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So, uh, Animated Battlers issues.(and an RTAB question)

Yep, strike one for Skie. Anyways I wanted to give animated battlers - enhanced a try. So I put in all the necessary scripts under the RTAB system I'm also trying out, and above main...

...But when I try a test battle I keep getting this when the party or the enemy takes an action, first of all.

http://i28.photobucket.com/albums/c206/ ... error1.png[/IMG]

http://i28.photobucket.com/albums/c206/ ... error3.png[/IMG]

...And here is line 705. I'm no programmer in general, so these walls of moonspeak mean nothing to me. Is there some configuration I need to do before getting into this?

http://i28.photobucket.com/albums/c206/ ... ror2-1.png[/IMG]

...And then, we have this. The battlers obviously aren't animating, but I suspect that it has something to do with the above though.

And FINALLY I have a question involving the layout of the HP/MP/ATB bars in the RTAB. Is it possible to completely get rid of the scripted layout and add in one's own layout based on pictures or whatever? Something like this? Not that I'd be able to do it myself anytime soon. ':|

http://i28.photobucket.com/albums/c206/Skie182/Testgame-battletest.png[/IMG]
(yes I made the that HP/MP/ATB crap up there, I just need to know if it's possible)
 
Doing a little mixing and matching there, eh? The RTAB/CTB Changes script heading in your scripts reminds me of Minkoff's older system. Haven't used that description in a year. ;)

Sometimes script order does affect outcome... lemme see... hmmm.....

Try putting the Animated Battlers system scripts BELOW the RTAB battlesystem Add-Ons, below the HP bars, Cooperative skills 'n so on.

Also, check to see if you have the default RTP battlers set to true in your system. If the actors and enemies default battler systems are set to true, it will assume that you're using them and not spritesheet battlers (giving you 'that' resulting screen).

The RTAB demo in the Anim-Bat topic shows a working system... though it also shows a mixture of battler types (RTP, Minkoff and Cybersam battlers). You would have to perform a li'l editing of the config section to make it use just one type of battler.
 
DerVVulfman;257155 said:
Doing a little mixing and matching there, eh? The RTAB/CTB Changes script heading in your scripts reminds me of Minkoff's older system. Haven't used that description in a year. ;)

Sometimes script order does affect outcome... lemme see... hmmm.....

Try putting the Animated Battlers system scripts BELOW the RTAB battlesystem Add-Ons, below the HP bars, Cooperative skills 'n so on.

Also, check to see if you have the default RTP battlers set to true in your system. If the actors and enemies default battler systems are set to true, it will assume that you're using them and not spritesheet battlers (giving you 'that' resulting screen).

The RTAB demo in the Anim-Bat topic shows a working system... though it also shows a mixture of battler types (RTP, Minkoff and Cybersam battlers). You would have to perform a li'l editing of the config section to make it use just one type of battler.

Uh-huh...I see. I'll give that a try then. Also, I didn't use the animated battler scripts from the demo since they were already messed with. I grabbed the ones in the topic.

Well then, here goes nothing.

EDIT: Hehe...this is funny. I got rid of the updated animation system and put Minkoff's old animation system back in and everything works just fine. Even connected attacking works still.

...Though I'm not sure if that's a good thing since I don't have the extra features of the 'complicated' version...
 
Minkoff's old system is set up ONLY to work with his battlers while the newer ones work with nearly all sprite types (save for Ccoa's sprite strips ;) ).It really doesn't take much to configure it for Minkoff-Only strips.

Here is a >>LINK<< to another explanation & configuration sample.

For those catching up.... this is only Animated Battlers related. Skie just happens to be using RTAB with it. ;)
 

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