure what it could be, probably one of the settings, but I juts stopped using it and went to another SVCBS.
Did this happen after you put in a new ATB Script? If so usually a few script dont work together. Check what is the Script you added and remove it "Make sure you make a copy of it in notepad just incase."
Well, that is the (from what I see in your script's list) ATB/AnimBat demo, with different battlers. Note that it is probably just version 7.7 and not the newer 8.4.
The main gripe everyone seems to have is that the system can't detect what type of battlers you are using. It doesn't know RTP battlers from spritesheet battlers. You have to tell it.
Mind you, the demo is designed to show how you can use 'various' types of battlers, not just one type. The problem comes when no one bothers with configuring the system.
Exclusively for Minkoff 11-pose/4-frame spritesheets
Code:
# * 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
#--------------------------------------------------------------------------
@speed = 4 # Framerate speed of the battlers
@rush_speed = 1.5 # Melee/Skill/Item motion speed of the battlers
@poses = 11 # Maximum # of poses (stances) in the template
@frames = 4 # Maximum # of frames in each pose
@frames_standard = 4 # Standard # of frames played in each pose.
# Individual Spritesheet Control Center
#--------------------------------------------------------------------------
@poses_enemy = nil # ID and # of poses for each enemy
@frames_enemy = nil # ID and # of frames for each enemy
@poses_actor = nil # ID and # of poses for each actor
@frames_actor = nil # ID and # of frames for each actor.
# * Wooziness Rates
#--------------------------------------------------------------------------
@low_hp_percentage = 0.25 # Determines health% of battler for WOOZY pose.
@low_hp_actor = {7 => 0.50, 8 => 0.75} # Individual health% for actors.
@low_hp_enemy = {1 => 0.50} # Individual health% for enemies.
#==========================================================================
# **** POSE CONTROL CENTER **** #
#==========================================================================
# Editable Template (Some people wanted to change their template design)
#--------------------------------------------------------------------------
$p1 = 0 # Sets the 'Ready Pose' ($p1) to be pose #1 in your template
$p2 = 1 # Sets the 'Struck Pose' ($p2) to be pose #2 in your template
$p3 = 2 # Sets the 'Woozy Pose' ($p3) to be pose #3 in your template
$p4 = 3 # Sets the 'Block Pose' ($p4) to be pose #4 in your template
$p5 = 4 # Sets the 'Charge Pose' ($p5) to be pose #5 in your template
$p6 = 5 # Sets the 'Retreat Pose'($p6) to be pose #6 in your template
$p7 = 6 # Sets the 'Attack Pose' ($p7) to be pose #7 in your template
$p8 = 7 # Sets the 'Item Pose' ($p8) to be pose #8 in your template
$p9 = 8 # Sets the 'Skill Pose' ($p9) to be pose #9 in your template
$p10 = 9 # Sets the 'Victory Pose'($p10)to be pose #10 in your template
$p11 = 10 # Sets the 'Defeat Pose' ($p11)to be pose #11 in your template
# Editable Template (for Custom Actor Spritesheets)
#--------------------------------------------------------------------------
$ap1 = {}
$ap2 = {}
$ap3 = {}
$ap4 = {}
$ap5 = {}
$ap6 = {}
$ap7 = {}
$ap8 = {}
$ap9 = {}
$ap10 = {}
$ap11 = {}
# Editable Template (for Custom Enemy Spritesheets)
#--------------------------------------------------------------------------
$ep1 = {}
$ep2 = {}
$ep3 = {}
$ep4 = {}
$ep5 = {}
$ep6 = {}
$ep7 = {}
$ep8 = {}
$ep9 = {}
$ep11 = {}
This setup removes the configuration for RTP battlers and Charset battlers. Again, the demos ALL were made to showcase multiple battler types. It's up to the end user to set it up to his/her tastes.
Also, I didn't supply any code here for changing around the additional poses or movement systems. That's for you to configure as well.
The first page of the topic includes instructions for the script's config section. It does talk about configuring the movement, poses, transparency and addtl systems.