DIFFERENT ACTOR SPRITES FOR BATTLE USING VICTOR'S SCRIPT
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Hello, all! I'm new to the the forums and to VX Ace.
I'm currently using the default versions of Victor's Basic Bodule, Animated Battlers, and Actor Battlers placed in that order.
I've a 2nd set of sprites made specifically for battle, but I can't figure out how to script the use of those sprites instead of the primary ones. Is this something I can do with Victor's script or should I switch to another?
I'm trying to make a Final Fantasy-style ATB.
Thanks for your time!
I'm currently using the default versions of Victor's Basic Bodule, Animated Battlers, and Actor Battlers placed in that order.
I've a 2nd set of sprites made specifically for battle, but I can't figure out how to script the use of those sprites instead of the primary ones. Is this something I can do with Victor's script or should I switch to another?
I'm trying to make a Final Fantasy-style ATB.
Thanks for your time!
Victor Sant's animated battle is the best script you can use. Unfortunately, it's a horribly advanced and difficult to understand script. If you've got it working, it should be fine. You just need to make sure your battlesheets are configured properly. Make sure the latest version of Victor Engine is installed in your scripts (it's a proprietary script, much like a number of Yanfly's scripts require the Yanfly Engine Core to be installed.), otherwise it won't work right. Make sure Victor's Actors Battlers is also installed.
Follow the instructions. There are script tags that you plug into the notes section of your actors to activate your sprites. Search Holder's Battlers and Holder's Battlers Template (the default battle sheet that Victor's uses). This is will show you how to space and position your sprites so that they're consistent onscreen. Put your battle actions in order based on the following:
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
This is the order your sprites need to be in from top to bottom on the battle sheet. Holder's only goes up to 13, which is why everything after is nil. Extend your battle sheet and change the nils to the next numbers if you'd like to use them.
The script has a full list of note tags. Go through them, experiment with them: as long as all of your actors have the proper tags in their notes you shouldn't have a problem.
If you're only using Holder's, you may want to consider downgrading to Galv's Animated Battlers. It's a far less advanced script and much easier to use. It doesn't have all the capabilities Victor's has, but if you're exclusively using the Holder style, Galv's should be all you need.
Follow the instructions. There are script tags that you plug into the notes section of your actors to activate your sprites. Search Holder's Battlers and Holder's Battlers Template (the default battle sheet that Victor's uses). This is will show you how to space and position your sprites so that they're consistent onscreen. Put your battle actions in order based on the following:
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
This is the order your sprites need to be in from top to bottom on the battle sheet. Holder's only goes up to 13, which is why everything after is nil. Extend your battle sheet and change the nils to the next numbers if you'd like to use them.
The script has a full list of note tags. Go through them, experiment with them: as long as all of your actors have the proper tags in their notes you shouldn't have a problem.
If you're only using Holder's, you may want to consider downgrading to Galv's Animated Battlers. It's a far less advanced script and much easier to use. It doesn't have all the capabilities Victor's has, but if you're exclusively using the Holder style, Galv's should be all you need.
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