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Animated Battler Help / Kaduki, Holder, Charasets none working.

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Rep: +0/-0Level 40
RMRK Junior
So, I am undergoing a new project, and ran into a snag when trying to troubleshoot my battle system. The problem I am having in short is no matter what I do, my Kaduki battlers as well as Holders battlers will NOT work correctly. Upon assuring all Note-Tags are correct, file names confirmed, and settings finished and polished the battle sceene loads and shows the entire sprite sheet, in a static display, yet moving to attack with hit animations. I have tried re-installing the scripts entirely, even flushed the project.

I will provide a demo as well as sample code from my settings, but I have tried everything. I just can't find out where I am messing up, I assure you I have gone over the user manual like, 100 times. As well as the Passive Lion video tutorials, and read through just about ever VE - Animated Battler help topic on multiple websites.

Any help is appreciated...

Excuse me now while I assure my files are in order for the demo...

**
Rep: +0/-0Level 40
RMRK Junior
Okay, so now for a quick rundown of what I have done, in order of how I did it.

Step 1.

Install the scripts and ordered them as such in the proper sections.

VE | Base Module
VE | Animated Battler
VE | Actors Battler

Step 2.

Assured I had the proper GFX in the proper folders, and named properly.

My KadukiBattler was named $RuneUrik
With his sub files, $RuneUrik_1, $RuneUrik_2, $RuneUrik_3, and $RuneUrik_7

To my knowldge a Kaduki battler is treated as a charset, so I leave these in the Charset folder, of course.

Next I added a quick animated battler, a Holder sprite. The Yellow Slime.

I named his static self DesertSlime, then promptly named his animated kin, DesertSlime[anim]

He is placed in the Battlers folder.

Both can be founded in the attached Battlers.rar here { http://www.mediafire.com/?45i6q14qtm76jue }

Step 3.

Next up, I do my settings.

They are as follows.
Code: [Select]
#==============================================================================
# ** Victor Engine
#------------------------------------------------------------------------------
#   Setting module for the Victor Engine
#==============================================================================

module Victor_Engine
  #--------------------------------------------------------------------------
  # * Initialize Variables
  #--------------------------------------------------------------------------
  VE_ACTION_SETTINGS = {} # Don't remove or change
  #--------------------------------------------------------------------------
  # * Animated battler sufix
  #   When using sprites, add this to the animated sprite sheet of the battler,
  #   that way you can keep the original battler a single sprite and make
  #   easier to setup their position on the troop
  #--------------------------------------------------------------------------
  VE_SPRITE_SUFIX = "[anim]"
  #--------------------------------------------------------------------------
  # * Intro fade
  #   When true, there will be a small fade effect on the battlers during
  #   the battle start (like RMXP default battle)
  #--------------------------------------------------------------------------
  VE_BATTLE_INTRO_FADE = true
  #--------------------------------------------------------------------------
  # * Default sprite settings
  #   This is the settings for all battler graphics that doesn't have
  #   their own custom setting
  #--------------------------------------------------------------------------
  VE_DEFAULT_SPRITE = {
  # Basic Settings
  # name:   value,
    frames: 3,        # Number of frames
    rows:   4,       # Number of rows
    ox:     0,        # Adjust sprite X position
    oy:     0,        # Adjust sprite Y position
    mirror: true,     # Mirror battler when facing right
    invert: false,    # Invert the battler graphic
    mode:   :charset,  # Graphic style (:sprite or :chasert)
    action: :kaduki, # Action settings
    # IMPORTANT: using the ox: and oy: value will make the battle animation to
    # be moved also, if you want to adjust the battler position without
    # changing the position of the animation, use the script
    # 'VE - Animations Settings' together with the batte.
   
  # Main Poses
  # name:       row,
    idle:      1,   # Idle pose
    guard:     2,   # Guard pose
    evade:     2,   # Evade pose
    danger:    3,   # Low HP pose
    hurt:      4,   # Damage pose
    attack:    5,   # Physical attack pose
    use:       6,   # No type use pose
    item:      6,   # Item use pose
    skill:     7,   # Skill use pose
    magic:     8,   # Magic use pose
    advance:   9,   # Advance pose
    retreat:   10,  # Retreat pose
    escape:    10,  # Escape pose
    victory:   11,  # Victory pose
    intro:     12,  # Battle start pose
    dead:      13,  # Incapacited pose
    ready:     nil, # Ready pose
    itemcast:  nil, # Item cast pose
    skillcast: nil, # Skill cast pose
    magiccast: nil, # Magic cast pose
    command:   nil, # Command pose
    input:     nil, # Input pose
    cancel:    nil, # Cancel pose
    # You can add other pose names and call them within the action settings
    # use only lowcase letters
    # IMPORTANT: the ready, itemcast, skillcast, magiccast, command, input and
    # cancel poses are skiped if nil, no matter what you setup on the pose
    # setting, so even using charset mode you need to setup a value to turn
    # on these poses.
Okay, so moving along we have my basic settings, as you can see I have it setup for use with Kaduki, as the default sprite/style.

Next, I add the file.

Code: [Select]
  VE_SPRITE_SETTINGS = {
  # 'Filename' => {settings},
  #
  # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
  #                action: :default},
  # 'Sample 2' => {frames: 3, rows: 4, mirror: true, invert: false,
  #                mode: :charset, action: :charset},
  # 'Sample 3' => {frames: 3, rows: 4, mirror: false, invert: false,
  #                mode: :charset, action: :kaduki},
  # 'Sample 1' => {frames: 4, rows: 14, mirror: true, mode: :sprite,
  #                action: :default, oy: 20, evade: 1, skill: 4},
    'Holder'   => {frames: 4, rows: 14, mirror: true, mode: :sprite,
                   action: :default},
    'Charset'  => {frames: 3, rows: 4, mirror: false, invert: false,
                   mode: :charset, action: :charset},
    'Kaduki'   => {frames: 3, rows: 4, mirror: true, invert: false,
                   mode: :charset, action: :kaduki},
    '$RuneUrik_1'   => {frames: 3, rows: 4, mirror: false, invert: false,
                   mode: :charset, action: :kaduki},
  } # Don't remove
Everything checks out? Right... On to the note tags.... As of now, my slime is still just his default static image. Which is fine, because I wanna do it one at a time, no need to over whelm.

Step 4.


Next up, I head over to the actors comment box, and toss in his Note Tag,

<battler name: $RuneUrik_1>
<battler hue: 0>

As far as I have learned, the hue is not needed, but can it hurt? I don't know, that's why I am here.

Next up, I head over to his equipped test weapon. Wooden Great-sword, I drop in the note tag.

<attack pose: attack, reset>

So, now I load it up, and.... nothing?

Not even Rune's battler? What the hell....

This is embarrassing...

Well, here is my entire Game Doc, anyone, SOMEONE, please help me understand what is going on....

http://www.mediafire.com/?mfeo407qyvo3aee

**
Rep: +0/-0Level 40
RMRK Junior
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