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.
#==============================================================================
# ** 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.
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