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> Pokémon-like battle system with Tankentai SBS Version 3.4e?, Send one monster out at a time & the trainer never fights.
CTBolt
post Feb 12 2012, 07:46 AM
Post #1



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Type: Designer
Alignment: Chaotic Good




Project Info:
I am making a Pokémon-like game. The game is modeled after Pokémon Yellow for Game-boy Color.

Battle System & Add-Ons:
Tankentai SBS Version 3.4e with Kaduki Battlers
Kylock's Dynamic Party Positions
Link: http://www.rpgmakervx.net/index.php?showtopic=3781

KGC Large Party with Compatibility Patch for Tankentai ATB
Links:
http://www.rpgmakervx.net/index.php?showtopic=46235
http://www.rpgmakervx.net/index.php?showtopic=29118

Question (see current problems below):
I need to send only monsters (one at a time) into the battle, what is the best way to achieve this? huh.gif

Best Answer so Far(thank you xein):
Use KGC large party with Compatibility Patch for Tankentai ATB.

Current Problems:
  1. The trainer class (or first actor) should never be sent out or be able to be switched to.
  2. Items cannot be used on members that are not battling.
    I need to be able to use items on any monsters in the party (not the trainer though)
My thoughts:
A couple ways I think I could maybe do this:
  • Only actors that are monsters will have any skills. So the script could maybe check this to see if they can battle.
  • I could probably use the class name to determine if the actor is a monster (ex. Class Name: "[Monster] Slime").
I don't really know how to modify the Tankentai Side Battle System to accomplish that though. unsure.gif

Summary:
Basically I want it to be exactly like Pokémon. You send one monster out at a time & the trainer never fights.

Thank you for reading! cool.gif I now await your reply. happy.gif

Demo Attachment:
Click Here to Download (OLD)
Rev. 2: Click Here to Download
Rev. 3: Click Here to Download

This post has been edited by CTBolt: Feb 17 2012, 03:55 PM
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xein
post Feb 12 2012, 04:39 PM
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Have you tried using KGC large party?
If i'm not mistaken, it has the ability to change member during battle but you still won't be able to use items on the members that is not battling.


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CTBolt
post Feb 12 2012, 08:20 PM
Post #3



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Type: Designer
Alignment: Chaotic Good




QUOTE (xein @ Feb 12 2012, 11:39 AM) *
Have you tried using KGC large party?

Thank you for the suggestion! biggrin.gif
It's working pretty good for what I want... now only a couple problems...

Current problems (major issue):
  1. The trainer class (or first actor) should never be sent out or be able to be switched to.
  2. Items cannot be used on members that are not battling.
    I need to be able to use items on any monsters in the party (not the trainer though).


This post has been edited by CTBolt: Feb 12 2012, 08:21 PM
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xein
post Feb 13 2012, 02:44 AM
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I believe it is better to ask that the player is represented by one charset than the usual actor in slot 1.
For example: when the actor in slot 1 changes, the trainer graphic stays the same......

Another suggestion is using the vehicle/airship battle script. This way you can have the trainer graphic as the vehicle. But this may require far extensive configurations/ labeling/ tagging on your part.


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CTBolt
post Feb 13 2012, 04:30 AM
Post #5



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QUOTE (xein @ Feb 12 2012, 09:44 PM) *
I believe it is better to ask that the player is represented by one charset than the usual actor in slot 1.
For example: when the actor in slot 1 changes, the trainer graphic stays the same......

Uhhh.... what? I'm sorry but I don't really get what you mean.

QUOTE (xein @ Feb 12 2012, 09:44 PM) *
Another suggestion is using the vehicle/airship battle script. This way you can have the trainer graphic as the vehicle. But this may require far extensive configurations/ labeling/ tagging on your part.

Again, sorry but I don't get it...

I would much rather just directly modify the battle script to not have Actor 1 be an option for battle at all... is this possible at all?

I was thinking something like:
CODE
if @actor.index > 0
    ...let the actor battle
end

If that type of code could maybe be added somewhere somehow that would be great for not being able to select the player. It sure wouldn't take care of the item problem though... hmm... I don't know I'm getting really confused. blink.gif

Edit:
Exclude Player in Party by SowS: (Click Here to View) looked promising but I can't get it to work the way I want at all.

This post has been edited by CTBolt: Feb 15 2012, 06:56 AM
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xein
post Feb 13 2012, 10:53 PM
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upload a demo of the problem.


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CTBolt
post Feb 15 2012, 06:11 AM
Post #7



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QUOTE (xein @ Feb 13 2012, 05:53 PM) *
upload a demo of the problem.


OK, I've attached a DEMO. cool.gif My problems are described in the game. wink.gif
Thank you for all your help, I'm so glad someone responded to this thread. smile.gif

PS. The attached file is a zip with the ".exe" inside because I cannot attach it as a ".exe" file.
Attached File(s)
Attached File  Tankentai_SBS___Kaduki_Battler_Monsters_DEMO.zip ( 1.16MB ) Number of downloads: 6
 
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xein
post Feb 15 2012, 11:05 AM
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1. you did not have the default script bug fix.

2. party swap: the events you made in the troop page caused the problem.

3. exclude player script: does not work with tankentai. tried with YEM also but did not work.

3. cliff jumping: just use it sparringly in your mapping.

4. capture event: sorry, i did not go through it. Too complicated.

This post has been edited by xein: Feb 15 2012, 11:11 AM


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CTBolt
post Feb 15 2012, 03:48 PM
Post #9



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Type: Designer
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QUOTE (xein @ Feb 15 2012, 06:05 AM) *
1. you did not have the default script bug fix.

What are you referring to? "Default Script bug fix"?

QUOTE (xein @ Feb 15 2012, 06:05 AM) *
2. party swap: the events you made in the troop page caused the problem.

I figured as much... but why? Any idea exactly what causes the problem?
Edit: Problem solved!
I was turning off PARTYFORM_SWITCH, BATTLE_PARTYFORM_SWITCH which are assigned in KGC_LargeParty.
Solution: Set those variables to numbers of ones that were not being used by me. cool.gif

Quotes (3, 3, & 4):
Spoiler:
QUOTE (xein @ Feb 15 2012, 06:05 AM) *
3. exclude player script: does not work with tankentai. tried with YEM also but did not work.

Yeah... sadly it does not...
QUOTE (xein @ Feb 15 2012, 06:05 AM) *
3. cliff jumping: just use it sparringly in your mapping.

That's really my only option huh... darn... OK, I guess I'll settle with that for now at least.
QUOTE (xein @ Feb 15 2012, 06:05 AM) *
4. capture event: sorry, i did not go through it. Too complicated.

Yeah, it sure is. I basically understand it now though. Seems to be working great for me now.

So... uh... how exactly do I make the main player not show up in the battle and menu? Sorry if I'm misunderstanding the answer.

Thanks again for all your help! I really appreciate it. smile.gif

PS. Nothing big, but you put the number 3 twice instead of 3... 4... 5 (maybe you meant to?)

This post has been edited by CTBolt: Feb 15 2012, 10:40 PM
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xein
post Feb 15 2012, 10:42 PM
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the default script bug fix: the most known problem is when you manipulate the game variables and call it from a message, it did not return the value. I forgot how i encountered it the first time. There are several scripts that fixed these issues or search for game_interpreter fix.


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CTBolt
post Feb 15 2012, 11:08 PM
Post #11



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Type: Designer
Alignment: Chaotic Good




QUOTE (xein @ Feb 15 2012, 05:42 PM) *
the default script bug fix: the most known problem is when you manipulate the game variables and call it from a message, it did not return the value. I forgot how i encountered it the first time. There are several scripts that fixed these issues or search for game_interpreter fix.

Is this what you referring to?
http://www.rpgmakervx.com/variables-fix

Edit:
OK, I've attached the newest demo I have. I am now using that game_interpreter fix script.
Only a couple problems now... the main one still being that the trainer should not be able to battle or be seen in the menu.
See more info in the demo.

Edit #2:
I decided to make a request with a more structured format. Link below:
http://www.rpgmakervx.net/index.php?showtopic=53341

Edit #3:
My Request Thread: http://www.rpgmakervx.net/index.php?showtopic=53341


This post has been edited by CTBolt: Feb 27 2012, 07:22 PM
Attached File(s)
Attached File  Tankentai_SBS___Kaduki_Battle_Monsters_DEMO_rev2.zip ( 1.25MB ) Number of downloads: 28
Attached File  Tankentai_SBS___Kaduki_Battle_Monsters_DEMO_rev3.zip ( 1.31MB ) Number of downloads: 32
 
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