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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
HEFG
post Mar 18 2009, 05:59 AM
Post #621


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Hmm hey Mr.Bubbles I have a question about Skill Animations (not sprite animations)

So I was trying out an All-Target spell like Blizzard but there was something I encountered

In Default Battle, no matter where the enemy is how many there are, there will always be only 1 Blizzard animation at the center of the screen

But in the SBS system, there will be X Number of Blizzard Animations (With X being the Enemies) and they will not be on the center of the screen, rather center of the enemy character

So how can one set so there will only be 1 animation for an all-target spell at the center of the screen rather than multiple animations?


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Mr. Bubble
post Mar 18 2009, 07:23 AM
Post #622



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@EFG: Follow these directions:

1) In the script 'Sideview 2', go to lines 1100-1101 and find this code:
CODE
    @animation_ox = x - ox + width / 2
    @animation_oy = y - oy + height / 2

Change it to
CODE
    @animation_ox = x - ox + width / 2 unless @animation.position == 3
    @animation_oy = y - oy + height / 2 unless @animation.position == 3


This will restore the "Screen" animation position to an extent.

2) Go into the Skills Tab and find RTP skill 65, Blizzard. Make sure the Animation drop-down tab says "None".

3) Go into the Animations Tab and find RTP animation 63, Ice/Whole1. Make sure the Position is "Screen".

4) Paste this add-on below the core sideview scripts:

» Click to show Spoiler - click again to hide... «


5) Read the comments as they tell you how you should set up the hashes.

6) To test this skill, simply use RTP the Blizzard skill, ID 65, in battle.

This post has been edited by Mr. Bubble: Mar 18 2009, 07:24 AM


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HEFG
post Mar 18 2009, 09:41 AM
Post #623


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wow that was quick, thanks again Mr.Bubbles!

By the way when you said "I have yet to see someone push the SBS system to it's limit," how can one 'Push it to the limit' walking on the razor's edge?


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The Static Sword...
post Mar 18 2009, 06:34 PM
Post #624



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I could use a little help. I'm trying to make a turn based battle event that starts on turn 0. The event displays some text and then it is supposed to go to the battle, however the text keeps looping. I tested the event without the ATB and it worked fine so I know it's not a problem of my own. Is there a way to fix this so I can have this event work?


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Mr. Bubble
post Mar 19 2009, 09:10 AM
Post #625



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QUOTE (EFG @ Mar 18 2009, 02:41 AM) *
wow that was quick, thanks again Mr.Bubbles!

By the way when you said "I have yet to see someone push the SBS system to it's limit," how can one 'Push it to the limit' walking on the razor's edge?

Well, I'm not expecting everyone to make something incredibly epic, but I've said before that Enu's Sideview script is very flexible. There are limitations, of course, but the script provides tools to create some nice visual battle effects and battle formula changes even for those who do not have a scripting background. I think everyone can make something unique with the help of this script. But it seems like a lot of people (at least the vocal ones that post) don't bother putting some effort into learning and want things handed to them on a silver platter.

I'm thinking of making a beginner's tutorial explaining how to make action sequences, but it would take awhile to create.

QUOTE (The Static Swordsman @ Mar 18 2009, 11:34 AM) *
I could use a little help. I'm trying to make a turn based battle event that starts on turn 0. The event displays some text and then it is supposed to go to the battle, however the text keeps looping. I tested the event without the ATB and it worked fine so I know it's not a problem of my own. Is there a way to fix this so I can have this event work?

I can't replicate it in the demo unless the Span option is set to "Moment." Can you replicate it in the demo yourself? "Turn" and "Battle" does not loop a message.


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chigoo
post Mar 20 2009, 01:27 AM
Post #626


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Type: Designer
Alignment: Chaotic Evil




i have 1 last question:
how do u give the enemy weapons i have a scripts already.


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HEFG
post Mar 20 2009, 02:12 AM
Post #627


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QUOTE (chigoo @ Mar 20 2009, 10:27 AM) *
i have 1 last question:
how do u give the enemy weapons i have a scripts already.


CODE
  #--------------------------------------------------------------------------
  # ● Enemy Equipped Weapon
  #--------------------------------------------------------------------------
  # return 0  (Unarmed/No weapon equipped.)
  # return 1  (Weapon ID number. (1~999))
  def weapon
    case @enemy_id
    when 1 # Enemy ID
      return 0 # Weapon ID
    end
    # Default weapon for all unassigned Enemy IDs.
    return 0
  end


this. It is at line 1265 in the config script


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YuZ
post Mar 20 2009, 11:44 AM
Post #628


I study RPG maker just for hobby
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Thank a lot Mr.Bubble .......
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ScorpionX
post Mar 20 2009, 01:08 PM
Post #629



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Hey, whats the best 2D sideview battle system?
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AlphaWhelp
post Mar 20 2009, 05:41 PM
Post #630


You can dance if you want to, you can leave your friends behind.
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Type: Coder




Hey, everyone, I'm posting a script I made here that I posted on RRR, for your benefit.

AlphaWhelp's Haste and Slow States for ATB 1.1c

Behold! Haste and Slow states for Actors AND Enemies!

Spoiler:
CODE
=begin

TO USE: Place this script BELOW the ATB scripts, be sure to configure

WARNING!!! BY DEFAULT, MANY ACTIONS TAKEN HAVE NO CHARGE TIME MAKING ANY
HASTE OR SLOW STATUS COMPLETELY MEANINGLESS, THIS SCRIPT REDEFINES MANY
METHODS, NOT ONLY TO GIVE ALL ACTIONS CHARGE TIMES (so that they may be
affected by haste and slow) BUT ALSO REDEFINES A METHOD IN THE ATB
SCRIPT TO INTERPRET HASTE AND SLOW STATES PROPERLY. BECAUSE OF THESE
REDEFINITIONS, THIS SCRIPT MAY HAVE COMPATABILITY ISSUES WITH OTHER
SCRIPTS THAT MESS WITH THE CHARGE TIME OF ACTIONS IN THE ATB VERSION AND
MAY NOT BE COMPATABLE AT ALL WITH ATB VERSIONS NEWER THAN 1.1c

BE SURE TO SET UP YOUR HASTE AND SLOW STATES IN THE GAME DATABASE
AND SET THEM ACCORDINGLY IN THE FOLLOWING TEXT WITH COMMENTS

AlphaWhelp's Haste and Slow States
Version 0.4a
Changes from 0.3a
Reversed time again.
Changes from 0.2a
Value of 70 for skills was too punishing when slowed
changed it to 60
Changes from 0.1a
charge_bonus was not a percent modifier as the comments
described, now they are! Also had side effect of reversing
the flow of time :-X
Created 3/20/2009 10:20 a.m.

=end
module RPG
class State
def charge_bonus
case @id
when 25 # #####Haste state ID goes here#####
return -50 # Set haste bonus here
when 26 # #####Slow state ID goes here#####
return 50 # Set slow penalty here
# If you want to add more states (superhaste or superslow), add
# the following syntax between the dashes as many times as you'd like
# -------------------------------
# when (state id)
# return (bonus or penalty)
# -------------------------------
# state id is the number to the left of your state in the database
# bonus or penalty is a percent modifier to apply to the charge
# NO PARENTHESES
# negative numbers for bonus or penalty are HASTE
# i.e. -25 = time takes 25% less time to execute (75% total)
# positive numbers for bonus or penalty are SLOW
# i.e. 25 = time takes 25% more time to execute (125% total)
# NOTE: you can only haste someone to a minimum of zero
# any haste bonus greater than -100 will be ignored
end
return 0 # DON'T CHANGE THIS LINE OR YOU WILL CAUSE THE APOCALYPSE
end
end
class Weapon
def charge
case @id
when 1
# FOLLOWING COMMENTS BY Mr. Bubble
#--------------------------------------------------------------------------
# ��‚€� Weapon Charge Time Settings
#--------------------------------------------------------------------------
# You can define how long a weapon needs to be charged up before being used.
#
# when 1 <- Weapon ID
#
# A, B, C, D # See descriptions below
# return [ 0, 50, 0, ""]
# end
#
#
# A> Standard: Base AGI calculation used for charge time.
# 0: Fixed Value
# 1: Battler with the highest AGI
# 2: Battler with the lowest AGI
# 3: Average AGI of all battlers
# 4: Battler's own AGI
#
# B> Required Gauge(%): The amount of charge time, in percent, that is needed.
# 200% will be twice the amount the battler normally needs for full ATB gauge.
# 10% will be 1/10 of what the battler needs for a full ATB gauge.
# 0% is instant.
#
# C> Fixed Value: Only used if Standard is set to 0. Used in charge time
# calculation as if the battler has the AGI of what you define.
#
# D> Charging Action Sequence: Action sequence that is used while charging the
# skill. Options for this should be defined in the SBS Configuration script.
# If "", then no action sequence is used while charging.
# A B C D
return [ 4, 40, 0, ""]
end
# Default charge time and charging animation for all unassigned Weapon IDs
# A B C D
return [ 4, 40, 0, ""]
end
end
class Skill
def charge
case @id
when 1
# SAME RULES FOR WEAPONS APPLIES TO SKILLS
# A B C D
return [ 4, 60, 0, ""]
end
# Default charge time and charging animation for all unassigned Skill IDs
# A B C D
return [ 4, 60, 0, ""]
end
end
class Item
def charge
case @id
when 1
# SAME RULES FOR WEAPONS APPLIES TO ITEMS
# A B C D
return [ 4, 25, 0, ""]
end
return [ 4, 25, 0, ""]
end
end
class Game_Enemy < Game_Battler
def charge
case @enemy_id
when 1
# SAME RULES FOR WEAPONS APPLIES TO ENEMY UNARMED ATTACKS
# A B C D
return [ 4, 40, 0, ""]
end
return [ 4, 40, 0, ""]
end
end
end

# It is my reccomendation that items be faster than attacking, which should be
# faster than using skills. But you can do what ever you'd like as long as
# you do not mess with ANY code below this line. If you do, you will cause
# the apocalypse and armageddon and ragnarok all at the same time.

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
def charge_set(member)
act_type = member.charge
# ��€š�š常��‚����‚„�€™(��€™��€�€š�の��€™���

�����€™���‚š��
��€ž��‚š��‚€œ�‚“は��€™��‚€œ�武��€ž��の平��‚
�)
if member.actor? && member.action.attack? && member.weapon_id != 0
act_type = member.weapons[0].charge if member.weapons[0] != nil
act_type2 = member.weapons[1].charge if member.weapons[1] != nil
act_type[1] = (act_type[1] + act_type2[1]) / 2 if act_type2 != nil
elsif member.action.attack?
act_type = $data_weapons[member.weapon_id].charge if member.actor? && member.weapon_id != 0
act_type = $data_weapons[member.weapon].charge if !member.actor? && member.weapon != 0
end
act_type = $data_skills[member.action.skill_id].charge if member.action.skill?
act_type = $data_items[member.action.item_id].charge if member.action.item?
# ��€™���€™���€™���‚š���€™�€œ��€™���€™Š��‚š

���Š���‚€
if member.actor?
act_type[1] += $data_weapons[member.weapon_id].charge_bonus if member.weapon_id != 0
for i in 0...member.armors.size
# ��€™��€�€š�は��‚š���€™���€™���‚š���€™�
next if member.two_swords_style && member.armors[0] != nil && member.armors[0]
act_type[1] += member.armors[i].charge_bonus if member.armors[i] != nil
end
end
for i in 0...member.states.size
act_type[1] = act_type[1] * (1 + (member.states[i].charge_bonus / 100)) if member.states[i] != nil
end
return act_type
end
#--------------------------------------------------------------------------
end


TO USE:
Place DIRECTLY BELOW ATB scripts, make sure to configure, other than that, plug and play.

P.S. if you like this script, say so, and it will motivate me to make more.

Minor Bug: There is a small bug regarding certain ATB Gauge configurations that causes the charge gauge to appear full while no action is being performed. I can only promise you that your action is being hasted or slowed properly as intended, and that this bug does not appear if all gauge options are set to "false" (i.e. Gauges halt as frequently as possible)

Please credit me if you use it, thanks.

Edit: updated to version 0.4a

This post has been edited by AlphaWhelp: Mar 25 2009, 05:34 PM


--------------------
My Scripts:
Spoiler:
Haste slow States for Tankentai with ATB 1.1c: http://www.rpgmakervx.net/index.php?showtopic=3781 (scroll down to about halfway through the first post and find it under add-ons.)

Old Fashioned Gameovers: http://www.rpgmakervx.net/index.php?showtopic=11819

Comic Book Scenes: http://www.rpgmakervx.net/index.php?showtopic=14072

Force Preemptive or Surprise battles: http://www.rpgmakervx.net/index.php?showtopic=15135
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misttribe
post Mar 20 2009, 05:46 PM
Post #631


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Type: Designer
Alignment: Chaotic Good




Can someone tell me why my game keeps freezing when I add weapons to the enemies in RPG Tankentai SBS + ATB Kaduki Eng?

Error:


Heres my project if anyone's willing to help: http://www.mediafire.com/download.php?zgjtzc0dfit

This post has been edited by misttribe: Mar 20 2009, 05:49 PM


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AlphaWhelp
post Mar 20 2009, 06:02 PM
Post #632


You can dance if you want to, you can leave your friends behind.
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Type: Coder




QUOTE (misttribe @ Mar 20 2009, 12:46 PM) *
Can someone tell me why my game keeps freezing when I add weapons to the enemies in RPG Tankentai SBS + ATB Kaduki Eng?

Error:


Heres my project if anyone's willing to help: http://www.mediafire.com/download.php?zgjtzc0dfit


Looks like you're missing Enemy Equipped Weapons script, here it is...

You will need to configure it, it is currently configured for the EXTRA demo which you are not using.

Spoiler:
CODE
=begin
--------------------------------------------------------------------------
● Enemy Equipped Weapon Addon for RPG Tankentai Sideview Battle System
8/27/08
--------------------------------------------------------------------------
With this addon, you can equip a weapon from your Database to an Enemy.
You can already do this within the Config script, but creating a seperate
addon with an easier explanation would be better for people who are new. Do
not expect this to work with Kylock's Stationary Enemies Addon.

When an enemy is equipped with a weapon, the weapon sprite will also appear
when any Weapon Animation actions are used just like an actor's weapon. They
will also gain any stat boosts the weapon provides.

To equip more enemies with weapons, add in more case statements under
"case @enemy_id" like this:

when 31 # Enemy ID number
return 2 # Weapon ID number
when 32
return 2
when 1
return 3

=end

class Game_Enemy < Game_Battler
alias bubs_enemy_equipped_weapon weapon
def weapon
case @enemy_id
when 31 # Enemy ID number
return 2 # Weapon ID number
when 32
return 15
when 34
return 33
end
bubs_enemy_equipped_weapon
end
end


--------------------
My Scripts:
Spoiler:
Haste slow States for Tankentai with ATB 1.1c: http://www.rpgmakervx.net/index.php?showtopic=3781 (scroll down to about halfway through the first post and find it under add-ons.)

Old Fashioned Gameovers: http://www.rpgmakervx.net/index.php?showtopic=11819

Comic Book Scenes: http://www.rpgmakervx.net/index.php?showtopic=14072

Force Preemptive or Surprise battles: http://www.rpgmakervx.net/index.php?showtopic=15135
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misttribe
post Mar 20 2009, 06:29 PM
Post #633


Veteran Gamer
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Type: Designer
Alignment: Chaotic Good




Okay it works now! But I cant get the other brother to not use a gun. I'm trying to look into it.

The animated enemy weapons has him on weapon ID 4 which should be a staff. But he keeps using a gun. >_>


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AlphaWhelp
post Mar 20 2009, 06:36 PM
Post #634


You can dance if you want to, you can leave your friends behind.
Group Icon


Type: Coder




QUOTE (misttribe @ Mar 20 2009, 01:29 PM) *
Okay it works now! But I cant get the other brother to not use a gun. I'm trying to look into it.

The animated enemy weapons has him on weapon ID 4 which should be a staff. But he keeps using a gun. >_>


How is he using a gun? Does he have a staff that shoots bullets like a gun? Is he running up to people and hitting them with the gun?

Edit: catch-all suggestion that should solve everything, make a new weapon element for staff

This post has been edited by AlphaWhelp: Mar 20 2009, 06:38 PM


--------------------
My Scripts:
Spoiler:
Haste slow States for Tankentai with ATB 1.1c: http://www.rpgmakervx.net/index.php?showtopic=3781 (scroll down to about halfway through the first post and find it under add-ons.)

Old Fashioned Gameovers: http://www.rpgmakervx.net/index.php?showtopic=11819

Comic Book Scenes: http://www.rpgmakervx.net/index.php?showtopic=14072

Force Preemptive or Surprise battles: http://www.rpgmakervx.net/index.php?showtopic=15135
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misttribe
post Mar 20 2009, 06:41 PM
Post #635


Veteran Gamer
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Type: Designer
Alignment: Chaotic Good




No he's using Weapon ID 3 which is the gun, but in the script i have him set to use the Staff, which is number 4.


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AlphaWhelp
post Mar 20 2009, 06:55 PM
Post #636


You can dance if you want to, you can leave your friends behind.
Group Icon


Type: Coder




QUOTE (misttribe @ Mar 20 2009, 01:41 PM) *
No he's using Weapon ID 3 which is the gun, but in the script i have him set to use the Staff, which is number 4.


umm, set him to use weapon id 5 and see if he's still using the gun, if he is, you have already declared him to be using a gun somewhere else in the script and the aliased weapon method is not overriding it.

search your script for something that looks like

class weapon
case @id
when (bro's id)
return 3 <--- this is your problem, delete this line and the line above it
when (some other stuff)
return #
end


--------------------
My Scripts:
Spoiler:
Haste slow States for Tankentai with ATB 1.1c: http://www.rpgmakervx.net/index.php?showtopic=3781 (scroll down to about halfway through the first post and find it under add-ons.)

Old Fashioned Gameovers: http://www.rpgmakervx.net/index.php?showtopic=11819

Comic Book Scenes: http://www.rpgmakervx.net/index.php?showtopic=14072

Force Preemptive or Surprise battles: http://www.rpgmakervx.net/index.php?showtopic=15135
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misttribe
post Mar 20 2009, 06:58 PM
Post #637


Veteran Gamer
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Type: Designer
Alignment: Chaotic Good




Alright, I will. Thank you for the help. It makes me feel like a noob though. >_>


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AlphaWhelp
post Mar 20 2009, 07:00 PM
Post #638


You can dance if you want to, you can leave your friends behind.
Group Icon


Type: Coder




QUOTE (misttribe @ Mar 20 2009, 01:58 PM) *
Alright, I will. Thank you for the help. It makes me feel like a noob though. >_>


You'll learn. I had no problems putting animated battlers in my game, so I really don't know what exactly your issue is, but hopefully it'll work out.


--------------------
My Scripts:
Spoiler:
Haste slow States for Tankentai with ATB 1.1c: http://www.rpgmakervx.net/index.php?showtopic=3781 (scroll down to about halfway through the first post and find it under add-ons.)

Old Fashioned Gameovers: http://www.rpgmakervx.net/index.php?showtopic=11819

Comic Book Scenes: http://www.rpgmakervx.net/index.php?showtopic=14072

Force Preemptive or Surprise battles: http://www.rpgmakervx.net/index.php?showtopic=15135
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Takai
post Mar 23 2009, 09:56 AM
Post #639



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Type: Designer




Alright, I didn't have time to read all 32 pages, so I hope this hasn't been answered already. If it has, I'll feel bad for asking. wacko.gif Whenever my characters get attacked by a magic attack, they do the bow shooting animation. This doesn't happen whenever they're attacked physically. I'm using the normal version of the battle system.

I just want you to know you're pretty much my hero by the way Mr. Bubble. I really really dislike the default battle system in VX and XP, so I was using RM2k3 for the longest time. I finally decided to just put up with the battle system in VX due to liking many of the new features in VX, then I found this topic about a week later. tongue.gif
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Mr. Bubble
post Mar 23 2009, 03:09 PM
Post #640



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Type: Undisclosed
Alignment: Unaligned




@Takai: Don't use "Same as Normal Atk" as an animation for skills.


--------------------
I no longer support Tankentai.
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