DerVVulfman 3 Report post Posted May 22, 2012 (edited) Animated Battlers - ComprehensiveVersion 1.0 Title Art by LunarBerryhttp://www.lunarberrystudio.com IntroductionThis script adapts front-view battle systems (like the default battle system, or the RTAB system), and turns it into a side-view battle system. Battlers can bob and weave while waiting to attack, charge forward to attack, and strike a victory pose when they win.Screenshots Aluxes, Gloria and Ghost battlers courtesy of Green Raven. Artist for Felix battler is unknown. ScriptBroken up into 7 pages.CreditsConfiguration - Basic SettingsConfiguration - Pose ControlConfiguration - Movement and FramesEngine - Game ClassesEngine - Sprite SystemsEngine - Battle EngineDemos By battlesystem title (except the default system)*Battlers by Green Raven and various artistsAnimBat! (the default battlesystem)* Battlesystem by Yoji Ojima & EnterbrainAnimBat! Holder Edition (the default battlesystem)* Battlesystem by Yoji Ojima & Enterbrain - But with Holder's 13-pose battlersThe Action Cost CBS* Battlesystem by Fomar0153The Active Timer Battle System* Battlesystem by TricksterAgility Based Battle System* Battlesystem by Syvkal (an XRXS edit)Conditional Turns/Timer System* Battlesystem by TricksterIndividual Turns Battle System* Battlesystem by TricksterMakirouAru's ATB* Battlesystem by Makirou AkuParaDog's CTB v2.58* Battlesystem by ParaDogRTAB with Extras* Battlesystem by CogwheelThe Soul Rage System* Battlesystem by BlizzardSpeed Based Battle System* Battlesystem by TricksterTRTAB - Trickster's RTAB* Battlesystem by TricksterXRXS's #65 System* Battlesystem by XRXS (Cherry Tree Elegance Resident in Earth) Original Demo(with the old 10-pose system)The earliest version by Minkoff (w/ RTAB) that I knowWith the Battle Animations 'Flip' systemAnother system that literally 'flips' the battle animations horizontally and/or vertically.InstructionsPlease refer to the following manual (in .chm help format) now available for download.>Help File Manual<If you are having problems reading the help file (the AnimBat.chm), follow these steps...1. Right-Click the AnimBat.chm2. Select Properties3. Click the Unblock button at the bottom of the Properties dialog (above the OK and Cancel buttons)4. You should now be able to read the CHM file.Pre-Rendered ConfigsThe demo and the scripts above show how to generate a system that uses multiple types of spritesheets and RTP battlers. Below are two configuration files you may wish to use in it's place.Minkoff Configuration ... the typical Minkoff system without any extra.Cybersam Configuration ... a configuration system for Cybersam's 7-pose system.Charset Configuration ... a configuration system to use Charactersets for battlers.Holder Configuration ... a 13-pose system designed by Holder.RM2K3 Styled Configuration ... based on RPGMaker 2003's style, but after formed into a single 1-row sheet.RMMV Styled Configuration ... based on RPGMaker MV's style, but after formed into a single 1-row sheet.The Formation SystemRemoved from Animated Battlers is the formation system. A new one (roughly similar in nature to Claihm's system) is available below if you want to make custom battle formations. #============================================================================== # ** AnimBat Add-On: # Animated Battler Formations #------------------------------------------------------------------------------ # by DerVVulfman # version 1.0 # 11-22-2018 (MM-DD-YYYY) # RGSS / RPGMaker XP #============================================================================== # # INTRODUCTION: # # It has been a long time coming in that I wanted to replace the built-in # formation system I hardwired into "Minkoff's Animated Battlers - Enhanced", # and finally that time has arrived. While the base system now has the origi- # ginal single formation, it is by this system the end user can design the # battle formations for the actor battlers. They will start out and remain # lined up in the order the end user sets up. # # The system recognizes the 'Mirror Effect' system in Animated Battlers XP, # and will adjust and reverse the battler positions accordingly. You need not # worry about creating duplicate formation entries for both left and right # sided formations. # #------------------------------------------------------------------------------ # # CREATING THE FORMATIONS: # # This system allows you to create multiple formations. This is accomplished # by the way you use the 'ABATXP_FORMATION' array. The syntax is as follows: # # ABATXP_FORMATION = { id => [ formation set ], id => [formation set],... } # # So... with that, you can make multiple sets of formations which you can # switch to while the game is running.. # # Now... each formation set holds the x and y position for each actor battler # in combat. Not by their 'Actor ID' mind you, merely by party member order. # So the first member in your party,regardless of their position in your actor # database, will be first battler position defined in the formation set. The # layout for each formation set is as follows: # # [ [Battler 1's X & Y], [Battler 2's X & Y],... ] # # Most people would set a formation set with allowances for 4 battlers. But if # you wanted to use a large party script to increase the number of members in # your battle party, you can add more than 4 battler arrays like so: # # ...ON = { 0 => [ [350,200], [395,235], [440,270], [485,305], [530,340] ], # 1 => [ [530,200], [485,235], [440,275], [395,305], [350,340] ] } # #------------------------------------------------------------------------------ # # SCRIPT CALL: # # There's only one script call you should be familiar with right now, and that # is the script call that changes the formation you want to use in battle. By # default, the system uses the formation set by ID #0. But you can change the # formation being used with the following call: # # # The call is simple: $game_system.abatxp_form_id = number # # Where the number is the ID number of your formation. That's it. # # #------------------------------------------------------------------------------ # # NOTE: # # While designed and intended for use with Animated Battlers VX, it can be # used with only the Actor Battler Graphics script to change the basic for- # mation of the heroes. With this, you can make a very simple sideview # system... just not animated. # #------------------------------------------------------------------------------ # # TERMS AND CONDITIONS: # # Free to use, even in commercial projects. Just note that I need some form # of due credit... even a mere mention in some end titles. # #============================================================================== module Formation # -------------------------------------------------------------------------- POSITION = {} # Do Not Touch # -------------------------------------------------------------------------- # ID Battler 1 Battler 2 Battler 3 Battler 4 # =========== ============ ============ ============ ============ POSITION[0] = [ [450, 200, 0], [495, 235, 0], [540, 270, 0], [585, 305, 0] ] POSITION[1] = [ [485, 200, 0], [440, 235, 0], [395, 270, 0], [350, 305, 0] ] POSITION[2] = [ [350, 200, 0], [350, 275, 0], [495, 200, 2], [495, 275 ,2] ] end #============================================================================== # ** Game_System #------------------------------------------------------------------------------ # This class handles system-related data. Also manages vehicles and BGM, etc. # The instance of this class is referenced by $game_system. #============================================================================== class Game_System #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias formations_game_system_initialize initialize #-------------------------------------------------------------------------- # * Public Instance Variables #-------------------------------------------------------------------------- attr_accessor :abatxp_form_id # Formation ID attr_accessor :abatxp_mirror # Mirror Effect (used by AnimBatVX) #-------------------------------------------------------------------------- # * Object Initialization #-------------------------------------------------------------------------- def initialize formations_game_system_initialize @abatxp_form_id = 0 # Initial formation end end #============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # This class handles actors. It's used within the Game_Actors class # ($game_actors) and referenced by the Game_Party class ($game_party). #============================================================================== class Game_Actor < Game_Battler #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias formations_game_actor_screen_x screen_x alias formations_game_actor_screen_y screen_y #-------------------------------------------------------------------------- # * Actor X Coordinate #-------------------------------------------------------------------------- def screen_x # Set a default retieve value pos_x = nil # Obtain which position is in use position_id = $game_system.abatxp_form_id # Assign retrieve value if the formation is properly configured if Formation::POSITION.has_key?(position_id) pos_x = Formation::POSITION[position_id][self.index][0] end # Exit with the original call if the retrieve value is still nil return formations_game_actor_screen_x if pos_x.nil? # Exit with the new retrieve value with accommodations for sideview return ($game_system.sideview_mirror == true) ? (640-pos_x) : pos_x end #-------------------------------------------------------------------------- # * Actor Y Coordinate #-------------------------------------------------------------------------- def screen_y # Set a default retieve value pos_y = nil # Obtain which position is in use position_id = $game_system.abatxp_form_id # Assign retrieve value if the formation is properly configured if Formation::POSITION.has_key?(position_id) pos_y = Formation::POSITION[position_id][self.index][1] end # Exit with the original call if the retrieve value is still nil return formations_game_actor_screen_y if pos_y.nil? # Exit with the new retrieve value return pos_y end end #============================================================================== # ** Game_Party #------------------------------------------------------------------------------ # This class handles the party. It includes information on amount of gold # and items. Refer to "$game_party" for the instance of this class. #============================================================================== class Game_Party #-------------------------------------------------------------------------- # * Random Selection of Target Actor # hp0 : limited to actors with 0 HP #-------------------------------------------------------------------------- def random_target_actor(hp0 = false) # Initialize roulette roulette = [] # Loop for actor in @actors # If it fits the conditions if (not hp0 and actor.exist?) or (hp0 and actor.hp0?) # Get actor class [position] position = formations_function_actor_target_position(actor) # Front guard: n = 4; Mid guard: n = 3; Rear guard: n = 2 n = 4 - position # Add actor to roulette n times n.times do roulette.push(actor) end end end # Exit nil if roulette size is 0 return nil if roulette.size == 0 # Spin the roulette, choose an actor return roulette[rand(roulette.size)] end #-------------------------------------------------------------------------- # * Random Selection of Target Actor # actor : Actor #-------------------------------------------------------------------------- def formations_function_actor_target_position(actor) # Get actor position in party idx = @actors.index(actor) # Obtain which position is in use position_id = $game_system.abatxp_form_id # Obtain original position based on class position = $data_classes[actor.class_id].position # Reset position if the formation is properly configured if Formation::POSITION.has_key?(position_id) position = Formation::POSITION[position_id][idx][2] end # Return with position return position end end The Window Depth AdjusterThe battlers in this system tend to draw themselves over the battlesystem's command windows. This patch can fix this for you. #============================================================================== # ** AnimBat Add-On: # Window Depth Adjuster #------------------------------------------------------------------------------ # by DerVVulfman # version 1.0 # 11-22-2018 (MM-DD-YYYY) # RGSS / RPGMaker XP #============================================================================== # # INTRODUCTION: # # This is a simple script addition that lets the game developer (you) set the # depth perspective of the battlesystem's windows. Under normal circumstances, # the Item, Skill, and other windows appear behind the Animated Battlers. This # add-on patch lets you adjust the depth of the windows as you see fit. # # It's pretty simple. If you're creating your own battlesystem with this as # a basis, you can use these simple calls on your own. ^_^ # # #------------------------------------------------------------------------------ # # THANKS: # # To Boomy of House Slashers for pointing out the Skill Window overlap. # # #------------------------------------------------------------------------------ # # TERMS AND CONDITIONS: # # Free to use, even in commercial projects. Just note that I need some form # of due credit for both Boomy and myself... even a mere mention in some end # titles. # #============================================================================== module AnimDepth #========================================================================== # **** C O N F I G U R A T I O N S E C T I O N **** # #========================================================================== # # * Set the window depth here. Higher numbers are closer to the player PARTY = 1000 # Depth of the Party Window (Fight/Escape) COMMAND = 1000 # Depth of the Actor Command Window HELP = 1000 # Depth of the Help Window SKILL = 1000 # Depth of the Skill Window ITEM = 1000 # Depth of the Item Window #========================================================================== # **** C O N F I G U R A T I O N E N D **** # #========================================================================== end #============================================================================== # ** Scene_Battle #------------------------------------------------------------------------------ # This class performs battle screen processing. #============================================================================== class Scene_Battle #-------------------------------------------------------------------------- # * Alias Listings #-------------------------------------------------------------------------- alias animbat_depth_start_phase2 start_phase2 alias animbat_depth_start_phase3 start_phase3 alias animbat_depth_start_skill_select start_skill_select alias animbat_depth_start_item_select start_item_select #-------------------------------------------------------------------------- # * Start Party Command Phase #-------------------------------------------------------------------------- def start_phase2 # Set Party and Help Window Depths @party_command_window.z = AnimDepth::PARTY @help_window.z = AnimDepth::HELP # Perform the original call animbat_depth_start_phase2 end #-------------------------------------------------------------------------- # * Frame Update (main phase) #-------------------------------------------------------------------------- def start_phase3 # Set Actor Command Window Depth @actor_command_window.z = AnimDepth::COMMAND # Perform the original call animbat_depth_start_phase3 end #-------------------------------------------------------------------------- # * Start Skill Selection #-------------------------------------------------------------------------- def start_skill_select # Perform the original call animbat_depth_start_skill_select # Set Skill Window Depth @skill_window.z = AnimDepth::SKILL end #-------------------------------------------------------------------------- # * Start Item Selection #-------------------------------------------------------------------------- def start_item_select # Perform the original call animbat_depth_start_item_select # Set Item Window Depth @item_window.z = AnimDepth::ITEM end end Awards and BadgesA few awards of note for Animated Battlers[spoiler=Honorary Awards for Spritesheet Artists] [spoiler=Honorary Awards for Animated Battler Scripters] CompatibilityThis side-view battler script was designed to work with both, the default battle system AND the RTAB system. It was also instrumental in making Charlie Fleed's CTB. And it apparently works with a whole host of others ranging from ParaDog's and the XRXS systems and those by Trickster. But I cannot account for it working with any other systems.Credits and Thanks[spoiler=Lots o' credits] Minkoff for the original 2005 base system. ccoa who designed the spritestrips system as opposed to the spritesheet concept Twin Matrix who requested a Low Percentages option and coded the basis for status effect poses Min-Chan and Caldaron who requested fixes to Hero and enemy z-Depth Jirby Taylor -or- Taylor who discovered an F12 stack error with the collapse code SephirrothSpawn who instructed me on code to eliminate F12 Stack errors Mimi-Chan who detected a timing fault with battle animations, especially full screen battle animations, and saw a variable frames-per-pose bug Trickster for compatability code for his Gradient Bars v 3.4 Fomar0153 who supplied code to halt AT bar growth for certain battle actions daigotsu who noticed an 'None/All' targeting error MasterMine5823 who requested a fix on saved data issues Alistor who notice an issue with viewports and certain gradient bar code Angel_FX who noticed that dead hero battlers were still visible in new battles Yin who requested the use of ccoa spritesheets Jaberwocky who supplied dodge pose mechanices Alistor who requested a variation of the center-pose system whereby attackers were still vertically lined up with their targets hanetzer who requested that both individual poses and red-out collapse deaths to be available at the same time[/list[--or-[align=center]by DerVVulfman(M. B. Randolph)Based on the original system byMinkoffSpritestrip Concepts byccoa / S. HarlowAdditional Pptions and Programming byTwin Matrix * SephirothSpawn * Trickster * Fomar0153 * JaberwockyExpansion Concepts byTwin Matrix * Min-Chan * Caldaron * MasterMine5823 * Yin * Alistor * hanetzerAdditional Betatesting and Reports byJirby Taylor / Taylor * Mimi-Chan * daigotsu * Alistor * Angel_FX[/align] Terms and ConditionsRequired for distribution:This system is available royalty free. I make no claim as to the usage of this system, even for commercial use. Edits to the system may be permitted as to suit your needs, but I cannot guarantee these edits effectiveness nor can I guarantee support for these same edits.When using the system, the name of the animation system must be prominent along with my name and name of the scripter who created the basis of this work (that's Minkoff... if you didn't know :D ). If your project includes a end-of-game 'Credit Roll', I would also require the listing of all parties in the Credits and Thanks section (above) as contributers and betatesters of this system. Given their assistance, I wouldn't ask no less.Author's NotesUm... nope... none that I can think of. And I thought there wasn't much left to add to this years ago... Edited November 23, 2018 by DerVVulfman 1 Marked reacted to this Share this post Link to post Share on other sites
Makamura 0 Report post Posted September 10, 2012 may I ask? is there a way while using the Formation Script ,to load the X,Y from a variable? Share this post Link to post Share on other sites
DerVVulfman 3 Report post Posted November 25, 2012 Actually no. You can define a number of various formations for your game if you wish and change them by a script call for what formation you're wishing to use. However, you cannot set an X,Y,Z to a specific actor in-game. Z-Depth is pretty much a copy of the Y position, so setting a Z-depth iwouldn;t have been necessary. The lower the Y position, the larger the Z Depth value and thus the closer to the player visually. Share this post Link to post Share on other sites
sasuke101252 0 Report post Posted December 18, 2012 can u give me the complete script and tell me how to put it in rpg maker xp? Share this post Link to post Share on other sites
DerVVulfman 3 Report post Posted January 7, 2013 Sorry for the late responce. As you may guess (as an admin elsewhere) ... I keep occupied. There's that and Christmas present wrapping doesn't help matters much. You ask for the complete script. Please look in the first post. The complete script is available in the various links, from the intro and config scripts to the battle, Misc and RTAB patch scripts. Paste each part below Scene_Debug and above Main in your script editor, with the exception of the RTAB patch (part 6)... unless you're running the RTAB battlesystem. Configure as needed. If you want to see it in action though, please note that there are 12 actual demos in the demo spoiler. Share this post Link to post Share on other sites
Marked 197 Report post Posted January 9, 2013 Sorry for the late responce. As you may guess (as an admin elsewhere) ... I keep occupied. There's that and Christmas present wrapping doesn't help matters much. You can get emailed about the replies on this forum is hit the "follow topic" button at the top. Or you could just link to your forum for support. Share this post Link to post Share on other sites
jcc123 0 Report post Posted May 1, 2017 Does anyone know if you can disable character sprite animation for actor 2, Basil? I can't seem to get the 11 pose animation sprites to work for this character and I'm not seeing how the code fixes actor 2 for the character spritesheet. Easy fix is to just not use actor 2 slot it's just bugging me that I can't find what's making it stay with those sprites only. Share this post Link to post Share on other sites
black mage 28 Report post Posted May 2, 2017 @jcc123 I'd love help checking the problem. However, as we all can see, most (if not all) of the link listed on the first post are dead. I'd be grateful if anyone could reupload the script again (organize it on a new thread, even) so we can have some materials to discuss. Share this post Link to post Share on other sites
Marked 197 Report post Posted May 2, 2017 There should be a copy on Creation Asylum somewhere.... DerVVulfman still hangs around there last time I checked (although that was a long time ago). Share this post Link to post Share on other sites
black mage 28 Report post Posted May 3, 2017 Whoa, you're right, Marked. Went to the asylum and I'm not only found the copy but the fact that DerVVulfman is still alive there. Here's the thread: Minkoff's Animated Battlers - Enhanced It contains most (if not all) of the stuff from the original post in this thread, but with an active link. I'll check them later after going home. Share this post Link to post Share on other sites
Marked 197 Report post Posted May 3, 2017 Yeah, I've been around too long. Share this post Link to post Share on other sites
black mage 28 Report post Posted May 3, 2017 (edited) Yeah, I've been around too long. Perhaps you belong to a museum XD. JK Does anyone know if you can disable character sprite animation for actor 2, Basil? I can't seem to get the 11 pose animation sprites to work for this character and I'm not seeing how the code fixes actor 2 for the character spritesheet. Easy fix is to just not use actor 2 slot it's just bugging me that I can't find what's making it stay with those sprites only. Have you tried to emptying these brackets? MNK_POSES_ACTOR = {2 => 4} MNK_APOSE1 = {2 => 2} MNK_APOSE2 = {2 => 2} MNK_APOSE3 = {2 => 2} MNK_APOSE4 = {2 => 2} MNK_APOSE5 = {2 => 2} MNK_APOSE6 = {2 => 3} MNK_APOSE7 = {2 => 2} MNK_APOSE8 = {2 => 2} MNK_APOSE9 = {2 => 2} MNK_APOSE10 = {2 => 2} MNK_APOSE11 = {2 => 2} The hashes inside the brackets are the configuration to make Basil use charset graphic as a battler, thus I suspect that it contribute to the problem. Edited May 3, 2017 by black mage Share this post Link to post Share on other sites
DerVVulfman 3 Report post Posted November 9, 2018 (edited) DEARLY BELOVED. WE ARE GATHERED HERE TO GET THROUGH THIS THING CALLED LIFE. - Prince This topic will SEVERLY be changed and altered as a totally new version will replace this. New features will be: 1) Configuration page now broken into three. All post handling (a main focus) will be on its own separate page and easier to understand. 2) Compatibility with Blizzard's Soul Rage v 6.1+ 3) NEW Step Casting option (battler steps forward 'before' starting the chanting pose) 4) NEW Victim Delay feature (useful in ATBs so victims stop for an attacker) 5) Totally rewritten help file Changes in the POSE section: This just covers an individual actor... this being for the 1st and 2nd pose. MNK_APOSE1 = {2 => 2} MNK_APOSE2 = {2 => 2} NEW: The [0] denotes all battlers (no ID) POSE_01[0] = 1 POSE_02[0] = 1 THIS denotes Actor battler #2 ([2]), while a negative key (like [-9]) would be for an enemy like the Zombie. POSE_01[2] = 2 POSE_02[2] = 2 . . . But you can still use braces to hold multiple hash values like so (here covering both actor #2 and enemy #9): POSE_01 = {2 => 2, -9 => 5 } POSE_02 = {2 => 2, -9 => 4 } The help file will be a lot more helpful. I've had a few test reads already. The last one read like an instruction manual for a 1970's ham radio. Edited November 9, 2018 by DerVVulfman Share this post Link to post Share on other sites
Marked 197 Report post Posted November 9, 2018 Thanks DerVVulfman! You have a very rare dedication. Share this post Link to post Share on other sites
DerVVulfman 3 Report post Posted November 23, 2018 This is more than a conventional bump. This is a rebranding! "Minkoff's Animated Battlers - Enhanced" has gone through a system rewrite and has now been rebranded as AnimBat! Version 1.0Reorganized and with many scripts within rewritten, it should come as no surprise that this system now uses "THREE" configuration scripts. Broken into three, the end user can now focus on what he/she wishes to tweak.The system has a more in-depth and accurate method to detect the battlesystems in use. This should cut down on possible errors.There were a number of bugs in the system that were not reported, be it a z-Depth issue involving attacker/victim overlapping or enemies not properly vanishing if they were meant to escape.Some patches were put into place that actively benefited other battlesystems, such as attack cancellations with Fomar0153's Action Cost system.For those who still use the RTAB system by cogwheel, there is no longer any need to employ a separate script to bypass his native camera pan/zoom feature. It is natively disabled by AnimBat! And likewise, there is no longer a separate RTAB patch as Minkoff's Animated Battlers previously required.Meanwhile, new features have been added.There's been many requests to allow battlers to step forward from their group to begin chanting spells. An enhancement to a feature where a hero or enemy must spend some time to get a skill ready for action, you have always had an option to make the character go through some form of active pose. Now, you can have the character step forward before he or she even begins to chant a spell.For some time, the battlers could move to the center of the screen to perform a special attack. This, a feature that the game developer would need to code. But Alistor of HBGames and Save-Point.Org requested that the attacker could stay verically lined up with their target when moving to the center of the battlefield. So yep, it's been added.Easy enouth to add was a battler death feature by hanetzer. In essence, he wanted it so one could assign the traditional 'collapse' death to certain battlers while others would still use the Minkoff/Cybersam styled dead-pose animations.And a long-awaited feature for those who use scripts that allow multiple weapon attacks. Battlers who use two or more weapons do not return to their formation until they have finished their attack. If a hero has two weapons, he doesn't run up to a ghost and slash with the first and return to his group, only to run back on the field for the second weapon swipe. This feature is compatible with Guillaume777's Multi Slot Equipment Script, Fomar0153's Two Weapons, and DerVVulfman's MultiSlots! Share this post Link to post Share on other sites