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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
Jeneeus Guruman
post Apr 11 2012, 12:53 PM
Post #3441


Jeneeus Guruman
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Type: Coder
Alignment: True Neutral




QUOTE (CAB_333 @ Apr 4 2012, 12:24 AM) *
I have recently installed Tankentai to an existing project. Since I have noticed that the "One enemy dual" kind of attack does not work with tankentai, I decided to quickly remodel your MULTI_ATTACK action from the Battler config. I have put in the notebox for the attack:

<action: MULTI_ATTACK>

<extensions>
no overkill
</extensions>

But, the actor only attacks once, and doesn't even go near the enemy. What am I missing?
I have even re-copied the Battler config from the demo, and the skill Rapid Attack. If I change it in the demo, it works fine. If I try in my current project, I get me single-attack problem. Any assistance? I hope this doesn't sound too noobish.

I am using SBS 3.4e, with the plugins from the demo, alongside others (they probably don't need mentioning, there seems to be no conflicts.)

Anyone who helps will have my thanks, I seem to be loosing hope of continuing my project over THIS.... :/

CAB_333


Just create a new action sequence for dual attack by copying all the contents in either in "ENEMY_UNARMED_ATK" or "NORMAL_ATTACK" and remove the "Can Collapse" and "FLEE_RESET" (or anything that contains the root word "RESET") in the first copied sequence.

Example:

CODE
  "TWO_ATTACK" => [  
              # Anime Keys
              "MOVE_TO_TARGET",     # Move to the selected target
              "WPN_SWING_V",        # Swing weapon/play attack pose
              "DAMAGE_ANIM_WAIT",   # Do damage and wait for animation
              "MOVE_TO_TARGET",     # Move to the selected target
              "WPN_SWING_V",        # Swing weapon/play attack pose
              "DAMAGE_ANIM_WAIT",   # Do damage and wait for animation
              "Can Collapse",       # Allow targets to die if at 0 HP
              "FLEE_RESET"          # Return to original battle coordinates
              ], # <-- Don't forget the closing bracket and comma!


You can also do this for triple attack but copy it thrice.

QUOTE (vaznan syarial @ Apr 11 2012, 08:21 PM) *
Hello Mr.Bubble, i want to ask you something,
i want to playtest a battle with a boss, but this error showed up

Script '[SBS] Battler Configuration' line 891: SyntaxError occured

the line 891 says:

"ENEMY_UNARMED_ATK" => [

is there something i have to change? sorry for my bad english


What is the entire code in that part? What I mean is that what's in the "ENEMY_UNARMED_ATK"?

By the way, Mr. Bubble does no longer support Tankentai.


--------------------
My current script


Game in Progress
Spoiler:

A secret VX game: To be released on May 2013. It really took very long.

Under hiatus.

Finished but not yet uploaded and tested.
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vaznan syarial
post Apr 11 2012, 01:20 PM
Post #3442



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Type: Designer
Alignment: Chaotic Neutral




QUOTE
(Jeneeus Guruman)
What is the entire code in that part? What I mean is that what's in the "ENEMY_UNARMED_ATK"?


its what's in the "ENEMY_UNARMED_ATK"

CODE
"ENEMY_UNARMED_ATK" => [
# Anime Keys
"MOVE_TO_TARGET", # Move to the selected target
"WPN_SWING_V", # Swing weapon/play attack pose
"DAMAGE_ANIM_WAIT", # Do damage and wait for animation
"Can Collapse", # Allow targets to die if at 0 HP
"FLEE_RESET" # Return to original battle coordinates
], # <-- Don't forget the closing bracket and comma!


QUOTE
By the way, Mr. Bubble does no longer support Tankentai.

oh sorry, i didn't notice that unsure.gif


--------------------
I'm working on my 1st Project, wish me luck :)
Sorry for my bad english ;)
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Jeneeus Guruman
post Apr 11 2012, 02:23 PM
Post #3443


Jeneeus Guruman
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (vaznan syarial @ Apr 11 2012, 09:20 PM) *
its what's in the "ENEMY_UNARMED_ATK"

CODE
"ENEMY_UNARMED_ATK" => [
# Anime Keys
"MOVE_TO_TARGET", # Move to the selected target
"WPN_SWING_V", # Swing weapon/play attack pose
"DAMAGE_ANIM_WAIT", # Do damage and wait for animation
"Can Collapse", # Allow targets to die if at 0 HP
"FLEE_RESET" # Return to original battle coordinates
], # <-- Don't forget the closing bracket and comma!


Mmm... Nothing is wrong with this part.

How about the lines above it?


--------------------
My current script


Game in Progress
Spoiler:

A secret VX game: To be released on May 2013. It really took very long.

Under hiatus.

Finished but not yet uploaded and tested.
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vaznan syarial
post Apr 12 2012, 12:38 PM
Post #3444



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Type: Designer
Alignment: Chaotic Neutral




QUOTE (Jeneeus Guruman @ Apr 11 2012, 09:23 PM) *
Mmm... Nothing is wrong with this part.

How about the lines above it?


i don't change them, i'm just experimeting with that line, i know its my bad..
can i fix it?


--------------------
I'm working on my 1st Project, wish me luck :)
Sorry for my bad english ;)
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grimms
post Apr 17 2012, 06:39 PM
Post #3445



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Type: Undisclosed




Does anybody have the Skill Activation Add on for this, the link is broken and i can't find it anywhere on google! Would really like it smile.gif
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Paradoxum
post Apr 17 2012, 09:57 PM
Post #3446



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Type: Undisclosed




Hi,

I'm coming back to my project after a few years (wow time flies) and I am working from an old backup because I lost the most recent stuff, and i'm trying to figure out how the hell I did something from a screenshot I posted on here.


How the heck did I get the monster sprite from a sprite sheet like this to a battler in the screenshot?
Can anybody point me in the right direction as i've completely forgotten everything and if I can't figure this out I just feel like quitting sad.gif

Anyone? sad.gif thanks

This post has been edited by Paradoxum: Apr 17 2012, 09:59 PM
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machogrubba14
post Apr 18 2012, 02:29 AM
Post #3447



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Type: Artist
Alignment: Chaotic Good




WOW!!! Thanks man! Im not that intelligent when it comes to RPG maker, but i still got it to work with my own characters! Thanks a ton! laugh.gif


--------------------
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Apoc633
post Apr 18 2012, 10:27 PM
Post #3448



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Type: Designer




hey i am getting an error with the this!
i want to make my own skills so i kinda started studying how it is done!
did it once for a flurry attack and i got it to work but then i try to do the same for a spell and i get an error!
here are the steps i am going through:
1.i set the animation i want in the animation database (ID 88 to be precise)
2.i create the skill i want in the skill database and set it to no animation
3.i go to tankentai configuration and set bellow the battler animation actions which is the weapon attacks etc (line 480 approximately)
"DOUBLEBLAST" => ["anime", 88, 1, false, false, false},
4.i go the part where i am supposed to import my own custom actions and make this
"DOUBLE_BLAST" => ["STEP_FORWARD","STAND_POSE","DOUBLEBLAST","5",
"DAMAGE","9","Can Collapse", "RESET"]
5.i go back to the skill i want and place <action: DOUBLE_BLAST> in the notetags
6.save,exit and reload the whole programm to make sure the changes were kept
7.battle-test the skill and i receive a syntax error which is the line from step 3!

that's exactly what i did for my previous flurry skill and it worked! what am i doing wrong?
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Xaver_Entropia
post Apr 19 2012, 01:34 PM
Post #3449



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Type: Writer
Alignment: Chaotic Good




@Apoc633

do you have in step 3 EXACTLY that written?

I mean, if you have, the error is obvious

"DOUBLEBLAST" => ["anime", 88, 1, false, false, false}

the } <-- should be --> ]


--------------------
"Yes, the twelve legendary weapons. They are weapons. They are legendary. There are even twelve of them." FFV

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Red-white Dragon
post Apr 19 2012, 06:20 PM
Post #3450



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Type: Undisclosed




Could someone help me configure the script so this sprite I made from a M.U.G.E.N. character set plays right in game?
Attached File  _Yoko_1.png ( 140.08K ) Number of downloads: 47

The issues are:
1- the standby frames loop too fast
2- the attack frames loop twice
3- the sprite freezes after an attack in the position of the last attack frame

Please and thank you!

I used the Minkoff animated battler template and played around with the script some, but I don't know anything about Ruby scripting. T.T

P.S If you use the sprite in your game give credit to Warusaki3, the original creator of the pictures used in the sprite.
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DagZeron
post Apr 23 2012, 08:36 PM
Post #3451



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Type: Designer




This is killing me, and I've looked around A LOT and experimented a lot, and I still can't find the answer;

For the Ragnarok battlers, that are all in Kaduki format, (I forgot who ripped and repositioned them.)
and for some reason, every time I add them in, I get this type of error.



It's been pissing me off forever.

Attached File(s)
Attached File  Help00.PNG ( 165.29K ) Number of downloads: 51
 
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BleachBummer
post Apr 25 2012, 03:51 PM
Post #3452



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Type: Undisclosed




QUOTE (Jeneeus Guruman @ Apr 11 2012, 05:53 AM) *
Just create a new action sequence for dual attack by copying all the contents in either in "ENEMY_UNARMED_ATK" or "NORMAL_ATTACK" and remove the "Can Collapse" and "FLEE_RESET" (or anything that contains the root word "RESET") in the first copied sequence.

Example:

CODE
  "TWO_ATTACK" => [  
              # Anime Keys
              "MOVE_TO_TARGET",     # Move to the selected target
              "WPN_SWING_V",        # Swing weapon/play attack pose
              "DAMAGE_ANIM_WAIT",   # Do damage and wait for animation
              "MOVE_TO_TARGET",     # Move to the selected target
              "WPN_SWING_V",        # Swing weapon/play attack pose
              "DAMAGE_ANIM_WAIT",   # Do damage and wait for animation
              "Can Collapse",       # Allow targets to die if at 0 HP
              "FLEE_RESET"          # Return to original battle coordinates
              ], # <-- Don't forget the closing bracket and comma!


You can also do this for triple attack but copy it thrice


I saw this when I came back on to see if someone answered me on making certain enemies hold two weapons and feel it could help for those who just hold them same weapon. I am still a little confused though.
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Jeneeus Guruman
post Apr 27 2012, 10:58 AM
Post #3453


Jeneeus Guruman
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (DagZeron @ Apr 24 2012, 04:36 AM) *
This is killing me, and I've looked around A LOT and experimented a lot, and I still can't find the answer;

For the Ragnarok battlers, that are all in Kaduki format, (I forgot who ripped and repositioned them.)
and for some reason, every time I add them in, I get this type of error.

It's been pissing me off forever.


find this in SBS General Settings

CODE

#--------------------------------------------------------------------------
# * Battler Graphics Display Settings
#--------------------------------------------------------------------------
# true: Allow the appearance shadows under battlers.
# false: Disable the appearance of shadows in all cases.
SHADOW = false
# true: Use actor's Walking Graphic assigned in the Database.
# false: Actor's Walking Graphic from the Database is not used.
# If false, battler file with "<filename>_1" is required in the
# Graphics/Characters. "<filename>_1" and subsequent files
# ("_2", "_3", etc.) must have the same image length and width as
# the "<filename>_1" file.
WALK_ANIME = true
# Number of columns in an animated battler graphics file.
ANIME_PATTERN = 3
# Number of rows in an animated battler graphics file.
ANIME_KIND = 4


Then change WALK_ANIME from true to false.


--------------------
My current script


Game in Progress
Spoiler:

A secret VX game: To be released on May 2013. It really took very long.

Under hiatus.

Finished but not yet uploaded and tested.
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Valharc
post May 4 2012, 02:19 PM
Post #3454


Into the Inferno
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Type: Spriter
Alignment: Neutral Good




I have started making my own moves in the SBS Configuration (K) and every time i try to do the skill i get and error that says

"an error has occured"
"Action Sequence Key "Move Name" Does not exist"
"Define it first or make sure it is spelled correctly"
I spelled it exactly the same in the notebox as in the script but it still shows this error
could you help me out unsure.gif


--------------------
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http://www.rpgmakervx.net/index.php?showto...ap+Title+Screen
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Red-white Dragon
post May 10 2012, 02:18 PM
Post #3455



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Type: Undisclosed




Bump please help. sad.gif
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Shinzu
post May 26 2012, 10:31 PM
Post #3456



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Type: Undisclosed




Awesome!

This post has been edited by Shinzu: May 26 2012, 11:33 PM
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supersora
post Jun 19 2012, 03:59 PM
Post #3457



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Type: Undisclosed




Hello guys, I have a problem with that script

In my project I want to make should contain, that the hero can transform into elemental monsters (so change graphic, skills, MAYBE name and stats)
So I pick out the cat transformation skill and tried to edit. But when I use the skill an error apears and game shuts down.
Can somebody like give me working examples to see, if I made something wrong?
And how can I remove/add skills from an character with a skill? maybe with comon events? If yes, how?


PS: I would really love, if somebody can help me with those problems and im sorry, if they are already answered or sound really nooby
(well, I am a noob in RPG Maker after all)

This post has been edited by supersora: Jun 20 2012, 03:23 AM
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decadence
post Jul 1 2012, 03:20 AM
Post #3458



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Type: Undisclosed




Hey guys.

Not sure if anyone's still alive to help a newbie out, but I've run into a problem with the MAGNULL extension.
(I'm using the ATB +Kaduki version btw).
Is there any way to stop the MAGNULL animation playing when, say, actor A casts a buff on actor B, who is inflicted with the MAGNULL state?

Thanks in advance(:
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Jeneeus Guruman
post Jul 1 2012, 06:38 AM
Post #3459


Jeneeus Guruman
Group Icon


Type: Coder
Alignment: True Neutral




QUOTE (supersora @ Jun 19 2012, 11:59 PM) *
Hello guys, I have a problem with that script

In my project I want to make should contain, that the hero can transform into elemental monsters (so change graphic, skills, MAYBE name and stats)
So I pick out the cat transformation skill and tried to edit. But when I use the skill an error apears and game shuts down.
Can somebody like give me working examples to see, if I made something wrong?
And how can I remove/add skills from an character with a skill? maybe with comon events? If yes, how?


PS: I would really love, if somebody can help me with those problems and im sorry, if they are already answered or sound really nooby
(well, I am a noob in RPG Maker after all)


If you're using Kaduki's, the graphic to be placed must also have it's animation. Like $Actor4_01, $Actor4_02, etc.
If not, you only need to have separate sheet.
Removing or adding skills? It's in here. But it needs to have a state first.

QUOTE (decadence @ Jul 1 2012, 11:20 AM) *
Hey guys.

Not sure if anyone's still alive to help a newbie out, but I've run into a problem with the MAGNULL extension.
(I'm using the ATB +Kaduki version btw).
Is there any way to stop the MAGNULL animation playing when, say, actor A casts a buff on actor B, who is inflicted with the MAGNULL state?

Thanks in advance(:


Only the animation or even the effects of MAGNULL?


--------------------
My current script


Game in Progress
Spoiler:

A secret VX game: To be released on May 2013. It really took very long.

Under hiatus.

Finished but not yet uploaded and tested.
Go to the top of the page
 
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decadence
post Jul 5 2012, 04:21 AM
Post #3460



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Type: Undisclosed




QUOTE (Jeneeus Guruman @ Jul 1 2012, 07:38 AM) *
If you're using Kaduki's, the graphic to be placed must also have it's animation. Like $Actor4_01, $Actor4_02, etc.
If not, you only need to have separate sheet.
Removing or adding skills? It's in here. But it needs to have a state first.



Only the animation or even the effects of MAGNULL?


Both the animation and the effect; I'm just wondering if there's a way for it to only nullify enemy magic.
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