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RMRK RPG Maker Creation => VX Ace => VXA Scripts Database => Topic started by: SoulPour777 on June 14, 2014, 01:18:49 PM

Title: Soulpour777 – Animated Battlers
Post by: SoulPour777 on June 14, 2014, 01:18:49 PM
Soulpour777 – Animated Battlers
Version: 1.0
Author: Soulpour777
Date: 11:01AM, 6 / 14 / 2014

Description


This script allows your enemy battlers to be animated during battle. The enemies would also be subjected to three different animated behaviors, either they BREATH, FLOAT, or MOVE SIDEWARDS. This is a revival of Moghunter’s sweet script called Battler L effects, but made it much more appealing and compatible with the now popular RPG Maker VX Ace.

Demonstration here: https://www.youtube.com/watch?v=FOpAen8Q5Mo

Features


Instructions

Inside the demo.

Credit



Thanks


Support


Please comment below or PM me here at RMRK if you have any questions.

Known Compatibility Issues

If you're using Tsukihime's script re-position script and Moghunter's scripts (about the breath effect), this script can fix it. Replace or place this script below Moghunter's.

Demo


N/A


Terms of Use


For this specific script, this is free for non commercial use. For all my scripts, please visit this site: http://infinitytears.wordpress.com/terms-of-use/
Title: Re: Soulpour777 – Animated Battlers
Post by: modern algebra on June 14, 2014, 02:04:58 PM
That's a neat way to add some graphical flair to battles without requiring additional graphical resources. Thanks for sharing it SoulPour777!
Title: Re: Soulpour777 – Animated Battlers
Post by: SoulPour777 on June 14, 2014, 02:59:55 PM
Thank you very much :)
Title: Re: Soulpour777 – Animated Battlers
Post by: Fatih on June 14, 2014, 04:22:25 PM
Looks epic! Too bad I'm still on XP :p
Title: Re: Soulpour777 – Animated Battlers
Post by: Wiimeiser on June 15, 2014, 08:33:18 AM
How hard would it be to fix it up for notetags instead of arrays? Was this for XP or VX originally?
Title: Re: Soulpour777 – Animated Battlers
Post by: KaiSSeR_SK on August 09, 2014, 09:39:48 PM
Hello, could you review the float effect? Even in the demo, with no other scripts, motion is very strange.

Thank you very much.
Title: Re: Soulpour777 – Animated Battlers
Post by: Euphoria on August 09, 2014, 09:56:33 PM
Here:

http://pastebin.com/raw.php?i=xnzWE4RZ (http://pastebin.com/raw.php?i=xnzWE4RZ)

That's my edited version of his script, I changed the float around and made the breathe effect a tiny bit more noticeable.
Title: Re: Soulpour777 – Animated Battlers
Post by: KaiSSeR_SK on August 10, 2014, 01:50:35 PM
Here:

http://pastebin.com/raw.php?i=xnzWE4RZ (http://pastebin.com/raw.php?i=xnzWE4RZ)

That's my edited version of his script, I changed the float around and made the breathe effect a tiny bit more noticeable.

Hey Euphoria! Tanks a lot. The breath effect is perfect, but the float... It´s better than older version but the up and down motion it´s too rough... I´ve modified a little the script for the float move up and down positions for higher float effect, and the move is... UP!...DOWN!...UP!... Like a switch :p

I´ve got a idea but a don´t know how to make it... My idea is... Instead of a random number for "@float_duration" put a time operator ("@float_up_time" and "@float_down_time" in example) . So, from time "0" to time "x" coord Y increases by "x" pixels and then decrease time and coords, and start the second timer to down... I think this would make the motion more smooth.

The timers can have random maximums to go up and down...

I hope I explained clearly, thank you very much for your time and effort. And thanks for answering.

EDIT:

I´m not scripter but i love to make experiments... Right now those are the results:

Basically I´ve copied the Moveside Formula...

Line 134, added "@oy_offset = 5"
Code: [Select]
   #--------------------------------------------------------------------------
   # ● Float Effect Setup
   #--------------------------------------------------------------------------                     
   def float_effect_setup(battler)
       @oy_offset = 5
       @float_duration = rand(40)
       @float_speed = rand(3)
   end

And, at line 205... Replace "● Update Float Effect" with this one :)

Code: [Select]
   #--------------------------------------------------------------------------
   # ● Update Float Effect
   #--------------------------------------------------------------------------                 
   def update_float_effect
     update_ox
     update_oy   
       return if @battler == nil
       return unless @battler.float_effect
   #    @float_speed += 1
   #    return if @float_speed < 2
       @float_speed = 1
       @float_duration += 1
       case @float_duration
         when 0..40
          @oy_offset += 2
         when 41..80
          @oy_offset -= 2
         else 
          @float_duration = 0
       end
   end

Now, the up and down move is so smooth, And the speed, for me is perfect now, test yourself, and hope it helps you. No credits,  Thanks!!