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Aug 1 2008, 04:48 AM
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#1
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![]() Type: Undisclosed Alignment: Unaligned |
RPG Tankentai Sideview Battle System Version 3.4e & Active Time Battle v1.2c
Battle System Scripted by Enu See Credits at bottom for more information. Link to the script's original site: ( http://rpgex.sakura.ne.jp/home/ ) This English translation is officially approved by the Japanese creator of this script, Enu. Screenshots Spoiler: THIS SCRIPT IS NOT NEWBIE FRIENDLY. If you are an RPG Maker newbie, this script is not for you. If you "just got RPG Maker" and you have absolutely no idea how anything works, know that that you can read the help guide by pressing F1 in your project editor. You can also read The Official Unofficial FAQ/Bible to RPG Maker VX which answers most the basic and commonly asked questions. It is highly recommended that you learn the basics of the project editor itself before you tackle this complex Sideview script. 95% of errors that are reported about this script is caused by user error or script incompatibility. This means that if you get an error, there is a very high chance that the error is your fault. Make sure you are updated to the latest version of the SBS scripts, and also thoroughly read through the comments within the scripts. There is also a FAQ near the bottom of this post. Feel free to post if you need help, but please read and follow the Issue Reporting Guidelines at the bottom of this post! ![]() Use the topic search located at the bottom of the topic page! I don't expect you to read the entire topic, but I expect you to search the topic! If you are new to this script, more likely than not your question has been asked multiple times and already answered in this topic. There is also a FAQ in this post. Installation THIS SCRIPT IS NOT PLUG & PLAY. PLEASE READ THE INSTRUCTIONS IN THE README PROVIDED IN THE DEMO'S SCRIPT EDITOR. How to install - Installation instructions are located in the README, the first script listed in the Script Editor. Please note that to fully incorporate this script into an existing game requires copying image files and game database entries. If you do not know what the Script Editor is, read the FAQ at the bottom of this post. If you are having trouble installing the SBS into your game, you can read this visual guide: http://www.rpgmakervx.net/index.php?showtopic=20646 Download Please get the scripts from the demo and read the installation instructions in the README of the demo. SBS Latest Changes (applies to all demos) Previous change notes are recorded in the demo's script editor. Sideview version updated to v3.4e. ATB version remains unchanged. CODE SBS3.4e Changelog ++Overall++ The Help window will no longer be blank when selecting a dead actor. The Help window has been slightly remodeled and will now show state icons instead of state names. Previous bug should hopefully be fixed now. Added slight "compatibility" for KGC_LargeParty. There should be no more "invisible" actors in battle unless you forget to add more coordinates for any members above 6. [SBS] Battler Configuration has been modified to put more emphasis on using Notetags. This means Tankentai will no longer reserve skill IDs state IDs for example action sequences. There are some exceptions such as the Incapacitated state. Fixed a bug where the Help window would stay on screen if a Force Action was used on Turn 0. Notetags for Tankentai has been updated to v1.2. I've fixed the issue with states that have more than one slip damage tag that were not being read Example of the "new" help window: ![]() Very minor fixes. I think the most important thing with this update is that most of the skills are no longer reserved in the script aside from the union skill examples in the ATB. Example action sequences are assigned by notetag now. Since this was a rather rushed release, please let me know if you encounter any errors as usual. Edit: Also, the tags <hide hp> and <hide states> now work in enemy noteboxes again. This is the only official English Tankentai Sideview topic on the internet. If you are using an English version of Tankentai that you downloaded elsewhere, it is very likely you are using an outdated version. There is no reason to use any SBS version below 3.4. All SBS versions 3.3 and below have a game-breaking bug that has since been fixed in 3.4. Download the Standard demo here! ( http://www.mediafire.com/?p7bbie9b049qf4y ) - July 10, 2011 The Basic demo contains the bare essentials for running the Sideview Battle System. Several add-ons are included. Download the ATB demo here! ( http://www.mediafire.com/?ldqw5vjvqflo1s9 ) - July 10, 2011 The ATB/Notetag demo contains the ATB along with examples of Notetag usage. Notetag example can also be used for the basic demo and maybe the Kaduki demo, I just didn't want to make yet another demo for that. Download the Kaduki Battlers demo here! ( http://www.mediafire.com/?4a9bar02m36wktq ) - July 10, 2011 The Kaduki battlers demo is a special configuration designed to utilize a unique battler format made by Kaduki. The ATB scripts are also included, but are completely optional. Take them out if you want. This demo was made by Night'Walker. Kaduki's sprites and other artworks from his website cannot be used for commercial game projects! For more information, read the respective spoiler below. What's the difference between all these demos? Spoiler: Compatibility Patches Please remember to give proper credit for whichever patch you use. Patches listed here are unofficial meaning they are not made by KGC or Enu. Shanghai's YERD Compatibility Patches ( http://www.rpgmakervx.net/index.php?showtopic=16665 ) - Topic Link - Are you using any YERD scripts by Yanfly, but you find that some of them aren't compatible with the SBS? Check out Shanghai's topic to see if there's a compatibility patch for you. KGC_EnemyGuide
moonlights_kgc_enemyguide_patch.txt ( 1.74K )
Number of downloads: 1954- Compatibility patch for KGC_EnemyGuide by Moonlight will properly mark killed enemies as defeated. Updated 2/25/09 by Moonlight to fix compatibility when using boss collapse animations. KGC_HelpExtension and KGC_CategorizeSkill for ATB
kgc_categorizeskill_and_helpextension_patch_for_atb.txt ( 6.9K )
Number of downloads: 1171- ATB only compatibility patch for KGC_HelpExtension and KGC_CategorizeSkill by Moonlight, AlphaWhelp and Mr. Bubble. This patch is designed to work whether you use HelpExtension, CategorizeSkill, or both at the same time. This patch is only for the ATB. Both of those KGC scripts will already properly work with the basic Sideview. Updated 6/17/09 with a bug fix and aesthetic changes. Moonlight's KGC_Steal Patch
moonlights_kgc_steal_patch_3.4.txt ( 2.88K )
Number of downloads: 1224- Moonlight's compatibility patch for KGC_Steal will properly execute an action sequence when using a steal skill. This patch should be placed below the Sideview scripts and KGC_Steal. Updated July 1, 2010 Mithran's Force Action Fix for ATB Mithran's Force Action fix has been incorporated into the core ATB script. If you are using ATB version 1.1h or higher, you do not need Mithran's force action patch anymore. blackmorning's Enemy Hue Change Patch blackmorning's script has already been incorporated into the core SBS scripts. You do not need this if you are using SBS version 3.3d or above. CrimsonSeas' Animation & Reflect Fix Currently not compatible with 3.4a ( http://www.rpgmakervx.net/index.php?showtopic=23891 ) - Topic Link This script is originally only for making 'Screen' animations play where it should be played during battle; either enemy's area or party's area. But while I'm fixing this script, I found another Tankentai bug in reflect processing; it's too simple, only making the reflected skill always hits back once to the caster. What if you cast Heal on yourself while on Reflect? It still heal you! And if you happen to hit more than once with multi-hitting actions, it will be reflected only once even if you hit 100 times. This script fixes that; no more healing yourself while on reflect and it has an option to make multi-hitting actions reflected multiple times. Add-ons: Add-ons listed here will generally work with any setup unless otherwise noted. CrimsonSeas' Skill Activation Scripts for Tankentai SBS ( http://www.rpgmakervx.net/index.php?showtopic=22892 ) - Topic Link CS' script allows for Overdrive-inspired button inputs from Final Fantasy X specifically for the Tankentai SBS. See link for more details. CrimsonSeas' Targetting Extended for Tankentai ( http://www.rpgmakervx.net/index.php?showtopic=23910 ) - Topic Link 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. AlphaWhelp's Haste & Slow States for ATB v1.0
alphawhelps_atb_haste_and_slow_states.txt ( 6.97K )
Number of downloads: 1443- Original Post: ( http://www.rpgmakervx.net/index.php?s=&...st&p=103586 ) Major bug fix update 5/28/09. If you are using an older version, it is highly advised that you update to v1.0. This add-on is only for the ATB. Please remember to read the add-on's directions. Kylock's Dynamic Party Positions
kylocks_dynamic_party_positions.txt ( 3.61K )
Number of downloads: 1411- Original Post: ( http://www.rpgrevolution.com/forums/index....mp;#entry265052 ) This add-on by Kylock will change actor positions in battle depending on how many party members are participating in battle. Position coordinates can be customized in the script. This script should be placed below the Sideview scripts. If you are using KGC_LargeParty, place the LargeParty script BELOW this add-on. DOES NOT WORK WITH THE ATB. FAQ I get the error "Failed to load actor data" when I try and open the demo. Spoiler: Why do my battlers look like this?! ![]() Spoiler: Where is the readme located? Where are the scripts located? I looked everywhere! I'm really, really new to RPG Maker VX! Spoiler: What does 'Tankentai' mean? Spoiler: "How do I make animated enemies like the actors?" Spoiler: What is an Enemy ID? How do I know what it is? What about Weapon ID, Actor ID, etc.? Spoiler: How come my enemies/actors aren't playing an animation/sound effect when they attack?? I installed the everything correctly! Spoiler:
Actor4_sample.gif ( 1.61K )
Number of downloads: 58What are Kaduki Battlers? Where can I find more from Kaduki? What is the Kaduki Sprite format? Spoiler: Why do I get this error? ![]() Spoiler: How do I make a gun weapon animation for my characters? Spoiler: How do I get rid of the HP gauge and/or state display of enemies in the help window at the top of the screen? ![]() Spoiler: What is the Minkoff pose format for each row? Spoiler: Is the SBS compatible with <insert script here>? Spoiler: "I got this error, what does this mean: Script 'Sideview1' line 480 (or 484): NoMethodError occurred undefined method '' for nil:NilClass" " Spoiler: I killed an enemy, but the enemy sprite is still on screen. It either doesn't do anything or it will still attack me. Spoiler: I'm using Enemy Animated Battlers, but the monster appears off-screen/too high in battle. What do I do to fix it? Spoiler: When a skill it used the animation plays the bow animation. Why? OR When I use a skill, it uses the last animation listed in my database. Why? Spoiler: Why are my enemies in the wrong position and lined up in a row like for the default battle system? Why aren't they on the left side? Spoiler: Display Victory Aftermath isn't working well with the special boss collapse animation. What do I do to fix it? or How do I make Display Victory Aftermath compatible with the SBS? Spoiler: How do I get KGC_LargeParty or Dargor's Large Party script working with the Sideview with more than 4 party members in battle? Spoiler: I'm using KGC_Counter with the Tankentai SBS, but why aren't my counter states working? Spoiler: How come KGC_Overdrive isn't working properly with the SBS/ATB in my project? How come my Overdrive gauges aren't showing? Spoiler: How do you make other enemies have a special boss collapse animation like the Evilking in the demo? Spoiler: I want it to be a melee skill where the user runs up to the enemy, but all the skills I make are like magic skills. How do I make a melee skill? Spoiler: I'm using KGC_SlipDamageExtension, but it doesn't work with the SBS. Is it compatible? Spoiler: "I made a heal skill, but my actor attacks himself with his weapon to heal??? OR I made a skill, but my actor attacks multiple times. Why?" Spoiler: Where can I find VX resources? Spoiler: Q: Can I use the ATB script by itself for the default battle system, etc.? Spoiler: Q: Script 'Sideview 2' line 208: NoMethodError occured. undefined method `action' for nil:NilClass Spoiler: Q: I already have a cursor.png in my Characters folder. Why do I need another one in my System folder? Spoiler: Issue Reporting Guidelines When you have an issue with this script, you need to give as much details as possible. Here is a list of questions that will help me and others help you with your problem. Answer as many as you can! 1: Are you updated to the latest version of the SBS and/or ATB? Each update has been able to fix a number of bugs that existed in previous versions. 2: Did you read the FAQ? If your issue is not solved there, answer the questions below. 3: Did you do a topic search like I said at the top of the first post? I don't expect you to read through all the posts in this topic, but I expect you to at least utilize the topic search function. 4: Which version of the Sideview script are you using? You can find out by looking at the label of either the Sideview 1 and Sideview 2. You must answer this. 5: Which Sideview script setup are you using: Basic, EXTRA, ATB, Kaduki or IAB? You must answer this. 6: What other custom scripts are you using if any? List them ALL! New users tend to think that if an error happens within one script, it is that script's fault. What they don't realize is that it may be caused by other scripts they are using. 7: What was the error message that you received if any? Error messages are important, BUT usually you need more information than just the error message to figure out the actual problem. 8: Can you reproduce your error in the demo you got your scripts from? If you can't, it may be end-user error (i.e. your fault). 9: If you edited any of the Sideview scripts such as the Configurations and received an error, describe what you did before you got the error. 10: If you have issues with skills and you're not sure why they are not executing to your preferences, say the skill ID number of the skills. 11: If you can provide a screenshot of your issue, do post it. Make sure you put it behind a spoiler if it's a big picture. Or else. If you don't provide enough information, I will ask you to give more details or I will simply ignore you. The more details you give, the more likely someone else can help you as well. Credits and Terms of Use ### CREDITS ### Spoiler: ### TERMS OF USE ### Spoiler: ### ABOUT KADUKI RESOURCES ### Spoiler: You can check out my old video demo here: ( http://www.youtube.com/watch?v=m1UaeMxGvDA ) -------------------- I no longer support Tankentai.
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Aug 1 2008, 05:06 AM
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#2
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![]() Type: Designer |
Excellent! I've been waiting for 2.7 for quite some time.
But one question:...nevermind.. i read more thoroughly This post has been edited by banditjackpotty: Aug 1 2008, 05:07 AM |
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Aug 1 2008, 05:31 AM
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#3
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![]() Lord o' Death <BLANK> ![]() Type: Designer |
Thats pretty wierd that he left...Well good luck on continueing it.
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Aug 1 2008, 07:37 AM
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#4
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![]() ![]() Type: Designer Alignment: Chaotic Good |
God thanks Mr. bubble!
I was making some editions and new actions sequences but some comments were in japanese and I could not understand. Thanks very much! I hope that you make it 100% translated! -------------------- |
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Aug 1 2008, 01:03 PM
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#5
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![]() Type: Undisclosed |
Um, Mr. Bubble, I have a question.
Could you try translate this script and add it on the translated SBS 2.7? Battler Animation CODE # バトラーアニメ名 ファイルNo 種類 速度 ループ 待ち 固定 Z軸 影 武器 "待機" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ], "待機(固定)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ], "キャラ消し待機" => [ 2, 2, 15, 0, 0, -1, 0, false,"" ], "右向き(固定)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], "ダメージ" => [ 1, 1, 7, 2, 24, -1, 0, true,"" ], "戦闘不能" => [ 2, 3, 10, 1, 8, 0, 0, true,"" ], "前進" => [ 1, 3, 11, 2, 0, -1, 0, true,"" ], "後退" => [ 1, 3, 11, 2, 0, -1, 0, true,"" ], "手前表示" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ], "武器振り攻撃" => [ 3, 0, 1, 2, 0, -1, 2, true,"縦振り"], "武器振り攻撃L" => [ 3, 0, 1, 2, 0, -1, 2, true,"縦振りL"], "武器回し下" => [ 3, 1, 2, 2, 0, -1, 2, true,"下半回転"], "武器回し上" => [ 0, 1, 2, 2, 0, -1, 2, true,"上半回転"], "武器一回転上" => [ 3, 1, 4, 0, 0, -1, 2, true,"武器一回転"], "武器掲げ" => [ 0, 1, 2, 2, 28, -1, 2, true,"掲げ"], "高速武器振り攻撃" => [ 3, 0, 0, 2, 0, -1, 2, true,"刀攻撃"], "弓矢攻撃" => [ 3, 1, 1, 2, 8, -1, 2, true,"弓攻撃"], "突き攻撃" => [ 3, 0, 1, 2, 0, -1, 2, true,"突き"], "槍投げ" => [ 3, 2, 3, 2, 8, -1, 2, true,""], "槍投げ後固定" => [ 3, 2, 3, 2, 8, 2, 2, true,""], "銃で攻撃" => [ 3, 1, 1, 2, 0, -1, 2, true,"銃攻撃"], "武器振り攻撃L" => [ 3, 0, 1, 2, 0, -1, 2, true,"縦振りL"], "武器振り攻撃遅" => [ 3, 0, 8, 2, 0, -1, 2, true,"縦振りL"], "武器振り攻撃遅2" => [ 3, 2, 8, 2, 0, -1, 2, true,""], "剣突き刺し動作" => [ 3, 1, 2, 2, 0, -1, 2, true,"剣突き刺し"], "刀攻撃下" => [ 3, 2, 1, 2, 0, -1, 2, true,"刀攻撃"], "刀攻撃ジャンプ" => [ 2, 1, 8, 2, 7, -1, 2, true,"刀攻撃"], "武器構え待機" => [ 3, 0, 2, 2, 0, 0, 2, true,""], "武器構え待機2" => [ 3, 0, 2, 2, 0, 0, 2, true,"掲げ4"], "武器掲げ2" => [ 3, 1, 2, 2, 28, -1, 2, true,"掲げ2"], "武器掲げ3" => [ 3, 1, 2, 2, 28, -1, 2, true,"掲げ3"], "魔法詠唱" => [ 3, 3, 6, 0, 0, -1, 0, true,"" ], "ピンチ待機" => [ 1, 2, 15, 0, 0, -1, 0, true,"" ], "後ろ回避" => [ 2, 1, 8, 2, 1, -1, 0, true,"" ], "後ろ回避武器あり" => [ 2, 1, 8, 2, 1, -1, 0, true,"掲げ2" ], "勝利待機" => [ 2, 0, 29, 2, 0, -1, 0, true,"" ], 補足: デフォの状態に、 "武器一回転上" => [ 3, 1, 4, 0, 0, -1, 2, true,"武器一回転"], "高速武器振り攻撃" => [ 3, 0, 0, 2, 0, -1, 2, true,"刀攻撃"], "弓矢攻撃" => [ 3, 1, 1, 2, 8, -1, 2, true,"弓攻撃"], "槍投げ" => [ 3, 2, 3, 2, 8, -1, 2, true,""], "槍投げ後固定" => [ 3, 2, 3, 2, 8, 2, 2, true,""], "銃で攻撃" => [ 3, 1, 1, 2, 0, -1, 2, true,"銃攻撃"], "武器振り攻撃L" => [ 3, 0, 1, 2, 0, -1, 2, true,"縦振りL"], "武器振り攻撃遅" => [ 3, 0, 8, 2, 0, -1, 2, true,"縦振りL"], "武器振り攻撃遅2" => [ 3, 2, 8, 2, 0, -1, 2, true,""], "剣突き刺し動作" => [ 3, 1, 2, 2, 0, -1, 2, true,"剣突き刺し"], "刀攻撃下" => [ 3, 2, 1, 2, 0, -1, 2, true,"刀攻撃"], "刀攻撃ジャンプ" => [ 2, 1, 8, 2, 7, -1, 2, true,"刀攻撃"], "武器構え待機" => [ 3, 0, 2, 2, 0, 0, 2, true,""], "武器構え待機2" => [ 3, 0, 2, 2, 0, 0, 2, true,"掲げ4"], "武器掲げ2" => [ 3, 1, 2, 2, 28, -1, 2, true,"掲げ2"], "武器掲げ3" => [ 3, 1, 2, 2, 28, -1, 2, true,"掲げ3"], "魔法詠唱" => [ 3, 3, 6, 0, 0, -1, 0, true,"" ], "ピンチ待機" => [ 1, 2, 15, 0, 0, -1, 0, true,"" ], "後ろ回避" => [ 2, 1, 8, 2, 1, -1, 0, true,"" ], "後ろ回避武器あり" => [ 2, 1, 8, 2, 1, -1, 0, true,"掲げ2" ], "勝利待機" => [ 2, 0, 29, 2, 0, -1, 0, true,"" ], "キャラ消し待機" => [ 2, 2, 15, 0, 0, -1, 0, false,"" ], More action animation CODE # 武器アクション名 X軸 Y軸 Z軸 始度 終度 原点 反転 X拡 Y拡 調X 調Y 二刀 "縦振り" => [ 6, 5,false,-135, 65, 4,false, 1, 1, -7, -4,false], "弓攻撃" => [ 16, 8,true,-135, 45, 4,false, 1, 1, -4, -6,false], "銃攻撃" => [ 6, 8,true, 120, 15, 4,false, 1, 1, -4, -6,false], "縦振りL" => [ 2, 8,false,-135, 75, 4,false, 1, 1, -4, -6,false], "剣突き刺し" => [ 6, 5,false,-135, 130, 4,false, 1, 1, -4, -6,false], "下半回転" => [ 6, 8,false, 270, 45, 4,false, 1, 1, -4, -6,false], "刀攻撃" => [ 0, 0,false, 270, 120, 4,true, 1, 1, -4, -6,false], "上半回転" => [ 6, 8,false, 45,-100, 4,false, 1, 1, -4, -6,false], "武器一回転" => [ -2, 10,false, 260,-100, 4,false, 1, 1, -4, -6,false], "掲げ" => [ 6, -4,false, 90, -45, 4,false, 1, 1, -4, -6,false], "掲げ2" => [ -2, 10,true, 90, -15, 4,false, 1, 1, -4, -6,false], "掲げ3" => [ -2, 13,true, 90, -15, 4,false, 1, 1, -4, -6,false], "掲げ4" => [ -2, 13,false, -135, -145, 4,false, 1, 1, -4, -6,false], 補足: デフォの状態に、 "剣突き刺し" => [ 6, 5,false,-135, 130, 4,false, 1, 1, -4, -6,false], "弓攻撃" => [ 16, 8,true,-135, 45, 4,false, 1, 1, -4, -6,false], "銃攻撃" => [ 6, 8,true, 120, 15, 4,false, 1, 1, -4, -6,false], "刀攻撃" => [ 0, 0,false, 270, 120, 4,true, 1, 1, -4, -6,false], "武器一回転" => [ -2, 10,false, 260,-100, 4,false, 1, 1, -4, -6,false], "掲げ2" => [ -2, 10,true, 90, -15, 4,false, 1, 1, -4, -6,false], "掲げ3" => [ -2, 13,true, 90, -15, 4,false, 1, 1, -4, -6,false], CODE # 目標 X軸 Y軸 時間 加速 ジャンプ アニメ "移動しない" => [ 0, 0, 0, 1, 0, 0, "待機(固定)"], "戦闘開始前の位置へ" => [ 0, 54, 0, 1, 0, 0, "前進"], "キャラ消し" => [ 0, 0, 0, 1, 0, 0, "キャラ消し待機"], "一歩前移動" => [ 3, -32, 0, 18, -1, 0, "前進"], "一歩後移動" => [ 0, 32, 0, 8, -1, 0, "前進"], "三人攻撃移動1" => [ 2, 410, 96, 18, -1, 0, "前進"], "三人攻撃移動2" => [ 2, 440, 145, 18, -1, 0, "前進"], "三人攻撃移動3" => [ 2, 410, 212, 18, -1, 0, "前進"], "四人攻撃移動1" => [ 2, 444, 96, 18, -1, 0, "前進"], "四人攻撃移動2" => [ 2, 444, 212, 18, -1, 0, "前進"], "四人攻撃移動3" => [ 2, 384, 64, 18, -1, 0, "前進"], "四人攻撃移動4" => [ 2, 384, 244, 18, -1, 0, "前進"], "被ダメージ" => [ 0, 32, 0, 4, -1, 0, "ダメージ"], "押し出す" => [ 0, 12, 0, 1, 1, 0, "ダメージ"], "押し出す右" => [ 0, -12, 0, 1, 1, 0, "ダメージ"], "味方逃走" => [ 0, 300, 0,300, 1, 0, "後退"], "逃走失敗" => [ 0, 48, 0, 16, 1, 0, "後退"], "勝利のジャンプ" => [ 0, 0, 0, 20, 0, -5, "待機(固定)"], "目標移動" => [ 1, 0, 0, 18, -1, 0, "前進"], "目標高速移動" => [ 1, 0, -12, 8, 0, -2, "前進"], "目標前移動" => [ 1, 24, 0, 12, -1, 0, "前進"], "目標の背後へ高速移動" => [ 1, -28, 0, 5, -5, 0, "前進"], "目標前へ高速移動" => [ 1, 24, 0, 5, -5, 0, "前進"], "目標前高速移動" => [ 1, 24, 0, 1, 0, 0, "前進"], "目標右前移動" => [ 1, 96, 32, 16, -1, 0, "前進"], "目標左前移動" => [ 1, 96, -32, 16, -1, 0, "前進"], "一歩前ジャンプ" => [ 0, -32, 0, 8, -1, -4, "前進"], "一歩後ジャンプ" => [ 0, 32, 0, 8, -1, -4, "後退"], "バックジャンプ" => [ 0, 32, 0, 24, -1, -4, "後ろ回避"], "高速バックジャンプ" => [ 0, 32, 0, 10, 2, -4, "後ろ回避"], "バックスタッブ" => [ 0, 148, 0, 15, 5, -4, "後ろ回避武器あり"], "目標にジャンプ" => [ 1, 12, -12, 12, -1, -6, "前進"], "味方投げ" => [ 0, -24, 0, 16, 0, -2, "前進"], "踏みつけ" => [ 1, 12, -32, 12, -1, -6, "手前表示"], "一歩前ジャンプ叩き" => [ 0, -32, 0, 12, -1, -2, "武器振り攻撃"], "前ジャンプ叩き" => [ 1, 12, 0, 21, 1, -5, "武器振り攻撃遅"], "前ジャンプ叩き2" => [ 1, 12, 0, 12, 1, -5, "武器振り攻撃遅2"], "後方に払い上げ" => [ 1, 12, 0, 16, 0, -3, "武器振り攻撃"], "その場ジャンプ叩き" => [ 1, 0, 0, 16, 0, -5, "武器振り攻撃"], "その場ジャンプ斬り" => [ 1, 40, 0, 40, -10, -6, "武器構え待機"], "その場ジャンプ斬り2" => [ 1, 36, 0, 50, 10, -5, "武器構え待機2"], "刀攻撃ジャンプ斬り" => [ 1, 84, 0, 30, -9, -5, "刀攻撃ジャンプ"], "払い抜け" => [ 1, -96, 0, 16, 2, 0, "武器振り攻撃"], "右払い抜け" => [ 1, -96, 32, 16, 2, 0, "武器振り攻撃"], "左払い抜け" => [ 1, -96, -32, 16, 2, 0, "武器振り攻撃"], "右払い抜け2" => [ 1,-128, 48, 16, 2, 0, "武器振り攻撃"], "左払い抜け2" => [ 1,-128, -48, 16, 2, 0, "武器振り攻撃"], "折り返し払い抜け" => [ 1, 128, 0, 16, 2, 0, "武器振り攻撃"], 補足: デフォの状態に、 "三人攻撃移動1" => [ 2, 410, 96, 18, -1, 0, "前進"], "三人攻撃移動2" => [ 2, 440, 145, 18, -1, 0, "前進"], "三人攻撃移動3" => [ 2, 410, 212, 18, -1, 0, "前進"], "目標の背後へ高速移動" => [ 1, -48, 0, 5, -5, 0, "前進"], "バックジャンプ" => [ 0, 32, 0, 24, -1, -4, "後ろ回避"], "高速バックジャンプ" => [ 0, 32, 0, 10, 2, -4, "後ろ回避"], "バックスタッブ" => [ 0, 148, 0, 15, 5, -4, "後ろ回避武器あり"], "その場ジャンプ叩き" => [ 1, 0, 0, 16, 0, -5, "武器振り攻撃"], "その場ジャンプ斬り" => [ 1, 40, 0, 40, -10, -6, "武器構え待機"], "その場ジャンプ斬り2" => [ 1, 36, 0, 50, 10, -5, "武器構え待機2"], "刀攻撃ジャンプ斬り" => [ 1, 84, 0, 30, -9, -5, "刀攻撃ジャンプ"], "右払い抜け2" => [ 1,-128, 48, 16, 2, 0, "武器振り攻撃"], "左払い抜け2" => [ 1,-128, -48, 16, 2, 0, "武器振り攻撃"], "折り返し払い抜け" => [ 1, 128, 0, 16, 2, 0, "武器振り攻撃"], "押し出す右" => [ 0, -12, 0, 1, 1, 0, "ダメージ"], From: http://usui.moo.jp/rpg_sidesc.html |
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Aug 1 2008, 02:29 PM
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#6
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I know a lot of people have been asking for this, so thank you for doing it. Very helpful.
-------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Aug 1 2008, 04:13 PM
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#7
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So, how much work will it take to get mine to look awesome like in the screenshot?
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Aug 1 2008, 05:17 PM
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#8
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![]() Veteran Gamer ![]() Type: Designer Alignment: Chaotic Good |
I'm trying to get him to send me a demo of the version he has so I can take a look at it and release it to the public.
Once done, I'll make it so it uses the animated charset battlers from this site, http://usui.moo.jp/rpg_tukuru.html
This post has been edited by misttribe: Aug 1 2008, 05:18 PM -------------------- ![]() |
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Aug 1 2008, 05:23 PM
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#9
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Nice job!
Those are my favorite battlers, misttribe. |
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Aug 1 2008, 05:24 PM
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#10
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There's actually a very simple change to make to allow it to use those particular character battlers. There is a part in the module you have to replace. I don't have it in front of me, but if I get home, I'll take a look at it and tell you what to do.
@Mr.Bubble, where did you get that monster battler from, if I may ask? This post has been edited by jasonicus: Aug 1 2008, 05:35 PM -------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Aug 1 2008, 05:25 PM
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#11
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![]() Veteran Gamer ![]() Type: Designer Alignment: Chaotic Good |
There's actually a very simple change to make to allow it to use those particular character battlers. There is a part in the module you have to replace. I don't have it in front of me, but if I get home, I'll take a look at it and tell you what to do. I wanna do it! lawls. Naw. It's cool if you wanna do it go ahead. Whatever. -------------------- ![]() |
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Aug 1 2008, 06:17 PM
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#12
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Here is a video I made a few weeks ago which some demonstrates the capabilities of this script. ( http://www.youtube.com/watch?v=m1UaeMxGvDA )
I'm gonna release a better demo than the one currently up. @Mr.Bubble, where did you get that monster battler from, if I may ask? It's a Satan Morroc sprite from Ragnarok Online. -------------------- I no longer support Tankentai.
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Aug 1 2008, 06:27 PM
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#13
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I wanna do it! lawls. Naw. It's cool if you wanna do it go ahead. Whatever. Be my guest. LOL. I may not get to it for some time anyway. So, please, go ahead. Thanks for the info, Mr.Bubble. Great video, too, btw. I didn't know this script was capable of so much. Amazing job. Makes me want to start another game now. This post has been edited by jasonicus: Aug 1 2008, 06:38 PM -------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Aug 1 2008, 07:14 PM
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#14
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![]() Veteran Gamer ![]() Type: Designer Alignment: Chaotic Good |
Be my guest. LOL. I may not get to it for some time anyway. So, please, go ahead. Thanks for the info, Mr.Bubble. Great video, too, btw. I didn't know this script was capable of so much. Amazing job. Makes me want to start another game now. Actually to tell you the truth... I have no idea how to do it.. x_X Can you tell me what im suppose to edit? -------------------- ![]() |
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Aug 1 2008, 07:32 PM
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#15
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Replace this in the module:
CODE #============================================================================== # ■ Single Action Engine #------------------------------------------------------------------------------ # These are utilized by sequenced actions and have no utility alone. #============================================================================== # Do not directly use these actions unless they are used as part of a # sequence. ANIME = { #-------------------------------------------------------------------------- # ● Battler Animations #-------------------------------------------------------------------------- # No. Graphics file used. # 0 = Default Battler Style # 1 = "Character Name + _n", where n is the number of the pose # Example of file would be "$Ralph_1" # Use "1" for non-standard battler, like Minkoff's. # # Type - Vertical position of cell files (0-3) # Speed - Refresh rate of animation. Lower numbers are faster # Loop - 0 = Continuous Loop # 1 = Loop Once # 2 = No Loop # Wait - Time in frames before animation loops # Fixed - How and weither to animate horizontal frames # -1 = Loop Animation # 0 = Regular Animation # 1 = Fixed Animation # Z - Set animation's Z priority # Shadow - Set true to display battler shadow during animation # Weapon - Weapon animation to play with action # Action Name No. Type Speed Loop Wait Fixed Z Shadow Weapon "WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ], "WAIT(FIXED)" => [ 0, 1, 10, 2, 0, 1, 0, true,"" ], "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], "DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ], "ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 0, 0, true,"" ], "MOVE_TO" => [ 0, 1, 1, 1, 0, -1, 0, true,"" ], "MOVE_AWAY" => [ 0, 2, 2, 1, 0, -1, 0, true,"" ], "ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ], "WPN_SWING_V" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_VL" => [ 0, 1, 1, 2, 0, -1, 2, true,"VERT_SWINGL"], "WPN_SWING_VS" => [ 0, 1, 6, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_UNDER" => [ 0, 1, 2, 2, 0, -1, 2, true,"UNDER_SWING"], "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, true,"OVER_SWING"], "WPN_RAISED" => [ 0, 1, 2, 2, 28, -1, 2, true,"RAISED"], With this: CODE #============================================================================== # ■ Single Action Engine #------------------------------------------------------------------------------ # These are utilized by sequenced actions and have no utility alone. #============================================================================== # Do not directly use these actions unless they are used as part of a # sequence ANIME = { #-------------------------------------------------------------------------- # ? Battler Animations #-------------------------------------------------------------------------- # No. Graphics file used. # 0 = Default Battler Style # 1 = "Character Name + _n", where n is the number of the pose # Example of file would be "$Ralph_1" # Use "1" for non-standard battler, like Minkoff's. # # Type - Vertical position of cell files (0-3) # Speed - Refresh rate of animation. Lower numbers are faster # Loop - 0 = Continuous Loop # 1 = Loop Once # 2 = No Loop # Wait - Time in frames before animation loops # Fixed - How and weither to animate horizontal frames # -1 = Loop Animation # 0 = Regular Animation # 1 = Fixed Animation # Z - Set animation's Z priority # Shadow - Set true to display battler shadow during animation # Weapon - Weapon animation to play with action # Action Name No. Type Speed Loop Wait Fixed Z Shadow Weapon "WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ], "WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ], "RIGHT(FIXED)" => [ 0, 2, 10, 1, 2, 1, 0, true,"" ], "DAMAGE" => [ 1, 1, 5, 2, 24, -1, 0, true,"" ], "ATTACK_FAIL" => [ 2, 3, 10, 1, 8, 0, 0, true,"" ], "MOVE_TO" => [ 1, 3, 11, 2, 0, -1, 0, true,"" ], "MOVE_AWAY" => [ 1, 3, 11, 2, 0, -1, 0, true,"" ], "ABOVE_DISPLAY" => [ 0, 1, 2, 1, 0, -1, 600, true,"" ], "WPN_SWING_V" => [ 3, 0, 1, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_VL" => [ 3, 0, 1, 2, 0, -1, 2, true,"VERT_SWINGL"], "WPN_SWING_VS" => [ 3, 0, 8, 2, 0, -1, 2, true,"VERT_SWING"], "WPN_SWING_UNDER" => [ 3, 1, 2, 2, 0, -1, 2, false,"UNDER_SWING"], "WPN_SWING_OVER" => [ 0, 1, 2, 2, 0, -1, 2, false,"OVER_SWING"], "WPN_RAISED" => [ 3, 1, 2, 2, 28, -1, 2, true,"RAISED"], "WAIT(CRITICAL)" => [ 1, 2, 15, 0, 0, -1, 0, true, ""], "MAGIC_CHANT" => [ 3, 3, 6, 0, 0, -1, 0, true, ""], "VICTORY_POSE" => [ 2, 0, 29, 2, 0, -1, 0, true,""], #Bow and arrow from Kylock's addon "FACE" => [ 3, 1, 1, 2, 8, -1, 2, true,"" ], #Customised action sequances "WAIT-CRITICAL" => ["NO_MOVE","WAIT(CRITICAL)","STATUS-CRITICAL","22"], "VICTORY" => ["VICTORY_POSE", "Don't Wait","CAT_STATE", "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait",], "SKILL_USE" => ["MAGIC_CHANT","24","BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM", "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V", "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"], I'm pretty sure that's all you need to do for those type of Battlers to work. -------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Aug 1 2008, 07:58 PM
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#16
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![]() Veteran Gamer ![]() Type: Designer Alignment: Chaotic Good |
do you know if the critical animation, and victory poses work?
Last time I did something like that. The critical animations were the normal "ready" pose. and the victory pose didnt show. -------------------- ![]() |
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Aug 1 2008, 08:28 PM
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#17
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![]() Type: Writer Alignment: Chaotic Neutral |
I haven't got them to work yet, but I suppose someone may be able to.
-------------------- Trailer for It Came From Yesterday: Click Me
This was made by a dear friend of mine. Any support is appreciated! Also, Like the Facebook page while you're at it: It Came From Yesterday New and improved official site: ICFY Swagbucks referral link: http://www.swagbucks.com/refer/jbart321 |
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Aug 2 2008, 03:38 AM
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#18
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![]() Veteran Gamer ![]() Type: Designer Alignment: Chaotic Good |
Hmmm... can someone figure this out? All the other poses work.
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Aug 2 2008, 04:35 AM
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#19
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![]() Type: Undisclosed Alignment: Unaligned |
Hmmm... can someone figure this out? All the other poses work. I'll see what I can do on that after I finish up the new demo. -------------------- I no longer support Tankentai.
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Aug 2 2008, 05:54 AM
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#20
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![]() ![]() Type: Designer Alignment: Chaotic Good |
All the poses are working fine!
I only could modify the wait critical, i don't like the emoticon of status_critical. CODE "WAIT-CRITICAL" => ["NO_MOVE","WAIT(CRITICAL)","22"], For Skill_Use I utilize (And I like more) this sequence, it not show the weapon, only the character pose and the animation. CODE "SKILL_USE" => ["BEFORE_MOVE","MAGIC_CHANT",24,"START_MAGIC_ANIM", "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"], An animation that i made for skill use: » Click to show Spoiler - click again to hide... « EDIT# You forgot the evading pose and death pose for the battlers, here is them: In Battler Animations: CODE "DEATH_POSE" => [ 2, 3, 10, 1, 0, -1, 0, false,""], "EVADING_POSE" => [ 2, 1, 5, 2, 0, -1, 0, true,""], In Basic Actions: CODE "DEAD" => ["DEATH_POSE"], "EVADE_ATTACK" => ["JUMP_AWAY","EVADING_POSE","10","COORD_RESET"], "ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","EVADING_POSE","16","COORD_RESET"], EDIT2# Only edit ENEMY_EVADE_ATTACK if you use animated enemies add on. This post has been edited by NightWalker: Aug 2 2008, 06:10 AM -------------------- |
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| Lo-Fi Version | Time is now: 20th June 2013 - 01:30 AM |
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