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custom animated battlers

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Edit: the battler issue was solved, but with that comes a new problem.  I'm not starting a new topic because they go together.

So I want to change how quickly the battlers move in the kaduki side view battle system, and after going through the configuration script I believe I found the area you're supposed to configure.  The problem is, I have no idea what most of the configurations do.  is there some place that tells you what all these do?  the title of some are descriptive enough, but there's some that I don't know...

here's the area i'm talking about:
Spoiler for script area:
[codebox]Battler Frame Animations
 #--------------------------------------------------------------------------
  # No.    - Battler graphic file used.
  #             0: Normal Battler Graphic.  In the case of Actors, 0 refers to
  #                 default walking graphic.
  #             n: "Character Name + _n", where n refers to the file number
  #                 extension.  An example file would be "$Ralph_1".  These
  #                 files are placed in the Characters folder.
  #                 Use "_1" for non-standard battler, like Minkoff's or Kaduki.
  #
  # Row    - Vertical position (row) of cells in battler graphic file. (0~3)
  # Speed  - Refresh rate of animation. Lower numbers are faster.
  # Loop   - [0: "Round-Trip" Loop]    Example: 1 2 3 2 1 2 3 2 1 ...
  #          [1: "One-Way" Loop]       Example: 1 2 3 1 2 3 1 2 3 ...
  #          [2: One Loop, no repeat]  Example: 1 2 3 .
  # Wait   - Time, in frames, before animation loops again.
  #          Does not apply if Loop=2
  # Fixed  - Defines loop behavior or specific fixed frame display.
  #          -2: Reverse Loop Animation.  Also reverses weapon animation.
  #          -1: Normal Loop Animation
  #         0~2: Fixed frame display.  Refers to frame on character sprite
  #              sheet starting where 0 = left-most frame.
  # Z      - Set battler's Z priority.
  # Shadow - Set true to display battler shadow during animation; false to hide.
  # Weapon - Weapon Animation to play with battler frame animation.  For no
  #          weapon animation, use "".

  # ANIME Key            No. Row Speed Loop Wait Fixed  Z Shadow  Weapon
  "WAIT"            => [  1,  0,  15,  0,   0,  -1,   0, true,  "" ],
  "WAIT(FIXED)"     => [  1,  0,  10,  2,   0,   1,   0, true,  "" ],
  "RIGHT(FIXED)"    => [  0,  2,  10,  1,   2,   1,   0, true,  "" ],
  "DAMAGE"          => [  1,  1,   5,  2,  24,  -1,   0, true,  "" ],
  "ATTACK_FAIL"     => [  2,  3,  10,  1,   8,   0,   0, true,  "" ],
  "MOVE_TO"         => [  1,  3,  11,  2,   0,  -1,   0, true,  "" ],
  "MOVE_AWAY"       => [  1,  3,  11,  2,   0,  -1,   0, true,  "" ],
  "ABOVE_DISPLAY"   => [  0,  1,   2,  1,   0,  -1, 600, true,  "" ],
  "WPN_SWING_V"     => [  3,  0,   4,  2,   0,  -1,   0, true,"VERT_SWING"],
  "WPN_SWING_VL"    => [  3,  0,   4,  2,   0,  -1,   2, true,"VERT_SWINGL"],
  "WPN_SWING_VS"    => [  3,  0,   8,  2,   0,  -1,   2, true,"VERT_SWING"],
  "WPN_SWING_UNDER" => [  3,  1,   2,  2,   0,  -1,   2, false,"UNDER_SWING"],
  "WPN_SWING_OVER"  => [  0,  1,   2,  2,   0,  -1,   2, false,"OVER_SWING"],
  "WPN_RAISED"      => [  3,  1,   2,  2,  28,  -1,   2, true,"RAISED"],
  "WAIT_CRITICAL"   => [  1,  2,  15,  0,   0,  -1,   0, true,  "" ],
  "SKILL_POSE"      => [  3,  3,   6,  0,   0,  -1,   0, true,  "" ],
  "VICTORY_POSE"    => [  2,  0,  29,  2,   0,  -1,   0, true,  "" ],
  "DEATH_POSE"      => [  2,  3,  10,  1,   0,  -1,   0, false, "" ],
  "EVADING_POSE"    => [  2,  1,   5,  2,   0,  -1,   0, true,  "" ],
  "ATTACK_MOVE"     => [  1,  3,   5,  0,   0,  -1,   0, true, "NO_SWING" ],
  "JUMP_ATTACK"     => [  3,  0,   5,  2,   0,   0,   0, true,  "" ],[/codebox]

so, summed up, I'm wondering what each of those changes.  Any help at all would be greatly appreciated.
« Last Edit: April 06, 2010, 09:09:22 PM by passededge »

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Well, I've never used that script, but try increasing the height of the crab graphic, like instead of a height of 220, maybe a height of 280. As for the facing the wrong way issue, there is probably a value in the script that you can edit that switches it around. It obviously exists so that you can make all your battlers, enemy and ally face left and have it work when you use them as battlers. I imagine there is some value in the script you can change that gets rid of that feature. As I say though, I've never looked at that script in my life

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I'll try increasing the height and see if that changes anything.  As for the direction, there's something that switches it for back attacks, but the scripts huge and I probably missed something.  Also it turns out the idle animation is the only thing that looks normal (except for the cut off and reverse direction).  when it movies or is hit it gets all weird.