Animated Battlers

By Fomar0153
Last Updated: 24 January 2012 (Version 1.2)
Download Link: (Version 1.2 24 January 2012)
Download Link: (Version 1.1 23 January 2012)

Please note, I intend for this to be the final version. I am not planning on adding any more features.

One more thing this is compatible with my Customisable ATB/CTB/Stamina based battle system.

By default this is configured to used battlers such as Holder’s. Link Here.



  1. Chaos17 says:

    I tried many scripts today and yours is the first one which use conrrectly all the poses on the sprite sheets. Gratz!

    By the way, default ennmies from the database doesn’t work, is it normal ?

    • Fomar0153 says:

      At the moment the script is animating them, there’s no way to turn that off in the current version. I’m working slowly on an updated version where you can just animate one side.

      • Chaos17 says:


        Can you make possible in your new version that when you’ve an archer character that he can stay away from the enemy please and make a steop foward when he attack ?

        Just some suggestion because I’ve met some CBS which doesn’t allow to choose how the character can attack.

        Sorry for my bad english.

  2. Lilly says:

    How do I get sprite sheets to work? And is there any way for me to control where the party battlers are?

    • Fomar0153 says:

      If you’re using Holders then they work straight away, just notetag the actors and for positioning edit the lines:

      # Set up Actor Positions
      X_START = 400
      X_OFFSET = 0
      Y_START = 0
      Y_OFFSET = 60

  3. Shikuroshi says:

    Awesome script! c: Thank you for it though I have one question.

    Is there a way to quicken the speed in which the actors attack one another? Because the time it takes for one sprite to move across the screen and get to the other is a little slow for my taste.

    I tried changing the 1 second to .5 or something else but it didn’t work.

    • Fomar0153 says:

      The only thing I could have suggested is setting:
      To 0.5 but if you’ve tried that then sorry.

      • Shikuroshi says:

        Too bad~ c: I don’t mind having to deal with it. Honestly to have a side battle system that I can use commercially I can deal with little things here and there.

        <3 And if I ever finish something you can definitlty expect a free copy from me. x3

    • Xypher says:

      you could try changing all the
      60 * Animated_Battlers::MOVEMENT_SECONDS
      30 * Animated_Battlers::MOVEMENT_SECONDS

  4. [...] Fomar – Animated Battlers Share this:TwitterFacebookTumblrLinkedInRedditStumbleUponPinterestDiggEmailPrintJ'aime [...]

  5. gauthreaux13 says:

    is there a way to change the battler graphic part wat through the game in the script? for example in my project you start with an axe (Eric’s default sprite) but I’d like to have the option to change classes(and therefore weapons). I already realize sprite editing will be involved but what about the script?

    • Fomar0153 says:

      Check the instructions on how to change the battlers. I’m not interesting in writing any add-on like that for this script. Atleast not until the next version.

  6. gauthreaux13 says:

    I am using holders battle sprites and they are still not appearing in the battle screen. I’m sure most scripters feel like this is just extra work, but a start to finish video on installation would take 20 minutes tops and save a lot of time answering question on obscure problems.

  7. Masterdom says:

    How do I put Animated enemies in?

  8. Masterdom says:

    I tried it with Rhyme’s Animated Enemies script, but when I attack an ememy,

    A NoMethod Error occurs.
    Any help?

  9. Erics says:

    I hope this script gets an update soon :D ! I would like the ability to use stationary enemies, depending on what weapon is equipped you have different sprites for each character, and if you can, when using YEA’s scripts, the actors show pop up damage as well, the enemies still do though. Also, is there a way to add another pose? Because I want some special attacks to have different poses instead of using the same pose for all my special attacks.
    Thanks! :D
    P.S Loving the script so far, Fomar! I hope to see you update this if you ever get the time!

    • Fomar0153 says:

      Some of what you just asked for is already implemented; I know for a fact you can add more poses for different skills. The update is about half done but it’s been that way for a while.

      • Erics says:

        Oh, sweet. That’s great to know about the poses. I’ll have to give that a shot when I’m finished tweaking some of my menu’s. Thanks for the reply, Fomar.

        • Erics says:

          Sorry for the double post, but I went ahead and tried to play around with adding another pose. Since I added another pose, I added an extra line of 4 frames into my sprites image. I marked the pose as 13, but when I go into battle, the frames are all out of wack >.<;. Is there a certain way I should add another pose?
          My new pose line is this..
          BATTLERS['Eric']['POSE_SKILL2'][128] = 13
          BATTLERS['Eric'][6] = BATTLERS['Eric']['FRAMES']

  10. Hi, I love the script a lot since I don’t have a lot of time to spend on this hobby but one thing has been bugging me and I wonder if its just me or the program. When any enemy or PC performs an attack-all skill (attack all enemies or a skill that targets all PCs) instead of displaying multiple battle animations or a single battle animation on all targets it simply repeats the same action for each target involved. Is it just me or is this a technical glitch in VXAce?