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FFT Animated Battlers

Are u still taking requests? If u are can u make one for cloud? And can u make them bigger please, as big as most other battlers.
 

vrdi

Member

Well, Mediators would be pretty useless in my game.

Actually, they're pretty useless in Tactics, too.
Blasphemy! I'm sorry, I read the first page and had to reply to this;

First of all, they weaken the enemy troops and strengthen your team on a hard battle by inviting people.

Second, they can use guns, quite possibly the most useful weapon of all!

Third, they can put people to sleep, raise your allies' strength and defense and permanently raise your faith and brave, and if you played FFT, you SHOULD know that brave determines their hit rate, and faith determines hit rate for magic.

Sounds pretty useful to me.

Does anyone agree?
 
Just wondering, how can I get the enemies to work with minkoff's rtab? I was able to set up 10 pose battlers but for some reason these won't work the same way =(
Ive been looking all over for enemies and all the ones I've found sucked and I needed 6 differant dragons for my game so i almost flipped when I saw this XD
I really hope that someone can help me to get this workin...
 
Well... Minkoff made the original Animated Battlers that I've been currently maintaining. A Japanese scripter named Cogwheel made RTAB. It's a very common misconception since Minkoff released the original Animated Battlers with RTAB... everyone thought HE wrote it for years. ;)

As Emumaster2002 pointed out in the first page:
Their frames are as follows:
1. Walking
2. Ready
3. Struck
4. Defending
5. Wounded
6. Magic
7. Dead
8. Item Use
9. Attack
That means that the system uses '9' poses rather than the Minkoff standard of 11 (or the old version's 10-pose system).

You will have to change the MNK_POSES value to 9 rather than 11.

You will also have to change the template section of the script to match...
Code:
  # Editable Template (Some people wanted to change their template design)
  #--------------------------------------------------------------------------
  MNK_POSE1   =   2   # Sets the 'Ready Pose'  - 2. Ready
  MNK_POSE2   =   3   # Sets the 'Struck Pose' - 3. Struck
  MNK_POSE3   =   5   # Sets the 'Woozy Pose'  - 5. Wounded
  MNK_POSE4   =   4   # Sets the 'Block Pose'  - 4. Defending
  MNK_POSE5   =   1   # Sets the 'Charge Pose' - 1. Walking
  MNK_POSE6   =   1   # Sets the 'Retreat Pose'- 1. Walking
  MNK_POSE7   =   9   # Sets the 'Attack Pose' - 9. Attack
  MNK_POSE8   =   8   # Sets the 'Item Pose'   - 8. Item Use
  MNK_POSE9   =   6   # Sets the 'Skill Pose'  - 6. Magic
  MNK_POSE10  =   2   # Sets the 'Victory Pose'- 2. Ready
  MNK_POSE11  =   7   # Sets the 'Defeat Pose' - 7. Dead
 
Thanks
I thought I tried all that already but I'll go double check =D
Is there a limit on the size a battler can be cuz I made the dragon that I was testing with so big that just one pose is bigger than a normal battler XD (Dragons are really big creatures...lol)

Edit: Figured out why it didn't work before, I didn't set the MNK Poses thing to 9, but it says that that's the max # of poses, the thing is is that I'm using battlers of all differant sizes, so does that mean I can't use 9 pose with 11 pose? Cuz I got it to work with both 10 and 11...
 
Hey... I'm the guy who made the extended system. :D With this system, you could use charactersets that have only '4' poses if you wanted.

You just gotta set up the config properly. Not just the MNK_POSES, but the MNK_POSE1 to MNK_POSE11 values as I noted above. True, there are 11 poses to consider in the 'template' section, but this just means assigning two (or more) of these values to use the same pose in the spritesheet itself.

As an example, let's look at what I posted above:
Code:
  MNK_POSE4   =   4   # Sets the 'Block Pose'  - 4. Defending
  MNK_POSE5   =   1   # Sets the 'Charge Pose' - 1. Walking
  MNK_POSE6   =   1   # Sets the 'Retreat Pose'- 1. Walking
  MNK_POSE7   =   9   # Sets the 'Attack Pose' - 9. Attack
Here, both MNK_POSE5 and MNK_POSE6 are BOTH using the 1st pose in EmuMaster2002's spritesheets. So, both the Charge and Retreat poses will use the same 'running/walking' image. Likewise, (elsewhere in the code supplied earlier) both the Victory Pose and Ready pose will be using the same stance.

That's the beauty of the Templates and Expanded Poses sections... being able to use spritesheets with layouts 'OTHER' than Minkoff's.
 
<_<
...
>_>
....
Wow. This topic picked up. Anyway, DerVVulfman will be much more useful at answering questions about the script. I'll get Cloud done sometime in my free time, though I'm not sure how soon. Shouldn't be more than a few days, really. I have to remember how to do humans though..
 
Despite my utmost loathing of him, I've added Cloud Strife to the 'Requests' tab in the first post. Tonight I may make a quick tutorial that'll tell how to double the size of all of these at once using a nifty filter so they don't look pixellated. As for now... I think I need a shower.
 

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