Animated Battlers

Galvs animated battlers

FEATURES
Allows you to use holder-style animated battlers in your battles. This is a simple implementation with not as many options as other popular animated battler scripts.
Note tag actors and enemies to specify which battler spritesheets they use.
Note tag your state, skills and items to specify which pose in the spritesheet they use.

How to Use
1. Place script under Materials and above Main (And under any battle scripts you are using).
2. Read script instructions and settings to learn how to use.
3. Visit holder’s animated battlers website to get some battler spritesheets to use. (Or make your own!)
3. Make sure to start a new game after adding the script.

DOWNLOAD:
Get it here >

240 thoughts on “Animated Battlers

  1. Gamrad says:

    Anyway to interpret your Timed Button and Music player menu into this script? A simple yes or no would be good enough and I would figure it out on my own. I just don’t want to scavenge for something that won’t even work.

    • Galv says:

      Timed button and this script work together (in all the tests I have done at least). Make sure this script is above it. Did you try it and run into an issue?
      I haven’t tested the music player, but I assume that would work too.

  2. Gamrad says:

    I tried just the timed button and music player and it works fine. I haven’t tried using this battle script for I have been using Victor’s and the music player option didn’t show in battle, but I might just switch to this one for the script is way more easy to understand. Probably not as changeable as Victor’s, but I don’t plan to do much anyways. I just got to love your scripts! Got your menu and music player to work with each other and this would be even cooler! I have great plans for using your scripts! Once I get a stronghold on my project, I’ll most likely even make a little donation ;D

  3. Gamrad says:

    No problem! I was just successful in mixing the timed button and animated battle scripts together. The music player works on map, but there are no options within battle. It would seem to be an easy fix in the code. I’ll go look around. All I wish is that the battle scenes are the way you have it (including the timed button), except that the battle is automatic and enemies will attack according to set variable times and same goes for the attacker. So in a sense, the battle heavily depends on how accurate you are with the timed button (of course I’ll probably interpret other variables to make it more challenging). So if this is something easy, I’m not asking you to make it, just wondering if you know something already made or something you can easily change within scripts.

    • Galv says:

      I’m not exactly sure what you are asking but sounds a lot like a quick-time event style? Moghunter as some cool press button scripts you might be interested in

  4. Gamrad says:

    Something more along the lines of this (http://rpgmaker.net/scripts/174/). Though I am not sure how this could work with yours… are Moghunter’s easy to work along yours?

    • Galv says:

      Oh, the moghunter idea was different to that. I haven’t tested my Timed Button attack with an ATB script like the one you linked to so I don’t know if it will be compatible or not.

  5. Gamrad says:

    Do you know any other ATB or is this something new to you?

  6. Gamrad says:

    That’s totally ok. I’ll try to see if it’ll work with yours, if not, who knows. I just thought that I could do some cool music battle ideas since I am heavily depending my game on music. If you have any side ideas, that would always be nice. Thanks once again ^o^ (and sorry for the double post… computer lag).

  7. Jokermagnum55 says:

    Is this compatible with Yanfly’s FTB script?

    • Galv says:

      I don’t know. Compatibility is something you’ll need to test for yourself as I can’t test it with every other script out there :)

      I don’t see a reason for it not to be compatible

  8. Holder says:

    Reblogged this on Animated Battlers and commented:
    Galv has the first Animated Battlers script that has a Mag demo (Actor Battle Pets) script to go with it. http://www.rpgmakervxace.net/topic/16311-mag-script-requests/?p=112897 for the download link, test it and feedback would be so helpful.

  9. pinkapinkie says:

    Would it be possible to add a notetag on actors or classes to specify the actor’s battler x,y position in battle?

  10. pinkapinkie says:

    Then I wanted to ask whether it was possible to make it compatible with Neon Black’s battle engine, which you can find here: http://forums.rpgmakerweb.com/index.php?/topic/4811-cps-battle-engine/?hl=%2Bbattle+%2Bengine

    Mainly modes 3 and 4 of the system are giving a slight issue, I suppose it’s because of the battlers substituting eachother.

    Would be great if you could make it compatible so that those modes actually show actor faces and battlers along with the animated ones.

    Also, there’s an error popping up at line 2069 of Neon Black’s battle engine, when selecting an actor.

  11. Heaven says:

    @Galv
    I can share any of your scripts on forums please?

    Thank you in advance !

  12. llo says:

    hey how to make a combo technique using this script?????

  13. MP28 says:

    Hey I have Yanfly’s input combo skill mixed with this battle animation script and this error keeps showing up whenever the last enemy gets killed before a special combo attack gets executed:

    Any ideas on how to prevent this? Thanks.

    • Galv says:

      I cannot replicate this. Try putting this animated battlers script below all of yanfly’s and see if it still happens. Make sure to start a new game and don’t load a previously saved test game file.

      If it still happens after this, test that it isn’t another script conflicting. If not, please give me exact steps to reproduce your issue.

  14. MP28 says:

    Err… still got the error.

    I’ve made a video showing how to replicate this error. And if you like, I could also give you my project’s folder to ease things up.

    • Galv says:

      That would make it easier, please do. If you are part of rpgmakerweb.com or rpgmakervxace.net forums, you could PM me so everyone can’t download your game.

  15. Goku1029 says:

    Galv is there anyway of adding multiple skills with different animations? As in the script row 6 pose is the pose for a skill. However I am using custom sprites and wish to use, as I said, different animations of the sprites for different skills. Is this possible?
    Thank you in advance

    • Galv says:

      In the instructions there is:

      Note tags for SKILLS, ITEMS and STATES:
      <pose: x>

      Is that what you are looking for?

      • Goku1029 says:

        ahhh ok I see. with this I can link in other sprite spreadsheets. Thank you Galv

      • Goku1029 says:

        Hmmm it seems I need something else. Is it possible to have more than 1 spritesheet to be used for 1 actor? so have 1 for skills and another for idle? if so is there a way to link them? so change from one to another for certain skills?

      • Goku1029 says:

        ahhh ok i figured it out haha. sorry for the hassle

      • Hey Galv! I am wondering adding a new row of animation ain the photo, where do i need to edit in the script to make it active?

        Example: I add a custom row for a skill, then i note tag the skill with the pose number, but where do i need to script it so that pose animates?

      • Galv says:

        If you added the post tag to the skill, that’s all you need to do. When you use that skill in battle, it will play that pose.

  16. Goku1029 says:

    Yh I ran into another problem. I’m making a skill for a custom spritesheet. I managed to get all 14 rows working aswell as increase the max number of rows. I’m asking if it is possible to put more than 1 pose for 1 skill?
    Eg a skill called rush attack to have pose: 4 as well as pose: 3 in that order?

  17. Galv says:

    Look at the other animated battler scripts. Victor’s and Yami’s Battle Symphony. They are much more customisable.

    • Goku1029 says:

      aaah thank you very much Galv.

      • Wind says:

        You can try the random skill invoke script from Yanfly.

        Random Skill Invoke


        Basically, using this script, you just need to make the duplicate(s) of the skill you want to have random animation. Assign different pose to each duplicate. That’s what I did in my project.
        I guess it might be too late to answer this, but oh well.. I merely wants to share.

  18. Gheert says:

    I am not sure if you’re still supporting this script, but I am having an issue where if you use YEA Input Combo Skills v1.01, actors tend to show the first frame of the idle pose between attacks. It happens at random and I can’t seem to debug it no matter where I tweak it. Any thoughts on how I can patch that up? I can upload the entire project, if need be.

    • Galv says:

      I’m busy at the moment so cannot look anytime soon. I recommend having a look at other animated battler scripts as mine is very basic :D

      • Gheert says:

        Thanks for the quick response. ^^ It’s unfortunate you can’t help me out but I will actually stick to your system because I love the way you coded your methods, They are very friendly for someone like me who has a Lua background but not a Ruby background. If I somehow create a fix, I will share it to lighten the load of things people demand of you and I will definitely add you to the list of credits when/if the game is finished. (After all, I gotta fluff it with names SOMEHOW.) I am definitely a fan of your work and about 45% of the scripts used actually come from resources you put up. Keep up the good work and I hope things keep working out.

  19. James says:

    There’s an error:

    Script’Visual Battlers’ line286: TypeErro occured.

    nil can’t be coerced into Fixnum

    Do I have a problem or is there anyways to fix it?

  20. James says:

    Oh nevermind It’s from YanFly… Forgot to remove it.

  21. James says:

    My real question is How do I make the Battlers Transparent?

  22. Puck says:

    Question. I am having some trouble with the option to change battlers. I had set a parallel process event to check if a player had “insert weapon here” and if they had that weapon equipped it would run the callscript snippet you included but get this error with the “Game Interpreter” can it not be done with parallel processes? Or am I limited to one battler per character?

    Sorry for the long question. This has just been bothering me a while. I love your script so far aside this problem.

    • Galv says:

      What was the script call you used in the parallel process? And what was the error?

      • Puck says:

        The script’s info said:
        #——————————————————————————#
        # SCRIPT CALLS
        #——————————————————————————#
        #
        # change_battler(id,”filename”) # Changes actor’s animated battler sheet.
        #
        #——————————————————————————#

        and In my callscript I entered

        change_battler(13,”Battlesheet_MP1_Cuthbert_Wand”)

        I tried with and without the quotations and still this error:

        Script ‘Game_Interpreter’ line 1411 : SyntaxError occured.
        Error occured, check debug console for more information.

      • Galv says:

        In the script call I think it might be cutting the code off at a bad position because of the long filename. Try it like this:

        change_battler(13,
        “Battlesheet_MP1_Cuthbert_Wand”)

        Note it moves to the new line after the comma

  23. Puck says:

    It works perfectly now. Thank you so much. I am so relieved that was all that was wrong with it. Once again, thank you for all your help so quickly and even more for such an amazing and helpful script.

  24. MrDaisy says:

    well, it’s really good script, and easy to use ….

    but i want to ask few questions,

    1- if i added more rows and columns will this effect the script?
    what i want to do is make each row for each skill…

    2- is that possible to make each row for each skill ?

    3- can you give me some advice about what is the best for this script ( i mean how many rows or columns are recommended to make it work perfectly )

    well, i am just asking to confirm ^.^

    Thanks,

    • Galv says:

      I haven’t actually thoroughly tested the columns but yes you should be able to do that – although I wouldn’t make it too big else you might have large file sizes that might cause some lag when loading

      • MrDaisy says:

        so far, when i tried the normal setting, everything work perfectly, but can i run multiple row ?

        e.g
        when i use the skill … the battler move toward the monster, than run the skill pose, but i want him to resume his skill with the next pose…. and when all pose are finished the damage animation on the monster appear, currently it appear while using the skill… but i want it after the skill is done …..

        is it possible ?

        Thanks,

      • Galv says:

        Sorry not in this script, it’s a very basic implementation

      • Wind says:

        MrDaisy, you could try using Yanfly follow up skill script. Once you learn how to use the follow up skill script alongside this pretty easy to use script, you could make sequence of poses with damage popping up in between each pose.
        you can get it here: http://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/follow-up-skills/
        Simply have the skll which represent each pose you want to follow up each other.
        But be warned, if the available target is killed before the whole skill sequence is over, I’m afraid the sequence will be cut off at that point. So plan your skill sequence well.

        And you could just try using skill animation to replace the poses altogether. Just have the skill to have this animation you make to have the empty row (no picture at all on that row). It’s a bit more work, I know. But it can help you to make something like having the character dashes through the enemy to make the famous pass-through iai slash :)

  25. Reckard says:

    Hello Galv, I really appreciate this script since it’s so much simpler than most others Ive found, since all I want to do is make animted battlers in the regular battle system, not sideview.

    However, I think I might be misunderstanding your script because although I made a sprite according to the script’s specifications (14 rows), and used the row configuration near the end of the script to signify some rows had more or less frames than others, the animation comes out like this:


    (the animation keeps scrolling to the right through the frames)

    I had the tag in the notebox, and although the default frames/speed config was different, shouldn’t the row config at the bottom of the script that I configured make each row run at different speeds for the amount of frames specified? for reference, heres the config I made for it and the spritesheet:

    The only way I DO get it to work is if I do the “anim: row, anim: speed, anim: frames” tags, which then only work for one pose (as in it says in it’s idle animation instead of changing to the attack one when attacking).

    Am I missing something or is this script only made for spritesheets that have the same amount of frames for each pose?

    Sorry for making such a long post, but I was overjoyed to finally see my monsters moving in-game after using my script, so it’d be awesome if you help me get this straightened out before I make more animations specfically for the scripts format. Thank you.

  26. Reckard says:

    Ah geez, I’m sorry. Your script has the same name as Jet’s Animated Battlers, so I got confused. You can delete this if you like.

  27. MrDaisy says:

    Hello Galv,

    well, i am back with new question…. ( suggest )

    i would like to ask if you can add something new to the script ( basically also i am not sure if it’s in the script but as far as i know it’s not available yet )

    but can you add the next Tags for the actors

    which mean we can select how many row and col can the actor only use in the animated battler sheet

    and it can be changed by script call, ( new one )
    change_battler(id,”filename”, “row”, “col”) < if we change the sheet
    change_battler(id, "row", "col") <if we change the row or col only

    which can help to setup each actor with different row and col

    well, the game i am working in ( for example ) need at least 41 col and 90 row for actor one and actor two need 45 col and 20 row…

    basically it's always different with each actor…

    this my suggest, i will be looking forward your next update and scripts

    Thanks

    • MrDaisy says:

      i think i remove some lines by wrong

      here
      but can you add the next Tags for the actors

      which mean we can select how many row and col can the actor only use in the animated battler sheet

      • MrDaisy says:

        well, it’s not showing up when i write them ( the tags )
        row: x
        col : x

        ^ what i am trying to type up… after the line
        “but can you add the next Tags for the actors”

        if it’s not showing up, i will pm you in one of the rpg maker website

  28. Galv says:

    Unfortunately I am too busy to any any requests or changes. This is just a very basic implementation. Have you tried Yami’s or Victor’s battle scripts?

    • MrDaisy says:

      i tried yami and victor but both of them is hard to use, but yours very easy… because all we need is to use few tags and edit the row or col but the other need more work >.<…

      • Wind says:

        The easiest way would be to have the row and column in the setting to have the max value of row and column of all actor spritesheet. Then you just need to have all actors spritesheet to use the setting as base. You can just leave the unused row empty on actors that doesn’t have any poses in that supposed row,and have the last picture on the pose to fill the empty column for the pose.

  29. Rin Satsu says:

    I’m finding it almost impossible to use any of your scripts as they keep conflicting with others that I use. I have:
    Wij’s “Item Popup”
    Yanfly’s “Skill Restrictions”, “State Animations”, “Ace Item Menu”, “Party System”, “Battle System”, “Extra Drops”, “Enemy Info”, “Victory Aftermath”, “Class Unlock Level”
    Tsukihime’s “Param Max States” and “More Choices”.

    No matter where I put your scripts, they always have a line that doesn’t allow me to even test battles.

    It’s a shame, because animated battlers doesn’t seem like it should be that difficult to implement. Just a matter of setting each actor, skill, etc. with note tags detailing how each actor switches to a different pose or animation in the database, and whether they should loop or play once.

    • Galv says:

      Something is obviously going wrong there but as you didn’t actually come to ask for help in determining what that something is, there’s nothing I can do for you.

      The simple solution I can offer you is don’t use any of my scripts.

    • Legault says:

      Test battles fail almost every time you try them when you change the default battle system. It doesn’t matter if it is Galv’s, Victor’s, etc.

      If animated battlers aren’t that hard to implement, why don’t you write your own code so it won’t throw any incompatibility bug back to you?

  30. Legault says:

    Galv, anothergreat piece of work! Thank you very much. Do you plan to make this work with “Kaduki” style battlers too?

  31. […] Langue: anglais Auteur: MVisioned Script: Animated battlers par Galv […]

  32. hey man, wanted to drop you a positive line and say that after messing around unsuccessfully with several sideview battle scripts, i found yours. and lemme tell ya, it’s a breath of fresh air. very user friendly, very matter of fact, and totally encapsulates anything someone would need. i can’t wait to check out your other ones. keep it up, brother!

  33. skaiano says:

    Hey Galv, I’m using this with Yanfly’s battle script and everything seems compatible. The only thing is that it doesn’t want to use the “move toward” animation (row 8). This only happens *after* I put in YEA-BattleEngine, though I’m not sure where to look. Any ideas? Thanks for your time, amazing script!

    • Galv says:

      I’m not sure what you mean. But make sure the animated battler script is below yanfly’s script in the script list.

      • Wind says:

        I uses YEA-battle Engine on my project, and it went just fine.

        Perhaps it’s because you haven’t set the notetag for the skill.
        If you want to have the particular skill show the actor (or enemy) moving toward the target,you have to put that notetag on the said skill.

      • Wind says:

        How do you put notetag here? Oh well, what I mean is the notetag melee: x

        It doesn’t show on my previous post..

      • skaiano says:

        @Wind, on the subject of notetags I can’t seem to get the notetag to work for states. It’s a bit awkward because all states default to row 2. This particular state was supposed to have a positive effect, but in this row I drew the guy frowning… (This is without YEA btw.) There is nothing crazy with state, it just grants you resistance to another state and runs out after 100 steps. I wonder if there’s anything in that registering it as “poor status.” All other notetags work perfectly.

      • Wind says:

        @skaiano:Weird. It seems working just fine with me. I could set poses for state even though I didn’t use YEA battle engine. Just by putting the pose: x notetag on the particular state note. The script does have the 2nd row as the default row for states.

        (Try downloading the Demo provided by Galv and experiment with it first. You can download it by clicking ‘demo’ on the upper part of the webpage where you get the script.)

        In fact, since the battle engine refreshed the game each turn, it causes some functionality of this script (to make some pose does not repeat itself) to be null.The poses for states will repeat on each turn no matter what.

        Have you check for any other script you installed that might have caused this?

      • Wind says:

        This is a screenshot of my own project:

        As you can see, Valcry has a state on him, yet the pose he shows is pose in the first row(idle poses).

        This is what I put in the state note (the react effect came from other script which has nothing to do with the pose):

      • skaiano says:

        Sorry I forget to mention I was already using the pose tag in the last post. Anyway, I’ve narrowed the problem down a bit. It’s actually a bit weirder. There isn’t anything conflicting with the pose: x note, because it does function. The exception being the pose in question: . I’m wondering if I’m inputting this wrong, or if the note tag even registers the number 0. If nothing works however, I do love how Galv’s script is rather modular. I can probably work around this by adding another column entirely and just copy/paste the idle pose. I’ll tinker around a bit more, let me know if you figure anything out! Thanks for the feedback!

      • skaiano says:

        Alright, last post for the day honest. My work-around did the trick. It’ll be a little tedious since now I have to re-size each of my sprite sheets, but I’d say it’s worth it. Though I’m still curious why it wouldn’t accept “” Anyway, cheers all! Merry belated Christmas!

      • Galv says:

        I honestly am not sure what’s gone wrong either but glad you worked something out. Thank you Wind for helping as well.

  34. bloodyliao says:

    Hey Galv,If I wanna make the tag note like ‘
    ‘ in the class note instead of the character note, since one character may change his class as well as his battler image. For instance, a soldier named Eric becomes a knight, and a knight becomes a dark night. They should have different battler images even if they are one person. What should I do with the script?

    I tried to change
    ‘@animated_battler = $1 if char.note =~ //i’
    into
    ‘@animated_battler = $1 if class.note =~ //i’, but I failed, and I want your help.

  35. Peter says:

    How to make completely transparent background the holders??

  36. user1134 says:

    I Just Stumbled Upon This Awesome Script, But, I Am Pretty Far Into My Game, Can I Still Install This Script And Have It Work? Cause It Says In the Instructions “Start New Game”

    • Galv says:

      As long as you start a new test game after installing it (I don’t mean start a new project).
      Just don’t load a save file that was saved before adding the script.

  37. Kimjamin says:

    Hello Galv, love your script but I have a question for you. I’d like to know if it’s possible to disable the “poor status” character frames for the status conditions and have it enabled only for low HP?

  38. user1134 says:

    Is There A Site To Got For Sprites Of The Monsters, Cause Having My Character Battle “Giant” Enemies Is Weird,LOL, Thank You For Any Help.

    • Galv says:

      If you can find if it’s a script conflict causing it and which script it is, I might be able to work out why.

      • Jade warrior says:

        I created new project and used only 2 scripts Yanfly Core + Battle Engine and your script,same animation bug :(

      • Galv says:

        Hmmm, dang. Okay thanks. I’ll try to get to this sometime but at the moment I’m super busy so cannot :(

  39. Jade warrior says:

    Thank you man u are awesome <3

  40. jeffmagma says:

    It says “undefined method ’empty?’ for nil:NilClass”

  41. jeffmagma says:

    I checked everything else, the only thing I don’t know how to check is if other scripts are compatible. I use:
    Yanfly Core + Battle Engine
    Galv’s Menu Theme
    Galv’s Magic Shards
    Yanfly Ace Message System
    Galv’s Animated Battlers
    I also think I wasn’t clear enough on my error, it says:
    “Script ‘Cache’ line 88: NoMethodError occurred.
    undefined method ’empty?’ for nil:NilClass”
    I’m wondering why the error is in Cache

    • Galv says:

      If you read the link I gave you, it tells you how to check if other scripts are compatible.

      And no, you weren’t clear at all on the error which didn’t help at all but using the checklist I gave you, you should be able to error trap it yourself… provided you do what it says.

      • jeffmagma says:

        when i remove everything else, i get an error with the script:
        “Script ‘Galv’s Animated Battlers’ line 713: NoMethodError occurred.
        undefined method ‘width’ for nil:NilClass”

      • Galv says:

        Did you start a new game? Did you assign an animated battler graphic for each actor in the battle?

      • jeffmagma says:

        i think i found the problem, how do you assign an animated battler graphic?

      • Galv says:

        Using a notetag. Look in the script instruction notes. Download the demo for examples.

      • jeffmagma says:

        THANKS!!! it worked

      • Chris Allen says:

        Scripts used:
        Yanfly Battle Engine
        Galv’s Animated Battlers

        I have a similar problem.
        I know without a doubt that this engine is compatible with the Yanfly animated battle script, but it’s giving me the same error…And I’ve checked every possible problem. (I looked at your error page before saying all of this) WHAT IS MY PROBLEM?!

      • Galv says:

        The problem was solved above, you need to specify a battler graphic for every actor…

      • Chris Allen says:

        Nothing changed. The same error occurs.
        And I have set a battle graphic for each actor.

      • Galv says:

        I don’t think I can assist you further without seeing your setup and what you might have done wrong. I don’t have time to do this for everyone unfortunately :( I recommend looking at the demo to see how it’s meant to work and check everything for a mistake.

  42. RicNas says:

    Hi. I tried to use the Animated Batllers script but kept running into this error:
    Script ” line 713: NoNameMethodError occurred.
    undefined method `width´ for nil:NilClass
    What am I doing wrong?

  43. Lucas says:

    Dude i’ve been searching for an animated battlers script that worked in my project for days, and i finally found one!
    Thank you a lot!!

  44. RicNas says:

    I get an error when I try to heal my characters with magic in the field menu.
    Scrip ‘Galv’s Animated Battlers’ line 293: No method error occurred.

    undefined method ‘wait’ for #

    I went to the line 293, but I can’t figure out the problem.

    • Galv says:

      I tested and cannot replicate your error. This could be a script conflict causing it. Go through this checklist.

      Errors Using VX/VX Ace Scripts

      • RicNas says:

        I have solved it. For some reason, when I put the damage type to none and put a direct effect it solved the problem. Out of curiosity, is it possible to put more frames into the animation of the battlers?

      • Galv says:

        The setting is there to do that in the instructions, however I realise I haven’t tested it as I haven’t had more frames to test with

      • RicNas says:

        The reason I asked this’s because I made my own battlers and was thinking of adding more frames in the future.

  45. Emjenoeg says:

    I found a bug, if you set a “Boss” collapse effect on enemy, and when you kill them, the script will use the entire spritesheet to do the collapse, which make the animation is so long and the position awkward.
    I put a pic since my english is not that good (and I use blank project on this pic)

    • Galv says:

      Ah, didn’t design it for collapse effects unfortunately. I don’t know if I will be updating that for a while.

      • Emjenoeg says:

        So it can’t be fixed whatsoever? Too bad then :/

        I prefer your script than other animated battler script since it’s simple yet powerful and high-compatibility

        Oh well, I’ll just find a way to substitute boss collapse then.

      • Galv says:

        Of course it can be fixed, I just don’t have time to work on this due to other projects.

  46. Is there a way to display an arrow being fired with this script? (ie: move icon from actor to target?) Thnx.

    • Galv says:

      Not with this script. This is a very simple sideview battler implementation.
      You might want to check out some different ones that might do that :)

  47. Gah, too bad. Yours is the only one I’ve been able to implement. I like the simplicity as I don’t need 90% of all the extra features offered by Symphony and some of the others. Ah well, good work here! I’ll keep plugging at some of the more complicated offerings. :)

  48. If I wanted to change the x,y of enemy battlers, is there a way to do this in the script?

    I found places where it seemed the enemty x/y was being set (3 places actually), and made some changes, but the enemy sprites remain unmoved.

    (I’m using a high resolution fix)

    Tried subtracting to move them, but they stay fixed:

    @screen_x = @orx – 100
    @screen_y = @ory – 300

  49. Saulo says:

    Hi Galv!
    First of all, AMAZING Script. The only animated battler that had what I needed, thank you.
    I’m having trouble with the script call Change Battler. The reason:
    I made a skill that transforms one battler into another (change their graphics) through common and battle events. And it works perfectly. BUT, when the transformed actor tries to change it’s graphics back to the original, there is a bug and he becomes invisible. The graphic changes to nothing.

    Short story:
    I use the change_battler(id,”filename”) to change a graphic but when I use it again to change back it doesn’t show the battler.

    Where you aware of that?

    Thanks again for the script!

    • Galv says:

      Thanks, I was not aware of that, I will try to check for bugs when I have some time

      • Saulo says:

        Hey Galv, just to let you know: while you don’t change the script, I’ve found a workaround: the problem is that the command can’t put the inicial graphic back, but it can always put another. So, if I want my soldier to have the swordsman graphic and then switch back after some turns or after he runs out of MP, I can make a copy of the soldier spriteset and give it another name, like soldier2, and then use the script call to change the graphics to soldier2 when the transformation is over. The only problem is that this makes impossible for the player to re-use the transformation skill in that battle, since it’s going to fail to switch back to “soldier2” on the second time.
        The workaround for that would be to make the actor forget the ability with the script call “soldier” to “swordsman” to “soldier2” and make him learn a skill, with the same name, with the script call “soldier2” to “swordsman” to “soldier”, creating a loop of learned and forgotten skills. Sounds complicated, but while the script remains as it is, that’s the way to do it. I have tested and it works. The player will never know.

  50. Cheeky Moon says:

    Is it possible react the position of the enemies too?
    Would be super usefull, because I plan to pose enemies before a battle start. Also it would help for the higher resolutions I’m using. ;) (\s/)

  51. bastendorfevergrass says:

    Does your code not take into consideration switching between armed and unarmed combat, or dual-wielding and two-handed weapons?
    By that, I mean left and right hand attack animation support, and and two-handed animation support in addition to single-handed animations.

    • bastendorfevergrass says:

      Didn’t mean for that to get in there. Oh well.

    • Galv says:

      Nope this is a simple animated battler script. It doesn’t take into account any of that

      • bastendorfevergrass says:

        Disappointing.

      • Galv says:

        I recommend instead of being disappointed at a system that clearly states everywhere that it is a simple implementation, take a look at one of the many other more advanced animated battler scripts out there :)

      • bastendorfevergrass says:

        Odd, wouldn’t let me reply to your latest comment. No option for it, so I guess I’ll reply here, since I can find no contact page, for you.

        I hate to sound like I’m complaining, but there are none. I found some other simple ones, and there’s Victor’s, which looks advanced, but his guide is in broken English and full of insults to his user base. In light of a particular Twitter hashtag that sprung up over people insulting their users, recently, I no longer put up with those who insult their users/readers, and as a direct result, I don’t consider Victor’s an option.
        Ergo, there are none. None that I can find, anyway, what with the death of so many RPGMaker resource sites.
        Surely you are aware of some (that don’t think it’s ok to insult their very users). Are there any you’d recommend?

      • Galv says:

        Unfortunately, no – I haven’t tried any others myself. I heard the Lunar Engine is good, worth a try.

  52. Mojo907 says:

    Hey, Galv I wondered if you considered putting the “battler” option on class instead of actor? or if you know if it’s possible?

  53. Alex says:

    holder’s animated battlers (images) are offline :(

    Anyway…Thanks for all these script!

  54. OederKeks says:

    Hey Galv, awesome script :)
    I got a question; do this script support more than 4 actors?
    I’m using Yanfly’s Party System and it goes pretty well with your battle script, except the thing that it crashes just when I enter a battle with 5 teammates :(
    Causes Yanfly’s script this problem or isn’t it generally possible to have more than 4 actors in a battle?
    It would be very nice if you can help me with that , I would love to use both scripts in my game :3

    • Galv says:

      Haven’t tested it but it should. You just need to add a new line to the settings underneath:
      [500,260], # Party member 4 [x,y] z = 3

      Copy and paste it and change the x,y values so the script knows where to place actor 5.
      Make sure to start a new game.

  55. Eduardp says:

    Hello Galv! I’m using this script too, and I ran into a problem. I want some battles to be flipped (characters in the left and enemies in the right) i changed positions of both chacters and enemies and flipped both, but when i do a melee atack the charcter wont move to enemy position, what should I do?
    Thanks!

  56. Kazuki Takamura says:

    Hi my name is Kazuki Takamura, I was wondering if there was any way to make Battler holder sprite sheets bigger. The reason why I ask is because I want some monsters to be bigger than the characters mainly the bosses.

    • Galv says:

      The sheets can be any size you want. Holder setup by default is 4 columns and 14 rows. As long as you keep this aspect ratio, the sheet itself can be big, making bigger cells for bigger monsters

  57. Kazuki Takamura says:

    I was wondering one other thing, I set up my game actually how you have it but, whenever the character attacks or their mp drops to 0 they go into the Poor Status pose. Also, when the character HP drops to 0 they stay in their Hurt pose until the end of the turn then they go into the Dead pose. If you have an y solutions just let me know.

  58. TheGreatEater says:

    I heard that you use Holder Battler for your Animations. If I used this program for my games would I be able to use multiple frames per pose? I ask because I’d like to make smooth animation for my fights, and I’d need more than 3 frames [more like 5-6 per pose].

    • Galv says:

      There is a setting in there to choose how many rows (frames) your battler files have, however it hasn’t been fully tested.

      • TheGreatEater says:

        Awesome! Then I’ll be glad to put it through it’s paces. If you don’t mind it being MLP inspired [The Three tribes, Zebra, Two custom euqines, Gryphons, and Minotaur based Player Characters], then I can send you the demo after I get all the stuff set up for a demo version. [Right now I’m doing all the sprites, and animations done.]

  59. TheGreatEater says:

    Alright I have a NoMethod Error on Line 743.

    I have the following Scripts:

    Sant Engine [basic]
    Sant Visual Equip
    Galv’s Animated Battlers
    [two spaces down]
    Trihan’s Equipment Optimizer
    Sant’s Passive States.
    ___________

    • TheGreatEater says:

      Sorry need to add. I don’t know how to affix a screenshot onto here.

      • TheGreatEater says:

        Found the fix myself. I didn’t have a space between the “:” and the filename. It’s all fixed and working now though.

  60. TheGreatEater says:

    So scrolling issues.

    http://forums.rpgmakerweb.com/index.php?/topic/40299-animated-battler-graphics-problem/

    Battlersheet can be found there [well my test one].

    The enter battle Battlers are choppy, partially shown, and are butchered graphics, that awkwardly shuffle up to the idle animations [multiple animations on enter]. Then there are Multiple Animations per Idle showing up concurrently. That jump awkwardly around.

    How do I get one animation at a time?

    • Galv says:

      The script cuts the sheet up into (default) 4 columns, 14 rows of equal sized cells. See holders battlers for an example of this. That is how it determines which frames to display and if your graphic isn’t correct it will be displaying incorrectly as you describe.

      • TheGreatEater says:

        Almost got it working. But now when it goes from Enter Battle, to Idle. It jumps up the screen. From the Midway point up to the upper left of the screen.

        My Battle Sheet is at 2068X4000 [for 8 frames].

  61. Hello, I’m using Yanfly’s Battle Engine with this. The main problem I have is that when the enemy uses an attack, an animation plays (thanks to Yanfly’s battle engine).

    Theres a small issue when the animation plays.
    After the actor moves up to attack the enemy, the enemy naturally attacks second, yes?
    Well, when the enemy attacks after the actor has attacked, an animation plays.
    The only problem is that the animation plays too early. It plays before the actor even has a chance to move back to where he was.

    Do you know how to fix this?

    • Galv says:

      Does this happen in the demo? Unfortunately I don’t have time to error trap why this is happening :(

      • Thanks for the reply! I figured it out ^-^
        On line 554 it says:
        wait(25)
        or something.
        I just had to change the 25 to 60 and now it works just fine.
        I’m using Melee 10 for all of my characters, so anything slower will most likely mean you’ll have to change the 25 to 70+
        Anyway thanks for the reply :)

      • Galv says:

        Nice, glad you worked it out :)

  62. Henry says:

    Any way to add more sprites to the battlers? I’m planing to use this for a solo RPG game, so I’ll need more “slots” for animations since the character will have a huge arsenal of attacks and skills

  63. BillLXT says:

    This is a fantastic script Galv! I just want to share a little snippet that I added for some further functionality.

    For anyone that may have been trying to change enemy battlers during combat, you might have noticed that the default script call: change_battler(id,”filename”) doesn’t work; it seems to only work for actors.

    A quick solution to this is to define another script call that reads troop ID, rather than actor ID. The below section begins at line 186 in Galv’s script.

    class Game_Interpreter

    def change_battler(id,name)
    $game_actors[id].animated_battler = name
    end

    def change_enemy(id,name)
    $game_troop.members[id].animated_battler = name
    end

    end

    The script call to use then, is: change_enemy(X,”filename”) where X is the number of the enemy as it appeared in the troop when it was made. The first one placed would be 0, the second would be 1, and so on.

    Thank you to you Galv, your scripts have helped make my current project possible and I’d be next to nowhere without your hard work – it is greatly appreciated.

  64. matthew says:

    hey i am using your animated battlers script but i added a new skill in called summoning is it possible that you could edit your animated battler script to add a extra battle sprite pose for summoning into it thanks

    • Galv says:

      The script already allows you to have more poses and to set skills to use different poses. Other than that, however, I am sorry I dont have time for requests.

  65. Maxou says:

    Hi there! Awesome script, I really love it! However, I have a little problem that maybe you’d be able to help me with. I’m trying to use Yanfly’s command party add-on (https://yanflychannel.wordpress.com/rmvxa/core-scripts/party-system/command-party/), which allows the player to switch characters during a battle. However, when I use it, it seems to conflict with your animated battlers script. I’m certain the issue is caused by the interaction between those two scripts, because when I comment out either one of them, everything works fine. I have also tried placing either script above the other, it doesn’t seem to make a difference.

    Is there something I’m doing wrong? Do you know if both scripts are compatible or not?

    Thank you for your time, and if the matters is too time consuming to investigate, I’d totally understand.

  66. Torin says:

    Hey, I really like your scripts and all, but I’ve been getting an error. Before you ask, I’ve already reviewed and run through your troubleshooting checklist. I’ve been getting this error message:

    Script ‘sideview’ line 746: NoMethodError occured.
    undefined method ‘width’ for nil:NilClass

    Which is weird because it never happens with the first fight, only the second one or if two fights try to activate simultaneously due to an error in event coding.

    • Galv says:

      Two events cant start simultaneously – they would happen one after the other. Make sure all actors have a notetag to set their animated battler sheet

  67. Torin says:

    Like I said, first thing I did was check the battlers, I can confirm that’s not the cause.

    • Galv says:

      By the error you are getting, it seems like the bitmap is disappearing when it tries to check it’s width. Can you duplicate this error in a fresh project? Unfortunately I have not encountered this and it might be something that would be caused by another script

  68. Torin says:

    Yes, I just got the same result in a new project with only your sideview code.

    • Galv says:

      If you can upload that new project somewhere so I can see exactly what was done, I’ll investigate what was wrong. Feel free to contact me via rpgmakerweb.com or rpgmakervxace.net forums if you wish to discuss a less public way to send to me.

  69. Torin says:

    I figured it out actually, it was a flaw in the event coding causing a non-existent placeholder graphic to load rather then a real one. Anyways, thanks for being so willing to help :)

  70. powellisaac6 says:

    Script ‘animated Battlers’ line 691: NoMethodError occured.
    undefined method ‘features for:NilClass

  71. Maxou says:

    Hey Galv! I just loooooooove this script! Thank you so much to have made this! It’s so essential to my project that I’m hesitating to convert my project over to MV… So… I’m sorry to bug you with this question, but I was wondering if you were planning to recreate this script for MV.

    I haven’t had the chance to test the new battle system on MV yet, but from what I’ve seen, the battle animations seem to be very minimalist. Right now, using your script, I’m having character battle animations using 16 frames, which allows me to show detailed animations, instead of only showing a guy doing a step forward to represent an attack.

    This script is the cornerstone of my project, and I will probably keep working on VX Ace if you don’t plan to make a comparable one for MV. (I’m very anxious about the transition to the new platform, so I’m wondering whether I should put any effort into converting my current project to MV or not)

    Thank you so much for your hard work! without your work (I’m using like 10 of your scripts…), my project wouldn’t be half of what it is right now!!!

    • Galv says:

      Thanks, Maxou! I am unsure what plugins for MV I will be making yet. Will see what the 37+ plugins they are releasing are first – maybe they will be releasing a battle system that uses Holder spritesheets. We’ll wait and see :)

      • Maxou says:

        Yeah, you’ve got a good point there. Only two weeks before we know what they are (the wait is killing me though!).

        Thanks for taking the time to reply!

  72. HELP
    ————————————————————

    Script “galv,s” Animated Battlers ¨ line 789: RangeError ocurred

    float inf out of range of integer

    ————————————————————-

    how fix this

  73. you help me fix this error,
    you’ll be in the credits of the game

    sorry i dont speak english

    but I am using
    a translator

  74. I sent the game by email

  75. Galv says:

    Unfortunately I don’t have time to help everyone fix their errors. :( I recommend asking in a forum

  76. talic says:

    hi glav i wanna ask something small, in order to make my battle screen to look good i need to flip the actors in postion 1 and 2 of the party.
    how can i do that?.
    the script already come with a “flip” option but this option flips all the actors not specific one.
    sorry to bother you.

  77. Merle says:

    Hi Galv sorry to bother you, I’ve been looking everywhere for a solution to this and found none so far, I’d be so grateful for any help!

    (I’m using yanfly’s battle engine and galv’s animated battlers btw)

    The problem is basically this: There are 4 frames animation for death, and this is perfect for what I want, which is to have a falling down animation to represent the death state happening. and then for them to stay on the final frame of animation and not repeat other frames at any time. and it almost works….

    BUT when the turn stage begins again, the death state reanimates that falling death animation, rather than just staying on the final frame as ‘still dead’ ..it’s like they re-die every turn..and that’s not really something that looks right…

    (and the ONE_ANIM array doesn’t fix this issue either >_<)

    Anywho really hope you can help me! if you have a line to paste in or any such fix would be great, I know this is probably a pain for you, sorry! (if you've already posted a solution to this, whoops I couldn't find it, but I'd like the link!)

    thanks!!! <3

    • Galv says:

      Hmm, unfortunately I dont have time to error trap this script anytime soon. It might be a bug that I have to look into. Nor sure when I can, though

      • Merle says:

        Aw ok that’s fair, I just wanted to let you know about it mostly. Also I have seen other people on forums trying to find a fix for it (it’s not just me being a dummy or anything haha). I’ve looked into other side view battler systems as well so as not to bother you, but yours is still the best one I’ve found and I really want to use it! (unless you have a suggestion, but I’d still rather use yours) :)

        If this helps, this is the sprite I am using to test, it’s holder’s slime, but with the bottom row (death) altered to have a fade away death, like in some classic rpgs. https://www.dropbox.com/s/kp66gsdpfqfit3s/slimetest.png?dl=0

        It works really well except when the turn ends and you see the dead slime flicker back into existence for a moment. You’d see it happen first battle test you try (make sure to have 2 enemies so you have another turn after one dies).

        And thank you for the quick reply back! I really hope this would be an easy-ish fix for you if you have time for it (because I know coding can be a real pain!)
        thanks again, bye for now!

      • Galv says:

        Thanks for the info. I hope it is an easy fix, too :D I heard Lunar engine was good? But I have not tried it

  78. Kaiza says:

    Hey, I’ve been using your script for a while, it works great with all the other scripts I use (Have like 40-50 scripts and still no conflicts) :D. Anyways I was wondering if this script works with Victor’s Animated battle engine. The Animated Pets script works
    with it, doesn’t it?

    • Galv says:

      The Pets script worked last time I tested, but this main animated battlers script likely won’t. Victor has scripts that do what it does.

  79. Eduardp says:

    Hello there Galv, how are you doing? Thanks to your scripts, my project is getting the shape I really wanted when I started it.
    I’m here because I dont understand one thing… My character sheet uses 16 collumns and 28 rows. But, when I use a skill (setting the pose row with tags properly) the first 8 cols, repeat at least once, before going to the other 8 and then, they start repeating form the beggining again. I’ve tried using ONE ANIM to stop then form repeating, but it doesnt seem to work. Is there a workaround to it, or a place in the code where I can set the repeat function?

    Thanks again, and good look on your MV scripts, i’m really looking forward for the duel minigame *__*

    • Galv says:

      It could be a bug in the code. I didn’t thoroughly test using extended battler sheets as I didn’t have any at the time.

      But what you describe does sound odd. It could also be due to other script conflict? You might have to do some testing to find out.

      Unfortunately my to-do list is huge and I won’t be able to fix any issues with Ace scripts for a while

      • Eduardp says:

        Hello there, I think I learned what is causing this. I’m also using Yanflys cast animation script. I think, that when the “casting” beggins it uses the skill pose, then when the skill hit the target it repeats itself, causing this issue. I’ll try adjusting the timing, to create the effect I want, thanks for the fast reply!

  80. gatot says:

    is there no demo? i was searching for it but didn’t found it :(

  81. 224ab says:

    Hi, is it possible to change the characters battler in the middle of the game?

  82. Revlinn says:

    Hey, I was wondering, is there a way to change the window order of fight & escape and the actual fight menu. Currently, what happens is that the menu that contains “Attack, Special, Magic, Guard, etc” appears first in combat and you have to use the arrows to access the previous menu which contains the “Fight and Escape” commands. Is there a way to make “Fight and Escape” appear first when entering combat? I notice the demo does this as well.

    • Galv says:

      Yanfly’s Battle script changes that functionality I believe. I do not recall if it has a setting to changes that – check that script’s settings

  83. Shubham Sali says:

    Hello, I am trying to have a boss fight in which a human sized enemy transforms into a giant one. is there any way to have the giant enemy be animated?

  84. RicJFNas says:

    Hello, I’m having a slight problrm with the script. Whenever I try to use Recovery ( a skill that heals every party menber) on the meny field I get the following error message:

    Script ‘Galv’s Animated Battlers’ line 293: NoMethodError
    occurred.

    undefined method `wait for #

    Can you please help?

    • Galv says:

      Perhaps an issue with copying over the script into your project. Try copying the script over again. ‘wait for #’ shouldn’t be in any code and is not the code on line 293 in this script.

      • RicJFNas says:

        Thanks. I was able to work something out, instead of using Damage calculation I used Effect and it worked well.

  85. notepad says:

    Hi Galv, having a problem that I’m not too certain how to fix! I’m making the enemies have full battler animations, and working on custom animations for each enemy’s default attack, but I’ve run into a snag. The Normal Attack animation only triggers if that enemy is using the default Attack in ID slot 001 of skills. If I copy Attack and place it elsewhere in the ID list, to change its properties and animations, the script instead reads it as though the enemy is using a special move and plays that, instead of the Normal Attack animation. Is there anyway to change this, or is it stuck like that?

    • Galv says:

      Did you try this from the help documentation?

      #——————————————————————————#
      # Note tags for SKILLS, ITEMS and STATES
      #——————————————————————————#
      # <pose: x>
      # # The skill, item or state will use x pose row.
      # # If a skill does not have this tag, it will use row 6.
      # # If an item does not have this tag, it will use row 5.
      # # If a state does not have this tag, it will use row 2. If a
      # # battler has multiple states, it uses the highest priority.
      #
      #——————————————————————————#

  86. Tony says:

    Hi, I have a question.

    On a melee attack, when a monster is dead by a counterattack, their dead body stay on the spot right in front of the main character, on the right side of the screen.

    After that, when another monster makes a melee attack, we can see the dead body layer is in front of the attacking monster layer, on the right side of the screen.

    Is there anyway to make the attacking monster layer in front of the dead body layer?

  87. Is there a way to set the priority of the actor battlers above the enemies?

  88. Is there a way to include it in the script?

    • Galv says:

      It would need to be coded in. Unfortunately I am too busy for requests like this, I recommend try asking in a forum if someone has time to help

  89. Kory Toombs says:

    line 789: RangeError occured
    float Nan out of range integer

    Doesn’t happen all the time, but occasionally.
    Mostly happens when trying to steal items, using

    in notetag
    (Yanfly core, battle engine, steal item)

    • Galv says:

      Unfortunately not sure why that would happen. You’ll have to do tests to try and locate the exact cause, disabling other scripts etc.

  90. Khairani says:

    I still don’t Understand how to change the battler in script call
    can U give me some example like how to change battler
    “Meliadul” into “Elicia” ?

    • Galv says:

      change_battler(id,”filename”) # Changes actor’s animated battler sheet.

      If the id of the actor is 1, you would do
      change_battler(1,”Elicia”)

      You see the id in your actor list in the database.

  91. Anon says:

    Is there a way to *not* give poses to states? If I give them any pose, even an idle one, they always take priority over the “poor status” pose when the battler’s HP is low, which is not really what I’m looking for.

  92. RicJFNas says:

    Hello, recently I made a new spritesheet animation to use in my project, but for some reason, instead of cycling the animations, the script does something like a slideshow where the animation slowly rotates from one columm to the other.

    • Galv says:

      Unfortunately that isn’t enough info to offer any help, but it sounds like you’ve made a mistake somewhere – possibly the spritesheet isn’t configured correctly?

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