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Targetting Extended for Tankentai v1.0 by CrimsonSeas
Introduction This skill extends how targetting works in your game. Ever want to slash your teammate away or heal your enemies? Or do you want to be able to shift single targetting skills/items to target all? You can do both with this script. There are other scripts that do things like this but I haven't found any that combines both functions, so I made own version.
Features v1.1 -Bugfixes(thanks to Aranarther and deggy for pointing out the bugs) -New feature: Can divide damage among all targets when switching from single to multiple targets (thanks to dorky106's post for the idea) -Better cursor animation for the ATB version.
v1.0 -Blow away your teammate or heal up your enemies! Press L/R to switch targets between enemy members or party members. -Pressing shift while targetting will shift single targetting skills to target all. -Defines which skill/item IDs both feature apply or not apply to. -Cursors!! Have a cursor over every target when targetting multiple targets. -Automatically switches area animation in the anime hash if it is set to target enemy area or party area.
How to Use Place all necessary script below the Tankentai and ATB(if used) core scripts. Base Script (neeeded for both ATB and non ATB):
Spoiler:
CODE
=begin ================================================================================ Targetting Extended v 1.1 by CrimsonSeas ================================================================================ This is a script I made to extend targettting capabilities.
Features: +Target any allies or enemies with any action. You can choose to blow your team mate or heal your enemies by pressing L/R button at target selection. +Press shift at target selection to change single target skills and items to target all. +Define which skills both feature apply or not apply to. +Cursors!! Multiple cursors over all targets when targeting multiple targets +Can also divide damage among all targets when switching from single to all target ================================================================================ Compatibility ================================================================================ I think there may be many issues around this. I'll list rewrites and aliases of default and Tankentai scripts. Rewrites: +Game_Battler -make_attack_targets -make_obj_targets +Sprite_Battler -moving_anime
================================================================================= CONFIG ================================================================================ =end module TargetExt #Defines whether you can attack ally or not. ATTACK_ANY = true #Defines skill IDs that the 'Target Any' feature doesn't apply. NO_TARGET_ANY_S = [] #Defines item IDs that the 'Target Any' feature doesn't apply/ NO_TARGET_ANY_I = [2] #Defines skill IDs that the 'Target All' feature apply. TARGET_ALL_S = [59, 63] #Defines item IDs that the 'Target All'feature apply. TARGET_ALL_I = [1] #Defines damage percentage when changing target from single to all DAMAGE_PERCENT = 66 #Defines MP percentage when changing target from single to all MP_PERCENT = 150 #Defines vocabulary to be used when targetting multiple targets. #Format is: [String1, [StringParty, StringEnemies]] #Text shown on help window when targetting party: # String1 StringParty #Text shown on help wondow when targetting enemies: # String1 StringEnemies TARGET_ALL_VOC = ["Target All", ["Allies", "Enemies"]] #Show MP cost when 'Target All' feature is being used SHOW_MP_ALTER = true #Divides damage among all targets when switching from single target to all target DAMAGE_DIVIDE = true end
class Game_Battler def target_all if @target_all == nil @target_all = false end return @target_all end
def inverse_target if @inverse_target == nil @inverse_target = false end return @inverse_target end
def target_all=(target_all) @target_all = target_all end
def inverse_target=(inverse_target) @inverse_target = inverse_target end end
module RPG class Skill def all_available return TargetExt::TARGET_ALL_S.include?(@id) end end class Item def all_available return TargetExt::TARGET_ALL_I.include?(@id) end end class UsableItem def need_selection? return !(@scope == 11 || @scope == 0) end end end
class Scene_Battle alias crmsn_end_target end_target_selection def end_target_selection(*args) if @cursor2 != nil dispose_cursor_all end crmsn_end_target(*args) end
def cursor_all_visible(value) for cursor in @cursor2 cursor.visible = value end end
def dispose_cursor_all return if @cursor2 == nil for cursor in @cursor2 cursor.dispose cursor = nil end @cursor2 = nil end
alias targetext_execute_action execute_action def execute_action targetext_execute_action @active_battler.target_all = false @active_battler.inverse_target = false end end
class Game_BattleAction def make_attack_targets targets = [] if battler.confusion? targets.push(friends_unit.random_target) elsif battler.berserker? targets.push(opponents_unit.random_target) else targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target end if battler.dual_attack # Chain attack targets += targets end return targets.compact end #-------------------------------------------------------------------------- # * Create Skill or Item Targets # obj : Skill or item #-------------------------------------------------------------------------- def make_obj_targets(obj) targets = [] if obj.for_opponent? if obj.for_random? if obj.for_one? # One random enemy number_of_targets = 1 elsif obj.for_two? # Two random enemies number_of_targets = 2 else # Three random enemies number_of_targets = 3 end number_of_targets.times do targets.push(opponents_unit.random_target) unless battler.inverse_target targets.push(friends_unit.random_target) if battler.inverse_target end elsif obj.dual? # One enemy, dual targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target targets += targets elsif obj.for_one? if obj.all_available && battler.target_all targets += opponents_unit.existing_members unless battler.inverse_target targets += friends_unit.existing_members if battler.inverse_target else targets.push(opponents_unit.smooth_target(@target_index)) unless battler.inverse_target targets.push(friends_unit.smooth_target(@target_index)) if battler.inverse_target end else # All enemies targets += opponents_unit.existing_members unless battler.inverse_target targets += friends_unit.existing_members if battler.inverse_target end elsif obj.for_user? # User targets.push(battler) elsif obj.for_dead_friend? if obj.for_one? # One ally (incapacitated) targets.push(friends_unit.smooth_dead_target(@target_index)) unless battler.inverse_target targets.push(opponents_unit.smooth_target(@target_index)) if battler.inverse_target else # All allies (incapacitated) targets += friends_unit.dead_members unless battler.inverse_target targets += opponents_unit.existing_members if battler.inverse_target end elsif obj.for_friend? if obj.for_one? # One ally if obj.all_available && battler.target_all targets += friends_unit.existing_members unless battler.inverse_target targets += opponents_unit.existing_members if battler.inverse_target else targets.push(friends_unit.smooth_target(@target_index)) unless battler.inverse_target targets.push(opponents_unit.smooth_target(@target_index)) if battler.inverse_target end else # All allies targets += friends_unit.existing_members unless battler.inverse_target targets += opponents_unit.existing_members if battler.inverse_target end end return targets.compact end end
class Sprite_Battler def moving_anime # まだ‰の‚ƒ‹ƒ›ば—Œ‹って„‚‹な‚‰ˆœŸŒ– @move_anime.action_reset if @anime_moving @anime_moving = true # ƒƒƒ‚‚‚ƒƒ‚中は‚ƒ‹ƒ€武™”ƒ反転 mirror = false mirror = true if $back_attack # ‚ƒ‹ƒID id = @active_action[1] # 対象 target = @active_action[2] x = y = mem = 0 # 対象Œ˜“の場ˆ if target == 0 # ‚ƒ‚ƒƒƒˆŒ決まってな„場ˆ€‡身に‰› if @target_battler == nil x = self.x y = self.y else # ‚ƒ‚ƒƒƒˆŒ空の場ˆ€‡身に‰› if @target_battler[0] == nil x = self.x y = self.y else # œ€ˆに…って„‚‹‚ƒ‚ƒƒƒˆに対象決š x = @target_battler[0].position_x y = @target_battler[0].position_y end end # 対象Œ•の中ƒの場ˆ elsif target == 1 # ‡身Œ‚‚‚ƒの場ˆは‚ƒƒŸƒの中ƒ‚’ˆ— if (@battler.is_a?(Game_Actor) && !@battler.inverse_target) for target in $game_troop.members bitmap = Cache.battler(target.battler_name, target.battler_hue) ox = bitmap.width/2 oy = bitmap.height/2 x += target.position_x + ox y += target.position_y + oy mem += 1 end x /= mem y /= mem # ‡身Œ‚ƒƒŸƒの場ˆは‚‚‚ƒの中ƒ‚’ˆ— else for target in $game_party.members ox = 16 oy = 16 x += target.position_x + ox y += target.position_y + oy mem += 1 end x /= mem y /= mem end # 対象Œ‘–の中ƒの場ˆ elsif target == 2 # ‡身Œ‚‚‚ƒの場ˆは‚‚‚ƒの中ƒ‚’ˆ— if @battler.is_a?(Game_Actor) for target in $game_party.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem # ‡身Œ‚ƒƒŸƒの場ˆは‚ƒƒŸƒの中ƒ‚’ˆ— else for target in $game_troop.members x += target.position_x y += target.position_y mem += 1 end x = x / mem y = y / mem end # 対象Œ‡身の場ˆ else x = self.x y = self.y end # –‹‹位置の微調• plus_x = @active_action[6] plus_y = @active_action[7] # ‚ƒƒŸƒはX軸‚’€†に plus_x *= -1 if @battler.is_a?(Game_Enemy) # œ€‚š„な移‹•距›‚’—‡ distanse_x = x - self.x - plus_x distanse_y = y - self.y - plus_y # ›ば—‚‚ƒ— type = @active_action[3] # €Ÿ度 speed = @active_action[4] # Œ“ orbit = @active_action[5] # ‡身Œ–‹‹位置な‚‰ if @active_action[8] == 0 @move_anime.base_x = self.x + plus_x @move_anime.base_y = self.y + plus_y # 対象Œ–‹‹位置な‚‰ elsif @active_action[8] == 1 @move_anime.base_x = x + plus_x @move_anime.base_y = y + plus_y # 距›‚’反対に distanse_y = distanse_y * -1 distanse_x = distanse_x * -1 # ‹•‹•な„な‚‰ else @move_anime.base_x = x @move_anime.base_y = y distanse_x = distanse_y = 0 end # 武™‚‚‚ƒƒな—は武™表示—な„ if @active_action[10] == "" weapon = "" # ‚ƒ‹ƒな—‚ƒƒŸƒは武™表示—な„ elsif @anime_flug != true weapon = "" # 武™‚‚‚ƒƒŒ‚‚‹場ˆ else # ›ば™武™‚ƒƒ•‚ƒƒ‚ŒŒ‡š•‚Œて„‚‹‹ƒ‚ƒƒ‚ if @battler.is_a?(Game_Actor) battler = $game_party.members[@battler.index] weapon_id = battler.weapon_id else battler = $game_troop.members[@battler.index] weapon_id = battler.weapon end # ‚‚ƒ”ƒˆ”‹武™”ƒˆ”‹ˆˆ weapon_act = N01::ANIME[@active_action[10]].dup if @active_action[10] != "" # 武™”ƒˆ”で素‰‹でな‘‚Œば if weapon_id != 0 && weapon_act.size == 3 weapon_file = $data_weapons[weapon_id].flying_graphic # ˆ”ƒŒŒ‡š•‚Œて„な‘‚Œば—˜の武™‚ƒƒ•‚ƒƒ‚‚’–— if weapon_file == "" weapon_name = $data_weapons[weapon_id].graphic icon_weapon = false # •‚‰にŒ‡šŒな‘‚Œば‚‚‚ƒ‚ƒƒ•‚ƒƒ‚‚’ˆ” if weapon_name == "" weapon_name = $data_weapons[weapon_id].icon_index icon_weapon = true end # Œ‡š•‚Œて„‚Œばその‚ƒƒ•‚ƒƒ‚名‚’–— else icon_weapon = false weapon_name = weapon_file end # 武™‚‚‚ƒƒƒ…報‚’–— weapon = @active_action[10] # 武™”ƒˆ”で素‰‹な‚‰表示—な„ elsif weapon_act.size == 3 weapon = "" # ‚‚ƒ”ƒˆ” elsif weapon_act != nil && @battler.action.skill != nil icon_weapon = false weapon_name = $data_skills[@battler.action.skill.id].flying_graphic weapon = @active_action[10] end end # Z座™‚’決š @move_anime.z = 1 @move_anime.z = 1000 if @active_action[9] # 以Šのƒ…報‚’…て‚ƒ‹ƒ›ば—‚ƒ—ƒ‚ƒˆに€‚‹ @move_anime.anime_action(id,mirror,distanse_x,distanse_y,type,speed,orbit,weapon,weapon_name,icon_weapon) end end
class Game_Battler alias targetext_make_obj_dmg make_obj_damage_value def make_obj_damage_value(user, obj) targetext_make_obj_dmg(user, obj) if user.target_all && obj.all_available if @hp_damage != 0 @hp_damage *= TargetExt::DAMAGE_PERCENT @hp_damage /= 100 @hp_damage /= user.action.make_targets.size if TargetExt::DAMAGE_DIVIDE && user.target_all end if @mp_damage != 0 @mp_damage *= TargetExt::DAMAGE_PERCENT @mp_damage /= 100 @mp_damage /= user.make_targets.size if TargetExt::DAMAGE_DIVIDE && user.target_all end end end
alias targetext_calc_mp_cost calc_mp_cost def calc_mp_cost(skill) cost = targetext_calc_mp_cost(skill) if self.target_all && skill.all_available cost *= TargetExt::MP_PERCENT cost /= 100 end return cost end end
For Non ATB:
Spoiler:
CODE
=begin ################################################################################ Targetting Extended for Tankentai Non-ATB v1.1 by CrimsonSeas ################################################################################ Use with the base script to enable the targetting extended.
This script adds to the rewrites list of the base script
Rewrites: +Scene_Battle -start_target_selection -select_member ################################################################################ =end class Scene_Battle def start_target_selection(actor = false) members = $game_party.members if actor members = $game_troop.members unless actor if @active_battler.action.kind == 1 obj = @active_battler.action.skill elsif @active_battler.action.kind == 2 obj = @active_battler.action.item end case obj when nil @target_any = TargetExt::ATTACK_ANY when RPG::Skill @target_any = !TargetExt::NO_TARGET_ANY_S.include?(@active_battler.action.skill.id) when RPG::Item @target_any = !TargetExt::NO_TARGET_ANY_I.include?(@active_battler.action.item.id) end if obj != nil && obj.extension.include?("TARGETALL") members = $game_party.members + $game_troop.members end # ‚ƒ‚ƒ‚ƒ—ƒ‚ƒˆのœˆ @cursor = Sprite.new @cursor.bitmap = Cache.character("cursor") @cursor.src_rect.set(0, 0, 32, 32) @cursor_flame = 0 @cursor.x = -200 @cursor.y = -200 @cursor.ox = @cursor.width @cursor.oy = @cursor.height @all = false @all = [2, 4, 5, 6, 8, 10].include?(obj.scope) || obj.extension.include?("TARGETALL") if obj != nil @cursor.visible = !@all # ‚ƒ‚ƒƒƒˆ名‚’表示™‚‹ƒ˜ƒƒ—‚‚ƒƒ‰‚‚’œˆ @help_window.visible = false if @help_window != nil @help_window2 = Window_Help.new if @help_window2 == nil # 不要な‚‚ƒƒ‰‚‚’ˆ™ @actor_command_window.active = false @skill_window.visible = false if @skill_window != nil @item_window.visible = false if @item_window != nil # ˜œ—て„‚‹‚ƒ‚ƒƒƒˆでœ€‚‚•号のŽ„対象‚’œ€ˆにŒ‡™‚ˆ†に @index = 0 @max_index = members.size - 1 # ‚‚‚ƒはˆ—˜不ƒ€…で‚‚‚ƒ‚ƒƒƒˆでき‚‹‚ˆ†に‚ƒƒŸƒとŒˆ unless actor members.size.times do break if members[@index].exist? @index += 1 end end @help_window2.set_text(members[@index].name, 1) if @all string1 = TargetExt::TARGET_ALL_VOC[0] string2 = actor ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] string1 += " " + string2 unless obj.extension.include?("TARGETALL") @help_window2.set_text(string1, 1) make_cursor_all(members) end select_member(members, actor) end #-------------------------------------------------------------------------- # — ‚ƒ‚ƒƒƒˆ選Šž #-------------------------------------------------------------------------- def select_member(targets, actor = true) members = targets if @active_battler.action.kind == 1 obj = @active_battler.action.skill elsif @active_battler.action.kind == 2 obj = @active_battler.action.item end loop do update_basic @cursor_flame = 0 if @cursor_flame == 30 @cursor.src_rect.set(0, 0, 32, 32) if @cursor_flame == 29 @cursor.src_rect.set(0, 32, 32, 32) if @cursor_flame == 15 point = @spriteset.set_cursor(actor, @index) @cursor.x = point[0] @cursor.y = point[1] @cursor_flame += 1 if Input.trigger?(Input::B) Sound.play_cancel end_target_selection break elsif Input.trigger?(Input::C) Sound.play_decision @active_battler.action.target_index = @index end_target_selection end_skill_selection end_item_selection next_actor break end if Input.repeat?(Input::LEFT) && !(@all || @active_battler.target_all) if actor cursor_down(members, actor) if $back_attack cursor_up(members, actor) unless $back_attack else cursor_up(members, actor) if $back_attack cursor_down(members, actor) unless $back_attack end end if Input.repeat?(Input::RIGHT) && !(@all || @active_battler.target_all) if actor cursor_up(members, actor) if $back_attack cursor_down(members, actor) unless $back_attack else cursor_down(members, actor) if $back_attack cursor_up(members, actor) unless $back_attack end end if (Input.trigger?(Input::L) || Input.trigger?(Input::R)) && @target_any if members == $game_party.members members = $game_troop.members actor = false elsif members == $game_troop.members members = $game_party.members actor = true end if @active_battler.inverse_target @active_battler.inverse_target = false else @active_battler.inverse_target = true end @index = 0 if @index >= members.size @max_index = members.size - 1 # ‚‚‚ƒはˆ—˜不ƒ€…で‚‚‚ƒ‚ƒƒƒˆでき‚‹‚ˆ†に‚ƒƒŸƒとŒˆ unless actor members.size.times do break if members[@index].exist? @index += 1 end end if @cursor != nil dispose_cursor_all make_cursor_all(members) cursor_all_visible(@active_battler.target_all || @all) end if @active_battler.target_all || @all string1 = TargetExt::TARGET_ALL_VOC[0] string2 = actor ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] string1 += " " + string2 unless obj.extension.include?("TARGETALL") if TargetExt::SHOW_MP_ALTER && @active_battler.target_all && obj.is_a?(RPG::Skill) cost = @active_battler.calc_mp_cost(obj) string1 += ": " + cost.to_s + Vocab::mp end @help_window2.set_text(string1, 1) end @help_window2.set_text(members[@index].name, 1) if !@active_battler.target_all && !@all Sound.play_cursor end if Input.trigger?(Input::A) && !@all && obj != nil if obj.all_available Sound.play_cursor if @active_battler.target_all @active_battler.target_all = false @cursor.visible = true cursor_all_visible(false) if @cursor2 != nil @help_window2.set_text(members[@index].name, 1) else @active_battler.target_all = true @cursor.visible = false make_cursor_all(members) if @cursor2 == nil cursor_all_visible(true) string1 = TargetExt::TARGET_ALL_VOC[0] string2 = actor ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] string1 += " " + string2 unless obj.extension.include?("TARGETALL") if TargetExt::SHOW_MP_ALTER && @active_battler.target_all && obj.is_a?(RPG::Skill) cost = @active_battler.calc_mp_cost(obj) string1 += ": " + cost.to_s + Vocab::mp end @help_window2.set_text(string1 , 1) end end end cursor_up(members, actor) if Input.repeat?(Input::UP) && !(@all || @active_battler.target_all) cursor_down(members, actor) if Input.repeat?(Input::DOWN) && !(@all || @active_battler.target_all) end end
def make_cursor_all(members) @cursor2 = [] for i in 0...members.size next if members == $game_troop.members && !members[i].exist? @cursor2[i] = Sprite.new @cursor2[i].bitmap = Cache.character("cursor") @cursor2[i].src_rect.set(0, 0, 32, 32) @cursor2[i].x = members[i].position_x - 48 @cursor2[i].y = members[i].position_y - 48 end @cursor2.compact! end end
For ATB:
Spoiler:
CODE
=begin ################################################################################ Targetting Extended for Tankentai ATB v1.1 by CrimsonSeas ############################################################################### Use this with the base script to enable Targetting Extended
This Tankentai ATB adds to the rewrites list of the base script Rewrites: +Scene_Battle -start_target_actor_selection -update_target +Window_Help -set_text_n02add ################################################################################ =end class Scene_Battle def start_target_selection(actor = false) $in_target = true $in_command = $in_select = false if @commander.action.kind == 1 obj = @commander.action.skill elsif @commander.action.kind == 2 obj = @commander.action.item end case obj when nil @target_any = TargetExt::ATTACK_ANY when RPG::Skill @target_any = !TargetExt::NO_TARGET_ANY_S.include?(@commander.action.skill.id) when RPG::Item @target_any = !TargetExt::NO_TARGET_ANY_I.include?(@commander.action.item.id) end @all = false @all = [2, 4, 5, 6, 8, 10].include?(obj.scope) || obj.extension.include?("TARGETALL") if obj != nil @target_actors = actor @target_members = $game_party.members if @target_actors && !obj.extension.include?("TARGETALL") @target_members = $game_troop.members unless @target_actors && ! obj.extension.include?("TARGETALL") @target_members = $game_troop.members + $game_party.members if obj != nil && obj.extension.include?("TARGETALL") # 不要な‚‚ƒƒ‰‚‚’ˆ™ @actor_command_window.active = false @skill_window.visible = false if @skill_window != nil @item_window.visible = false if @item_window != nil # ˜œ—て„‚‹‚ƒ‚ƒƒƒˆでœ€‚‚•号のŽ„対象‚’œ€ˆにŒ‡™‚ˆ†に @index = 0 @max_index = @target_members.size - 1 # ‚‚‚ƒはˆ—˜不ƒ€…で‚‚‚ƒ‚ƒƒƒˆでき‚‹‚ˆ†に‚ƒƒŸƒとŒˆ unless @target_actors @target_members.size.times do break if @target_members[@index].exist? @index += 1 end end # ‚ƒ‚ƒ‚ƒƒƒˆ @cursor.visible = true unless @all @cursor.visible = false if @all if @all make_cursor_all end @cursor.set(@target_members[@index]) unless @all @help_window.visible = false if @help_window != nil @help_window2 = Window_Help.new if @help_window2 == nil @help_window2.set_text_n02add(@target_members[@index]) unless @all if @all string1 = TargetExt::TARGET_ALL_VOC[0] string2 = actor ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] string1 += " " + string2 unless obj.extension.include?("TARGETALL") @help_window2.set_text(string1, 1) end end
def update_target # ‚ƒžƒƒ‰…Š›でき‚‹Š…‹でなくな‚Œば‚ƒƒ‚ƒ if @cursor2 != nil if !@target_actors && (@all || @commander.target_all) && @cursor2.size != $game_troop.existing_members.size dispose_cursor_all make_cursor_all end for cursor in @cursor2 cursor.update if cursor.visible end end return reset_command unless commanding? return end_target_selection(cansel = true) if $game_troop.all_dead? if @index >= @target_members.size @index = 0 end cursor_down if !@target_members[@index].actor? && !@target_members[@index].exist? && !@commander.target_all && !@all if Input.trigger?(Input::B) Input.update @commander.target_all = false @commander.inverse_target = false Sound.play_cancel end_target_selection(cansel = true) dispose_cursor_all if @cursor2 != nil elsif Input.trigger?(Input::C) Input.update Sound.play_decision @commander.action.target_index = @index unless @commander.target_all || @all end_target_selection end_skill_selection end_item_selection @actor_command_window.active = false dispose_cursor_all if @cursor2 != nil next_actor end if Input.repeat?(Input::LEFT) && !@commander.target_all && !@all if @target_actors cursor_down if $back_attack cursor_up unless $back_attack else cursor_up if $back_attack cursor_down unless $back_attack end end if Input.repeat?(Input::RIGHT) && !@commander.target_all && !@all if @target_actors cursor_up if $back_attack cursor_down unless $back_attack else cursor_down if $back_attack cursor_up unless $back_attack end end if @commander != nil && @commander.action.kind == 1 obj = @commander.action.skill elsif @commader != nil && @commander.action.kind == 2 obj = @commander.action.item end if Input.trigger?(Input::A) && !@all && obj != nil if obj.all_available Sound.play_cursor if @commander.target_all @commander.target_all = false @cursor.visible = true dispose_cursor_all if @cursor2 != nil @help_window2.set_text_n02add(@target_members[@index]) else @commander.target_all = true @cursor.visible = false make_cursor_all if @cursor2 == nil cursor_all_visible(true) string1 = TargetExt::TARGET_ALL_VOC[0] string2 = @target_actors ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] string1 += " " + string2 unless obj.extension.include?("TARGETALL") if TargetExt::SHOW_MP_ALTER && @commander.target_all && obj.is_a?(RPG::Skill) cost = @commander.calc_mp_cost(obj) string1 += ": " + cost.to_s + Vocab::mp end @help_window2.set_text(string1 , 1) end end end if (Input.trigger?(Input::L) || Input.trigger?(Input::R)) && @target_any if @target_actors @target_actors = false @target_members = $game_troop.members else @target_actors = true @target_members = $game_party.members end @index = 0 if @index >= @target_members.size unless @target_actors @target_members.size.times do break if @target_members[@index].exist? @index += 1 end end if @commander.inverse_target @commander.inverse_target = false else @commander.inverse_target = true end if @cursor2 != nil dispose_cursor_all make_cursor_all cursor_all_visible(!@cursor.visible) end if @commander.target_all || @all string1 = TargetExt::TARGET_ALL_VOC[0] string2 = @target_actors ? TargetExt::TARGET_ALL_VOC[1][0] : TargetExt::TARGET_ALL_VOC[1][1] strings = string1 + " " + string2 if TargetExt::SHOW_MP_ALTER && @commander.target_all && obj.is_a?(RPG::Skill) cost = @commander.calc_mp_cost(obj) strings += ": " + cost.to_s + Vocab::mp end @help_window2.set_text(strings , 1) end @cursor.set_battler_start(@target_members[@index]) if @cursor.visible @cursor.set(@target_members[@index]) @cursor.visible = !@all && !@commander.target_all @help_window2.set_text_n02add(@target_members[@index]) if !@commander.target_all && !@all end cursor_up if Input.repeat?(Input::UP) && !@commander.target_all && !@all cursor_down if Input.repeat?(Input::DOWN) && !@commander.target_all && !@all end
def make_cursor_all @cursor2 = [] for i in 0...@target_members.size next if @target_members == $game_troop.members && !@target_members[i].exist? @cursor2[i] = Sprite_Cursor.new @cursor2[i].set_area(@target_members == $game_party.members) @cursor2[i].set(@target_members[i]) end @cursor2.compact! end end
class Window_Help < Window_Base #-------------------------------------------------------------------------- # — ƒ†‚‚ƒˆ設š #-------------------------------------------------------------------------- def set_text_n02add(member) return if member == nil self.contents.clear self.contents.font.color = normal_color if !member.actor? && N02::ENEMY_NON_DISPLAY.include?(member.enemy_id) return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1) elsif member.actor? && !N02::ACTOR_DISPLAY return self.contents.draw_text(4, 0, self.width - 40, WLH, member.name, 1) end if N02::WORD_STATE_DISPLAY && N02::HP_DISPLAY self.contents.draw_text(0, 0, 180, WLH, member.name, 1) draw_actor_hp(member, 182, 0, 120) text = "[" for state in member.states next if N02::STATE_NON_DISPLAY.include?(state.id) text += " " if text != "[" text += state.name end text += N02::WORD_NORMAL_STATE if text == "[" text += "]" text = "" if text == "[]" self.contents.draw_text(315, 0, 195, WLH, text, 0) elsif N02::WORD_STATE_DISPLAY text = member.name + " [" for state in member.states next if N02::STATE_NON_DISPLAY.include?(state.id) text += " " if text != member.name + " [" text += state.name end text += N02::WORD_NORMAL_STATE if text == member.name + " [" text += "]" text = "" if text == "[]" self.contents.draw_text(4, 0, self.width - 40, WLH, text, 1) elsif N02::HP_DISPLAY self.contents.draw_text(4, 0, 240, WLH, member.name, 1) draw_actor_hp(member, 262, 0, 120) end @text = text end end
class Sprite_Cursor def set_area(actor = true) temp_x = 0 temp_y = 0 n = 0 unit = $game_party.existing_members if actor unit = $game_troop.existing_members unless actor for battler in unit temp_x += battler.position_x temp_y += battler.position_y n += 1 end self.x = temp_x / n self.y = temp_y /n end
def set_battler_start(battler) self.x = battler.position_x self.y = battler.position_y end end
Further instructions are in the base script's header
FAQ Q: Can you make this for other battle systems? A: No. It's too much of hassle, and I've wasted 2.5 hours only to make the non ATB version, so don't expect me to make this for other battle systems. For the default battle system I recommend yuuto's battle scope changer found on this forums also (don't ask me the link, use the search function), although it doesn't have 'Target Any' feature, it still has a good 'Target All' feature.
Q: I get error(s) A: Post what error that you got here, and please look in the rewrite and alias lists in my scripts header to determine what other scripts might be conflicting. This will help a lot for me to make the fixes.
Q: Please give screenshots/demo! A: Screenshots can't really show it very well, and I'm not in the mood to make demos, so you can just try it out firsthand,
Q: I saw other scripts like this already. A: Then pick one that you like best.
Credit and Thanks CrimsonSeas
This post has been edited by CrimsonSeas: Dec 15 2009, 06:32 AM
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As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P Thanks Kaimi!
Hmm I noticed a little bug, thats when u choose to target all and then go back to target one, the flashes don't stop on the rest.
EDIT: Oh dang just noticed another bug (I always seem to find the bugs as soon as I try them); when there are more enemies then allies in a battle like 6 enemies and 4 allies and u try to change the scope from enemy 5, you will get an error:
(sorry, too lazy for a screenshot)
CODE
Script '.....' line 83: NoMethodError occured. undefined method `actor?' for nil:NillClass
I guess I understand why the error occurs but I'm really not in the mood too find out how to fix >_>.
EDIT2: :/ I seem to have found a new bug; I noticed that when you change the scope from one to all to one to all, it doesn't change to the name & MP cost anymore. Sorry >_> I think thats all of them.
This post has been edited by Aranarther: Dec 14 2009, 09:28 PM
--------------------
Current Game In Progress:
Spoiler:
Progress:
Storyline: 60%
Characters: 100%
Enemies: 70%
Mapping: 40%
Eventing: 10% (I don't like eventing, so I'll do it later/last)
Database: 60%
System: 95% (only some bugfixes and optimizing left)
It seems to override the default sound set by the Tankentai config for "Same as Normal attack" so instead of playing the default tankentai unarmed sound it plays the attack sound from the default battle system (the one that sounds nothing like an actual enemy attack ).
It looks like a great script, but the bug above is a very big bug at the moment. I can also confirm that bug.
Keep up the good work though!
--------------------
Think you should make a RPG or not? Find out now!
Spoiler:
DISCLAIMER: These are just for fun and are not meant to be taken seriously. Do not get angry/flame me about these. You have been warned!
- The BIG Question of the Year. ~ Can you read? Dialogue, scripts, configurations, instructions, etc. All of these require extensive knowledge in the skill known as "reading". No one wants to see another topic made by you in which you complain about something not working because you are just such an awesome "special" person that you didn't read the instructions! ~ Oh my god, you can read? Move on to the next section please!
- Is it a fan game about a popular anime/video game? ~ Stop right now, flush your RPG dreams down the toilet. The last the world needs is another terrible Naruto fan game. ~ As much as people enjoyed FF, we wont enjoy your rendition of it on RPG Maker. No, sorry. We wont. ~ Pokemon doesn't work well on RPG Maker. Sorry, but you can join the other 500 half-baked/finished projects about pokemon that will never be. ~ Is your fan game about another anime/video game? It may work if it isn't one of those 3, so please continue down the list!
- What is the story about? ~ Do you start out poor, homeless, in a village, or any of those combined? Flush your RPG dreams down the toilet now. We've seen it all. ~ Do you have a love interest in your game? *Yawn*... next... ~ Do you fight against evil which may or may not be a large corporation/business/empire/kingdom? God, shoot me now. ~ Does one/more/all of your important characters join the army during your story? What are you? An army recruiter? ~ Does your main character have an extravagant hair style and carry a large sword/blade/retarded gun-blade? Die in a fire now. ~ Is your main character emo/overly sensitive? Have him/her cut him/herself forever in your head but don't make us be subjected to that. ~ Are you collecting some magical set of items/crystals/artifacts that cause something major? Hmm... Where have I heard that one before... ~ None of these? Let's move on!
- How do you want the RPG to be built structurally? ~ How long do you want your RPG to be anyways? 40 hours? 60 hours? Grandiose much? ~ Is this a team project or a single project? If you want it to be 40 hours, it better be a damn team or you have WAY too much free time... ~ IF SINGLE: Can you create/search for your own resources? If not, can you use generators to make your own resources? Yay Famitsu! ~ IF TEAM: Can you treat your team members as teammates instead of "tools you use for free resources"? "Go ahead and send me everything, but I won't let you see the unfinished project. You might steal it." Sadly, in most project recruitment threads, you do see this sense of distrust from the team leader. T-E-A-M, not I A-M A J-A-C-K-A-S-S please. ~ Are you good at dialogue? This is the meat and bones of an RPG as it reflects the story. If you are terrible at it, then please just stop now. ~ Are you good at eventing? Map transfers, doors, and treasure chests DO NOT count. If you don't know how to do it, you're in trouble. ~ Do you understand what scripts you are looking for? This requires some planning ahead on what exactly you want in your game. Too many times I see games get boggled down by having a bunch of unnecessary scripts that do more harm than good. ~ IF YES: Do you know how to modify/READ these scripts to edit what you need/don't need from them? User Configurations love you. ~ IF NO: If this isn't an RTP game, then please just stop now. ~ CAN YOU SPELL? Please stop if you can't be bothered to run a spell check. If you can't spend the time to do that, you shouldn't spend the time to make an RPG that will be discredited due to spelling/grammar. ~ You have an actual plan? Amazing! Let's continue then shall we?
- Do you know how to polish/fine-tune/test your game? ~ Can you safely say that your database setup leads to balanced game play? If the tutorial can wipe out my entire party... there's a problem. ~ Are you willing to go through the same scene you created MANY TIMES just to test? Better get used to it bud... If not, don't bother. ~ Are you willing to release demos? Demos are a good way to get some constructive feedback on your game and spark interest. ~ IF YES: Can you take criticism? If not, don't ever make an RPG. ~ IF NO: Do you feel that you can polish it enough by yourself/with your team and be impartial when testing before release? Sometimes, you may be blinded by your love of your work to see the shortcomings of your game. I highly recommend you let at least a few non-team members play a demo. ~ Are you willing to return to previous areas to upgrade/enhance areas that are lacking? How many times have you gone back to the first map now? For me, it's been about 500+ times. If you can't do that, then you will push out a mediocre game most likely. ~ Are you willing to take out features that are deemed unnecessary/harmful to the overall play experience? Sometimes, you don't need that picture of Naruto on the bottom right hand corner of the game... If you can't, then don't expect to finish your game with much fanfare from potential players. ~ So you think you can take on the rigors of polishing? Almost done then!
- Do you have proper forum etiquette when browsing the forums? DISCLAIMER: This may be considered a bonus section, as its not required of RPGs to frequent forums; you're here though reading this so this probably falls on deaf ears anyways... ~ Do you necropost? Every time you necropost, an admin shoots a puppy wagging its tail. ~ Do you talk like a 14 year old or under? YA I NO RITE WH3rES MY NARUT0Z?! I <3 SASUK3! ~ IF YES: Are you 14 years old or under? If not, shame on you. If yes, then there might be better things to do at your age than try to make an RPG... ~ IF NO: Can you talk maturely? No one takes you seriously if you are just a bumbling idiot. ~ Do you constantly request for resources/scripts without offering any feedback/advice/suggestions/etc? You scratch my back and I... don't? ~ Do you expect something from anyone? No one who isn't on your team cares about your RPG most of the time, so you aren't entitled to anything. As much as that hurts, it's probably true. ~ Are you the perfect gentleman/lady on the forums? Move on then!
If you have gotten to the end without any of the questions telling you to quit making RPGs based on your response, then congratulations! You may have what it takes to actually make an RPG from start to finish! Better get started, I hear these "RPG"s take a while to make... :)
@dorky: You can set the percentage of damage done, so you can make it deal half damage when targetting all or 2/3 damage or whatever you want to set.
@Aranarther: Those 3 bugs fixed now, thanks so much for pointing the bugs as usual Re-copy the part for ATB, I made the fixes there.
@deggy: I don't get that bug no matter how much I tried, can you explain more? Is it happen when the enemy attacks or when a player attack or when you select a skill that uses 'Same as Normal Attack'? What other scripts regarding attack execution that you might be using?
EDIT:@deggy, I seem to understand now why the bug occurs. It's due to my Animation Fix script, I forgot to rewrite one method. Bug is already fixed in the script's thread, please check it out.
This post has been edited by CrimsonSeas: Dec 15 2009, 04:13 AM
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As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P Thanks Kaimi!
But, after updating all 3 of the scripts (animation fix, targeting extended base, targeting extended ATB), I still run into the problem of switching scopes and erroring.
QUOTE
EDIT: Oh dang just noticed another bug (I always seem to find the bugs as soon as I try them); when there are more enemies then allies in a battle like 6 enemies and 4 allies and u try to change the scope from enemy 5, you will get an error:
This still occurs. This time it's: Script 'Targeting Extended ATB v1.0' line 164: NoMethodError occurred.
undefined method 'exist?' for nil:NilClass
This happened when I had 5 actors (1 in reserve (KGC_LargeParty) so 4 active actors.) and 2 enemies. Switching from the allied scope from the 3rd character to the enemy gave me the error.
--------------------
Think you should make a RPG or not? Find out now!
Spoiler:
DISCLAIMER: These are just for fun and are not meant to be taken seriously. Do not get angry/flame me about these. You have been warned!
- The BIG Question of the Year. ~ Can you read? Dialogue, scripts, configurations, instructions, etc. All of these require extensive knowledge in the skill known as "reading". No one wants to see another topic made by you in which you complain about something not working because you are just such an awesome "special" person that you didn't read the instructions! ~ Oh my god, you can read? Move on to the next section please!
- Is it a fan game about a popular anime/video game? ~ Stop right now, flush your RPG dreams down the toilet. The last the world needs is another terrible Naruto fan game. ~ As much as people enjoyed FF, we wont enjoy your rendition of it on RPG Maker. No, sorry. We wont. ~ Pokemon doesn't work well on RPG Maker. Sorry, but you can join the other 500 half-baked/finished projects about pokemon that will never be. ~ Is your fan game about another anime/video game? It may work if it isn't one of those 3, so please continue down the list!
- What is the story about? ~ Do you start out poor, homeless, in a village, or any of those combined? Flush your RPG dreams down the toilet now. We've seen it all. ~ Do you have a love interest in your game? *Yawn*... next... ~ Do you fight against evil which may or may not be a large corporation/business/empire/kingdom? God, shoot me now. ~ Does one/more/all of your important characters join the army during your story? What are you? An army recruiter? ~ Does your main character have an extravagant hair style and carry a large sword/blade/retarded gun-blade? Die in a fire now. ~ Is your main character emo/overly sensitive? Have him/her cut him/herself forever in your head but don't make us be subjected to that. ~ Are you collecting some magical set of items/crystals/artifacts that cause something major? Hmm... Where have I heard that one before... ~ None of these? Let's move on!
- How do you want the RPG to be built structurally? ~ How long do you want your RPG to be anyways? 40 hours? 60 hours? Grandiose much? ~ Is this a team project or a single project? If you want it to be 40 hours, it better be a damn team or you have WAY too much free time... ~ IF SINGLE: Can you create/search for your own resources? If not, can you use generators to make your own resources? Yay Famitsu! ~ IF TEAM: Can you treat your team members as teammates instead of "tools you use for free resources"? "Go ahead and send me everything, but I won't let you see the unfinished project. You might steal it." Sadly, in most project recruitment threads, you do see this sense of distrust from the team leader. T-E-A-M, not I A-M A J-A-C-K-A-S-S please. ~ Are you good at dialogue? This is the meat and bones of an RPG as it reflects the story. If you are terrible at it, then please just stop now. ~ Are you good at eventing? Map transfers, doors, and treasure chests DO NOT count. If you don't know how to do it, you're in trouble. ~ Do you understand what scripts you are looking for? This requires some planning ahead on what exactly you want in your game. Too many times I see games get boggled down by having a bunch of unnecessary scripts that do more harm than good. ~ IF YES: Do you know how to modify/READ these scripts to edit what you need/don't need from them? User Configurations love you. ~ IF NO: If this isn't an RTP game, then please just stop now. ~ CAN YOU SPELL? Please stop if you can't be bothered to run a spell check. If you can't spend the time to do that, you shouldn't spend the time to make an RPG that will be discredited due to spelling/grammar. ~ You have an actual plan? Amazing! Let's continue then shall we?
- Do you know how to polish/fine-tune/test your game? ~ Can you safely say that your database setup leads to balanced game play? If the tutorial can wipe out my entire party... there's a problem. ~ Are you willing to go through the same scene you created MANY TIMES just to test? Better get used to it bud... If not, don't bother. ~ Are you willing to release demos? Demos are a good way to get some constructive feedback on your game and spark interest. ~ IF YES: Can you take criticism? If not, don't ever make an RPG. ~ IF NO: Do you feel that you can polish it enough by yourself/with your team and be impartial when testing before release? Sometimes, you may be blinded by your love of your work to see the shortcomings of your game. I highly recommend you let at least a few non-team members play a demo. ~ Are you willing to return to previous areas to upgrade/enhance areas that are lacking? How many times have you gone back to the first map now? For me, it's been about 500+ times. If you can't do that, then you will push out a mediocre game most likely. ~ Are you willing to take out features that are deemed unnecessary/harmful to the overall play experience? Sometimes, you don't need that picture of Naruto on the bottom right hand corner of the game... If you can't, then don't expect to finish your game with much fanfare from potential players. ~ So you think you can take on the rigors of polishing? Almost done then!
- Do you have proper forum etiquette when browsing the forums? DISCLAIMER: This may be considered a bonus section, as its not required of RPGs to frequent forums; you're here though reading this so this probably falls on deaf ears anyways... ~ Do you necropost? Every time you necropost, an admin shoots a puppy wagging its tail. ~ Do you talk like a 14 year old or under? YA I NO RITE WH3rES MY NARUT0Z?! I <3 SASUK3! ~ IF YES: Are you 14 years old or under? If not, shame on you. If yes, then there might be better things to do at your age than try to make an RPG... ~ IF NO: Can you talk maturely? No one takes you seriously if you are just a bumbling idiot. ~ Do you constantly request for resources/scripts without offering any feedback/advice/suggestions/etc? You scratch my back and I... don't? ~ Do you expect something from anyone? No one who isn't on your team cares about your RPG most of the time, so you aren't entitled to anything. As much as that hurts, it's probably true. ~ Are you the perfect gentleman/lady on the forums? Move on then!
If you have gotten to the end without any of the questions telling you to quit making RPGs based on your response, then congratulations! You may have what it takes to actually make an RPG from start to finish! Better get started, I hear these "RPG"s take a while to make... :)
This is a pretty awesome script, brings back to the days of playing Final Fantasy 8 where you have to use a potion on that president guy, (who became undead so the potion was the best option lol) kudos to CrimsonSeas!
--------------------
Projects I highly recommend :-)
Art teaches nothing, except for the significance of life."
-- Henry Miller -- Check out my current project titled: Lunatic Shards Book I: The Arrival
If you wish to support this game, copy and paste this into your sig.
not really a game breaking bug but some interesting glitches with targeting scope. You probably can't fix these but still found it funny enough to share
Most custom skill animations that flip the actor (aka from facing left to right) as part of the animation will bug out if you attack yourself with the skill. The result will be that you will return to the line facing right instead of left. You will remain facing right for the remainder of the battle (unless you use a skill that specifically changes face to left during the animation).
In addition, custom skill animations that hit multiple times and also hit random targets will bug out. EDIT2: I'm stupid. Only if the random target hits/misses the actor casting the skill will the skill be interrupted midway through. Serious playtesting FTW before I post these... sorry for the inconvienience.
Note that both of these glitches are only when you attack YOUR PARTY. Normally attacking enemies works perfectly .
This post has been edited by deggy888: Dec 15 2009, 07:35 AM
--------------------
Think you should make a RPG or not? Find out now!
Spoiler:
DISCLAIMER: These are just for fun and are not meant to be taken seriously. Do not get angry/flame me about these. You have been warned!
- The BIG Question of the Year. ~ Can you read? Dialogue, scripts, configurations, instructions, etc. All of these require extensive knowledge in the skill known as "reading". No one wants to see another topic made by you in which you complain about something not working because you are just such an awesome "special" person that you didn't read the instructions! ~ Oh my god, you can read? Move on to the next section please!
- Is it a fan game about a popular anime/video game? ~ Stop right now, flush your RPG dreams down the toilet. The last the world needs is another terrible Naruto fan game. ~ As much as people enjoyed FF, we wont enjoy your rendition of it on RPG Maker. No, sorry. We wont. ~ Pokemon doesn't work well on RPG Maker. Sorry, but you can join the other 500 half-baked/finished projects about pokemon that will never be. ~ Is your fan game about another anime/video game? It may work if it isn't one of those 3, so please continue down the list!
- What is the story about? ~ Do you start out poor, homeless, in a village, or any of those combined? Flush your RPG dreams down the toilet now. We've seen it all. ~ Do you have a love interest in your game? *Yawn*... next... ~ Do you fight against evil which may or may not be a large corporation/business/empire/kingdom? God, shoot me now. ~ Does one/more/all of your important characters join the army during your story? What are you? An army recruiter? ~ Does your main character have an extravagant hair style and carry a large sword/blade/retarded gun-blade? Die in a fire now. ~ Is your main character emo/overly sensitive? Have him/her cut him/herself forever in your head but don't make us be subjected to that. ~ Are you collecting some magical set of items/crystals/artifacts that cause something major? Hmm... Where have I heard that one before... ~ None of these? Let's move on!
- How do you want the RPG to be built structurally? ~ How long do you want your RPG to be anyways? 40 hours? 60 hours? Grandiose much? ~ Is this a team project or a single project? If you want it to be 40 hours, it better be a damn team or you have WAY too much free time... ~ IF SINGLE: Can you create/search for your own resources? If not, can you use generators to make your own resources? Yay Famitsu! ~ IF TEAM: Can you treat your team members as teammates instead of "tools you use for free resources"? "Go ahead and send me everything, but I won't let you see the unfinished project. You might steal it." Sadly, in most project recruitment threads, you do see this sense of distrust from the team leader. T-E-A-M, not I A-M A J-A-C-K-A-S-S please. ~ Are you good at dialogue? This is the meat and bones of an RPG as it reflects the story. If you are terrible at it, then please just stop now. ~ Are you good at eventing? Map transfers, doors, and treasure chests DO NOT count. If you don't know how to do it, you're in trouble. ~ Do you understand what scripts you are looking for? This requires some planning ahead on what exactly you want in your game. Too many times I see games get boggled down by having a bunch of unnecessary scripts that do more harm than good. ~ IF YES: Do you know how to modify/READ these scripts to edit what you need/don't need from them? User Configurations love you. ~ IF NO: If this isn't an RTP game, then please just stop now. ~ CAN YOU SPELL? Please stop if you can't be bothered to run a spell check. If you can't spend the time to do that, you shouldn't spend the time to make an RPG that will be discredited due to spelling/grammar. ~ You have an actual plan? Amazing! Let's continue then shall we?
- Do you know how to polish/fine-tune/test your game? ~ Can you safely say that your database setup leads to balanced game play? If the tutorial can wipe out my entire party... there's a problem. ~ Are you willing to go through the same scene you created MANY TIMES just to test? Better get used to it bud... If not, don't bother. ~ Are you willing to release demos? Demos are a good way to get some constructive feedback on your game and spark interest. ~ IF YES: Can you take criticism? If not, don't ever make an RPG. ~ IF NO: Do you feel that you can polish it enough by yourself/with your team and be impartial when testing before release? Sometimes, you may be blinded by your love of your work to see the shortcomings of your game. I highly recommend you let at least a few non-team members play a demo. ~ Are you willing to return to previous areas to upgrade/enhance areas that are lacking? How many times have you gone back to the first map now? For me, it's been about 500+ times. If you can't do that, then you will push out a mediocre game most likely. ~ Are you willing to take out features that are deemed unnecessary/harmful to the overall play experience? Sometimes, you don't need that picture of Naruto on the bottom right hand corner of the game... If you can't, then don't expect to finish your game with much fanfare from potential players. ~ So you think you can take on the rigors of polishing? Almost done then!
- Do you have proper forum etiquette when browsing the forums? DISCLAIMER: This may be considered a bonus section, as its not required of RPGs to frequent forums; you're here though reading this so this probably falls on deaf ears anyways... ~ Do you necropost? Every time you necropost, an admin shoots a puppy wagging its tail. ~ Do you talk like a 14 year old or under? YA I NO RITE WH3rES MY NARUT0Z?! I <3 SASUK3! ~ IF YES: Are you 14 years old or under? If not, shame on you. If yes, then there might be better things to do at your age than try to make an RPG... ~ IF NO: Can you talk maturely? No one takes you seriously if you are just a bumbling idiot. ~ Do you constantly request for resources/scripts without offering any feedback/advice/suggestions/etc? You scratch my back and I... don't? ~ Do you expect something from anyone? No one who isn't on your team cares about your RPG most of the time, so you aren't entitled to anything. As much as that hurts, it's probably true. ~ Are you the perfect gentleman/lady on the forums? Move on then!
If you have gotten to the end without any of the questions telling you to quit making RPGs based on your response, then congratulations! You may have what it takes to actually make an RPG from start to finish! Better get started, I hear these "RPG"s take a while to make... :)
Of course it would be, technically everytime you are being hit, Tankentai forces the character to do 'take damage' action sequence. This of course would interrupt the original skill sequence. In this case, you can make sure not to hit yourself with those skills, such by defining that the skill can't be used on the user's party. That's the only solution I could think of. This might be able to be fixed, but would require someone who knows every bit of Tankentai scripting (in other words, the creator of Tankentai).
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As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P Thanks Kaimi!
PS: do you ever thought about doing a "counter" for SBS? Like the a physicalreflect state ( i don't have the sbs script in front of me but i think there is that option) but instead of an animation you could select an ANIME sequence instead and deal. That would be awesome aswell.