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ParaDog's v 2.58 battlesystem with ParaDog's SideView Walking Sprite script

LinkaN

Member

Okay, I downloaded a DEMO with ParaDog scripts, and since I don't really know which one of the scripts I have problem with, someone plz download it here:http://hometown.aol.com/Der%20VVulfman/Files/RMXP/Minkoff/AB_ParaDog.zip

My problem is that I want all characters in my party to be animated sprites, but everytime I enter a battle, the first heroe always stays still and is bigger. So I simply want someone to change it in the script if it not too hard, or tell me how to do it if there is a way without changing the script.
http://img525.imageshack.us/my.php?image=prrwwba3.png
 
No....by the screenshot, it's Minkoff's Animated 'Side-View' Battler Enhanced(by DerVVulfman), not ParaDog's Side-view script.  Did you read instruction there?  You should change battler configuration in 'Configuration' section.

Below is part of Configuration section of Minkoff's Animated Battlers Enhanced, where you can change battler setting.
Code:
  #==========================================================================
  #   ****                    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        = [1]     # 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               = 4       # 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         = {1 => 4}  # ID and # of poses for each enemy
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {2 => 4}  # 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.
 
Please note that the demo I supplied in the 'Animated Battlers' topic... the ParaDog demo... does have the sideview script created by ParaDog.  I merely disabled his sideview system it to showcase 'Animated Battlers.

If you wish to use the Sideview script in the demo, delete 'Animated Battlers' from the scripts, and remove the =begin and =end statements that surround ParaDog's sideview script.

To rpgmakerxp08 :
You could have put a title other than 'I need help please' or whatever. :-/
 

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