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> [ RPG Tankentai Sideview Battle System v3.4e & ATB v1.2c ], Battle System by Enu (Update: July 10, 2011)
Rating 4 V
Dissidia
post Aug 2 2008, 02:25 PM
Post #21



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Type: Writer




I have a few issues with the system that I can't figure out:

1. When they get in a battle there is a whole cluster of charas that show at the same time, I'm aware that this is because of the sprite sheet and that it is displaying all the other characters on the sprite set and not just the one I want. I've tried separating the sprites but when I do it does this weird thing where it only selects half of the sprite and he looks rediculous while on the map, even though he works on the battle screen.

2. My bottom window looks nothing like the one in the screen shot. How do I change it to that and have the ATB Bar and such?


--------------------


"Everything has its beginning. But it doesn't start at one. It starts long before that - in chaos. The world is born - from zero. The moment zero becomes one is the moment the world springs to life. One becomes two, two becomes 10, 10 becomes 100. Taking it all back to one solves nothing. So long as zero remains, one will eventually grow to 100 again."


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Jasonicus
post Aug 2 2008, 03:00 PM
Post #22


Old Friend
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Type: Writer
Alignment: Chaotic Neutral




1. This is a basic VX change and has been covered many times. Put a $ in the front of the filename of the character.

2. I don't believe that is ATB bar, I think it is an overdrive bar. As of now, this script would be a pain to make ATB because of what it overwrites.


--------------------
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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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Dissidia
post Aug 2 2008, 03:03 PM
Post #23



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Type: Writer




QUOTE (jasonicus @ Aug 2 2008, 11:56 AM) *
1. This is a basic VX change and has been covered many times. Put a $ in the front of the filename of the character.


Alrighty, and where do I do this? (I apologize, but I am a royal loser when it comes to coding... sad.gif )

Edit:

Nevermind, I figured it out ^^;

This post has been edited by Dissidia: Aug 2 2008, 03:05 PM


--------------------


"Everything has its beginning. But it doesn't start at one. It starts long before that - in chaos. The world is born - from zero. The moment zero becomes one is the moment the world springs to life. One becomes two, two becomes 10, 10 becomes 100. Taking it all back to one solves nothing. So long as zero remains, one will eventually grow to 100 again."


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misttribe
post Aug 2 2008, 05:49 PM
Post #24


Veteran Gamer
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Type: Designer
Alignment: Chaotic Good




Hey the dude that fixed the wait critical and shit, can you make sure all the other poses work as well?


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NightWalker
post Aug 2 2008, 06:39 PM
Post #25



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Type: Designer
Alignment: Chaotic Good




All the battler poses are working fine.
I'm working in the other poses, here is some new ones:

------------------

For when the battler evades an attack, not working like i want yet.
CODE
"EVADING_POSE" => [ 2,  1, 10,  1,   0,  0,   0, true,""],


------------------

Use different pose for the attack moviment.

CODE
"ATTACK_MOVE" => [ 1, 3, 10, 0, 0, 0, 0, true, "" ],


CODE
  "PREV_MOVING_TARGET"          => [  1,  24,   0, 25,  -5,   0,  "ATTACK_MOVE"],


-----------------


For Kylock bow add-on, edit these lines:
Will add a pose for ranged attack.

CODE
"FACE"      => [ 3,  1,  20,   1,   1,  0,   0, true,"" ],


CODE
    "BOW_ARROW" => ["m_a",84,0,0,20,-5,0,0, 1,true,""],}


CODE
    "BOW_ATTACK" => ["JUMP_AWAY","FIRE_BOW","FACE","20","REAL_TARGET","6","BOW_1","20",
        "OBJ_ANIM_WEIGHT","10","One Wpn Only","16","Can Collapse","JUMP_TO",
        "COORD_RESET"],}


I recommend to edit the ARROW Animation in database, just move all the frames two pixels for the left and one to up.

This post has been edited by NightWalker: Aug 2 2008, 06:40 PM


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misttribe
post Aug 2 2008, 07:13 PM
Post #26


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Type: Designer
Alignment: Chaotic Good




Hey can you help me a little more with the poses? Do you have aim? or msn or some kind of messenger?


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NightWalker
post Aug 2 2008, 07:46 PM
Post #27



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Type: Designer
Alignment: Chaotic Good




I'm making the poses for the kaduki battlers (usui.moo site) .
If you read all the comments in the script you can easily create the poses and customized actions.


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Jasonicus
post Aug 2 2008, 11:01 PM
Post #28


Old Friend
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Type: Writer
Alignment: Chaotic Neutral




What would I need to do to make the magic chant a little longer? I guess it has always worked, but it goes by so fast, it's hard to even see it. I imagine a wait command in the Skill Use action would solve this, but not sure.

Edit: No, I have been watching the skill animation and it never does the chant characterset. I checked the script to make sure it was pointing to the right one and it is. But, he definitely never does the chant. It never has for me and I am not sure because it should in theory.

This post has been edited by jasonicus: Aug 2 2008, 11:09 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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NightWalker
post Aug 3 2008, 04:02 AM
Post #29



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Type: Designer
Alignment: Chaotic Good




Jasonicus try this:

CODE
SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, ""],


CODE
  "SKILL_USE"    => ["BEFORE_MOVE","SKILL_POSE","24","START_MAGIC_ANIM",
                      "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],




Put this animation in the database with 15 frames and with a Fade in and Fade out effect.

I like very much of the result, specially for magic skills.

This post has been edited by NightWalker: Aug 3 2008, 04:03 AM


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Mr. Bubble
post Aug 3 2008, 07:13 AM
Post #30



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Type: Undisclosed
Alignment: Unaligned




Replaced the original screenshot because apparently people were getting in a frenzy over it!

I have uploaded an EXTRA demo which actually reflect the screenshots. Enjoy!


--------------------
I no longer support Tankentai.
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Jasonicus
post Aug 3 2008, 07:23 AM
Post #31


Old Friend
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Type: Writer
Alignment: Chaotic Neutral




QUOTE (NightWalker @ Aug 3 2008, 12:58 AM) *
Jasonicus try this:

CODE
SKILL_POSE" => [ 3, 3, 6, 0, 0, -1, 0, true, ""],


CODE
  "SKILL_USE"    => ["BEFORE_MOVE","SKILL_POSE","24","START_MAGIC_ANIM",
                      "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],




Put this animation in the database with 15 frames and with a Fade in and Fade out effect.

I like very much of the result, specially for magic skills.


I'll give it a shot and let you know. Thanks.


--------------------
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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Moonlight
post Aug 3 2008, 10:06 AM
Post #32



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Type: Coder




QUOTE (Mr. Bubble @ Aug 3 2008, 10:09 AM) *
Replaced the original screenshot because apparently people were getting in a frenzy over it!

I have uploaded an EXTRA demo which actually reflect the screenshots. Enjoy!


The Rutee's Embrace End Skill is awesome. happy.gif
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Eugene
post Aug 3 2008, 12:07 PM
Post #33



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Type: Coder




How do we change the Battle Background? I don't it to be the circle waving Background.
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NightWalker
post Aug 3 2008, 01:27 PM
Post #34



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Type: Designer
Alignment: Chaotic Good




Insert this script and follow his instructions:

CODE
#==============================================================================
# ■ VX-RGSS2-7 Change Battle Background [Ver.1.0.0]     by Claimh
#------------------------------------------------------------------------------
# English Translation By: Elemental Crisis [http://www.rpgcrisis.net]
#------------------------------------------------------------------------------
# Changes the battle background.
#==============================================================================


module BattleBack
  #   Select Battle Background Type
  #   0:Current map with wave effect for battle background (Default VX Style).
  #   1:Current map used as battle background.
  #   2:Uses a picture for battle background.
  BB_TYPE = 1
  
  # Display Battle Floor
  BT_FLOOR = false

  # Picture (Only required if BB_TYPE = 2)
  M_B_BACK = {
    # All picture files must be in the Graphics/System folder.
    # Map ID => "Picture File Name"
    1 => "001-Grassland01"
  }
end


#==============================================================================
# ■ Spriteset_Battle
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # ● Creating Battle Back Sprite
  #--------------------------------------------------------------------------
  def create_battleback
    case BattleBack::BB_TYPE
    when 0
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      bitmap.radial_blur(90, 12)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
      @battleback_sprite.wave_amp = 8
      @battleback_sprite.wave_length = 240
      @battleback_sprite.wave_speed = 120
    when 1
      source = $game_temp.background_bitmap
      bitmap = Bitmap.new(640, 480)
      bitmap.stretch_blt(bitmap.rect, source, source.rect)
      @battleback_sprite = Sprite.new(@viewport1)
      @battleback_sprite.bitmap = bitmap
      @battleback_sprite.ox = 320
      @battleback_sprite.oy = 240
      @battleback_sprite.x = 272
      @battleback_sprite.y = 176
    when 2
      @battleback_sprite = BattleBackSprite.new(@viewport1)
    end
  end
  #--------------------------------------------------------------------------
  # ● Creating Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias create_battlefloor_mbb create_battlefloor
  def create_battlefloor
    create_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ● Delete Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias dispose_battlefloor_mbb dispose_battlefloor
  def dispose_battlefloor
    dispose_battlefloor_mbb if BattleBack::BT_FLOOR
  end
  #--------------------------------------------------------------------------
  # ● Update Battle Floor Sprite
  #--------------------------------------------------------------------------
  alias update_battlefloor_mbb update_battlefloor
  def update_battlefloor
    update_battlefloor_mbb if BattleBack::BT_FLOOR
  end
end


#==============================================================================
# ■ BattleBackSprite
#==============================================================================
class BattleBackSprite < Sprite
  # Background Screen Size
  WIDTH  = 544.00
  HEIGHT = 288.00
  #--------------------------------------------------------------------------
  # ● Object Initialization
  #     viewport : viewport
  #--------------------------------------------------------------------------
  def initialize(viewport = nil)
    super(viewport)
    self.bitmap = Cache.system(BattleBack::M_B_BACK[$game_map.map_id])
    # Zoom is carried out according to picture size.
    @x_zoom = WIDTH / self.bitmap.width
    @y_zoom = HEIGHT / self.bitmap.height
    @zoom = @x_zoom > @y_zoom ? @x_zoom : @y_zoom
    # Zoom is carried out.
    self.zoom_x = @zoom
    self.zoom_y = @zoom
    # Made into central display.
    self.ox = self.bitmap.width / 2
    self.oy = self.bitmap.height / 2
    self.x = (self.bitmap.width / 2)  * @zoom
    self.y = (self.bitmap.height / 2) * @zoom
  end
end


--------------------
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Junkexx
post Aug 4 2008, 10:22 PM
Post #35



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QUOTE (Dissidia @ Aug 2 2008, 04:59 PM) *
Alrighty, and where do I do this? (I apologize, but I am a royal loser when it comes to coding... sad.gif )

Edit:

Nevermind, I figured it out ^^;



Can you tell me? (Or anyone else here that knows how to do this), because I want you use other characters than the orginal
party it comes with. So can you please tell ASAP?

EDIT: Nevermind, Mr. Bubble told me how to do so.

This post has been edited by Junkexx: Aug 4 2008, 11:40 PM
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Mr. Bubble
post Aug 5 2008, 09:36 AM
Post #36



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Type: Undisclosed
Alignment: Unaligned




Improved Animated Battlers upgraded and uploaded for download. Please let me know if you have any problems in the demo.

I've also updated the Double and Triple Attack Addons for v1.4.


--------------------
I no longer support Tankentai.
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Zell Dinch
post Aug 5 2008, 03:08 PM
Post #37



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Type: Undisclosed




IAB V0.3-> Start Game -> Unable to find Graphics/Characters/Animal2.
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Mr. Bubble
post Aug 5 2008, 03:25 PM
Post #38



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Zell Dinch @ Aug 5 2008, 08:04 AM) *
IAB V0.3-> Start Game -> Unable to find Graphics/Characters/Animal2.


My bad, I'll upload a new one up soon.

Edit: new one is up. Thanks for reporting it.

Edit2: put up v0.4 to fix some disappearing sprites.

This post has been edited by Mr. Bubble: Aug 6 2008, 03:48 AM


--------------------
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zeblade
post Aug 6 2008, 06:17 PM
Post #39



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Type: Undisclosed




Let me just confirm this...is the script located inside the Demo?
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de_Lhemots
post Aug 7 2008, 11:54 AM
Post #40



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Type: Designer




Uummm....!?
I have some question !
How to make an image come out when the skill used !


NB : Sorry, my english sucks
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