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> Sideview Battle System Tankentai XP, Updated to V2.2 June - 02 - 2009
Logan110
post Feb 3 2010, 11:42 AM
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Will have to post the script. I dont know if I could fix the compatibility issue but at least someone else have a reference.


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Atoa
post Feb 4 2010, 12:46 PM
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@Avarius
I still active on the SBS original thread on HBGames.org
http://www.rmxp.org/forums/viewtopic.php?f=11&t=60521

And this system *is* compatible with kaduki battlers and Minokoff style. It would need only small adjust on settings.
If you have any other question about it post on hbgames.

This post has been edited by Atoa: Feb 4 2010, 12:46 PM


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Avarius
post Feb 5 2010, 09:29 AM
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QUOTE (Atoa @ Feb 4 2010, 12:46 PM) *
@Avarius
I still active on the SBS original thread on HBGames.org
http://www.rmxp.org/forums/viewtopic.php?f=11&t=60521

And this system *is* compatible with kaduki battlers and Minokoff style. It would need only small adjust on settings.
If you have any other question about it post on hbgames.


Thanks Atoa. I'll see you there smile.gif


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dylstew
post Feb 6 2010, 05:56 AM
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How do i make my own animations?

i want a slime to do he's own attack
basicaly i want my own animation... normally i could do it with HIDE TARGET in the animation tab...(i have a script that only sets the battlers on the side and with that it works...)
.

but it doesn' t work witch this script .... how do i make my own animations with this script?

edit: i also want this: every charecters ATB bar has it's own speed.

This post has been edited by dylstew: Feb 6 2010, 06:23 AM
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skara
post Feb 6 2010, 06:50 AM
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What IS the script?
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Fixxxer4153
post Mar 4 2010, 10:00 AM
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Hi there! I hope someone is still checking up on this topic to offer some script support.

I am using version 2.2 I believe, along with GUILLAUME777's Multi-Slot Script.

Here is my current Script Configuration.

Everything in my project works perfectly fine, at least it seems to, after about two months of tinkering.
I really only have one problem, that isn't really a problem, more of a request.

I would really like to be able to configure if, when my actors are dual wielding different kinds of weapons, the weapon animation used for each weapon's attack (not each attack specifically because some of my weapons, light weapons, such as daggers, katars, and tantos, attack twice) would show the weapon used in that hand.
Currently, say I equip an actor with a scimitar in the main hand and a battle axe in the off hand. It will perform an attack for each weapon, but uses the first weapon graphic for both weapons. So when the character is supposed to be attacking with the battle axe, it displays the attack animation with the scimitar icon instead
I am hoping someone could configure the script so that it could refresh and switch to the icon for the weapon in the off hand when performing an attack with the off hand.

Thanks and I hope someone can figure out if this is a possibility or not, or what I would have to do to make it work that way.

This is an awesome script collection, and I wouldn't be surprised to see a lot of people using it in their projects!
Thanks for all the hard work and dedication! My project could have never existed without it because, frankly, the default battle system was just too much of an eyesore and I never would have bothered. But the way I've configured this one, it looks and runs better than I had ever dreamed possible for a game being made by a single newb developer with amateur tools.
Thank you, thank you so much!
Credit times a trillion!!!


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Radioactive
post May 23 2010, 11:43 AM
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Hi, I have a big problem with this battle system.
Enemy equipped bow, attack bacwards.You can see this error: http://img13.imageshack.us/img13/5517/bowerror.jpg
and i have this error when i quit my game: http://img188.imageshack.us/img188/7029/errorhv.jpg
Please help me.It is very important for me

This post has been edited by Radioactive: May 26 2010, 11:27 PM
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Fixxxer4153
post May 25 2010, 06:22 PM
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Hello Radioactive

First off, this topic is pretty much dead now; I believe the original poster has apparently moved on to other things.
Your script error doesn't seem to pertain to this battle system, but possibly another script or add-on.
Although, the solution may be quite simple.
You want to try and find line 85 of the 'Damage Limit' script... it looks as though there is a typo; the word 'perfect' is spelled wrong.

Try changing:

'perfetc_attack_effect'

to:

'perfect_attack_effect'.

That should fix that error.


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Radioactive
post May 26 2010, 12:48 AM
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very thanks the second error fixed
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SLOANTHERPG
post Aug 21 2010, 05:01 PM
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QUOTE (deka @ Jan 5 2009, 04:29 AM) *
Excuse me can someone helpme out. I'm using this script with Rataime's visual equipment.If I'm using a visual equipment ,verytime I finish a battle
the armor suddenly dissapears, and I need to go to the Equip tab to make the equipment visible again... Please help me sad.gif ... thx smile.gif

on hb games its gone too where else may i find it??
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Legacy
post Aug 22 2010, 08:12 AM
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Try not to necropost please. Try googling it.


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hml101
post Dec 16 2010, 05:54 PM
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hey i love this script but im having a problem. when i am in a battle my characters keep changing into random character sets over and over and i dont know how to make it stop. please help me thanks
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MagitekElite
post Dec 16 2010, 08:12 PM
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Do you have any other script installed? Did you edit the script any? If so, what did you change?

You might need to add your actor number to it, if I remember correctly xD


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hml101
post Dec 17 2010, 05:36 PM
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i have kylock's sideview battle system so im not sure if its the same as what you are talking about. but i didnt change any of it and how would i add my actor number to it?? ii am new to this so dont think im stupid lol
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KatsuLynx
post Dec 20 2010, 06:26 AM
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Hey guys and girls,

I am currently trying to link the sideview battle system with the Battle Report System from Raziel. But whenever I try, there occures an error, telling me that there is an error in the last line of the script

CODE
#==============================================================================
# ** Battle Report V1.6
# BattleReport.rb von Raziel (09.09.2009)
#------------------------------------------------------------------------------
# http://www.rpg-studio.de/scriptdb/node/392
# http://www.rpg-studio.de/forum/index.php?page=Thread&threadID=8994
#==============================================================================

class Game_Actor < Game_Battler
  def exp=(exp)
    @exp = [[exp, 9999999].min, 0].max
    while @exp >= @exp_list[@level+1] and @exp_list[@level+1] > 0
      @level += 1
      
      # NEW - David
      $d_new_skill = nil
      
      for j in $data_classes[@class_id].learnings
        if j.level == @level
          learn_skill(j.skill_id)
      
          # NEW - David
          skill = $data_skills[j.skill_id]
          $d_new_skill = skill.name
      
        end
      end
    end
    while @exp < @exp_list[@level]
      @level -= 1
    end
    @hp = [@hp, self.maxhp].min
    @sp = [@sp, self.maxsp].min
  end
  
  #--------------------------------------------------------------------------
  # * Get the current EXP
  #--------------------------------------------------------------------------
  def now_exp
    return @exp - @exp_list[@level]
  end
  #--------------------------------------------------------------------------
  # * Get the next level's EXP
  #--------------------------------------------------------------------------
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end

end

class Window_LevelUp < Window_Base

  #----------------------------------------------------------------
  def initialize(actor, pos)
    #change this to false to show the actor's graphic
    @face = false
    @actor = actor
    y = (pos * 120)
    super(280, y, 360, 120)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255    
    if $d_dum == false
      refresh
    end
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh
    self.contents.clear
    self.contents.font.size = 18
    if @face == true
    draw_actor_face(@actor, 4, 0)
    else
    draw_actor_graphic(@actor, 50, 80)
    end
    draw_actor_name(@actor, 111, 0)
    draw_actor_level(@actor, 186, 0)
    show_next_exp = @actor.level == 99 ? "---" : "#{@actor.next_exp}"
    min_bar = @actor.level == 99 ? 1 : @actor.now_exp
    max_bar = @actor.level == 99 ? 1 : @actor.next_exp
    draw_slant_bar(115, 80, min_bar, max_bar, 190, 6, bar_color = Color.new(0, 100, 0, 255), end_color = Color.new(0, 255, 0, 255))
    self.contents.draw_text(115, 24, 300, 32, "Exp:#{@actor.now_exp}")
    self.contents.draw_text(115, 48, 300, 32, "Level Up:" + show_next_exp)
  end

  
  #----------------------------------------------------------------
  def level_up
    self.contents.font.color = system_color
    self.contents.draw_text(230, 48, 80, 32, "LEVEL UP!")
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_LevelUp

#=================================
#Window_EXP
# Written by: David Schooley
#=================================

class Window_EXP < Window_Base

  #----------------------------------------------------------------
  def initialize(exp)
    super(0, 0, 280, 60)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(exp)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(exp)
    self.contents.clear
    self.contents.font.color = system_color
    self.contents.draw_text(0, 0, 150, 32, "Exp Earned:")
    self.contents.font.color = normal_color
    self.contents.draw_text(180, 0, 54, 32, exp.to_s, 2)
  end
  
  #----------------------------------------------------------------
  def update
    super
  end
  
end # of Window_EXP

#=================================
#Window_Money_Items
# Written by: David Schooley
#=================================

class Window_Money_Items < Window_Base

  #----------------------------------------------------------------
  def initialize(money, treasures)
    @treasures = treasures
    super(0, 60, 280, 420)
    self.contents = Bitmap.new(width - 32, height - 32)
    self.back_opacity = 255
    refresh(money)
  end

  #----------------------------------------------------------------
  def dispose
    super
  end

  #----------------------------------------------------------------
  def refresh(money)
    @money = money
    self.contents.clear
    
    self.contents.font.color = system_color
    self.contents.draw_text(4, 4, 100, 32, "Items Found:")
    self.contents.font.color = normal_color
    
    y = 32
    for item in @treasures
      draw_item_name(item, 4, y)
      y += 32
    end
    
    cx = contents.text_size($data_system.words.gold).width
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 340, 220-cx-2, 32, $game_party.gold.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(4, 300, 220-cx-2, 32, "+ " + @money.to_s, 2)
    self.contents.font.color = system_color
    self.contents.draw_text(124-cx, 340, cx + 100, 32, $data_system.words.gold, 2)
  end

  def update
    super
  end
  
end # of Window_Money_Items


class Scene_Battle
  alias raz_battle_report_main main
  alias raz_battle_report_be battle_end

  def main
    # NEW - David
    #$battle_end = false
    @lvup_window = []
    @show_dummies = true # Show dummy windows or not?
    raz_battle_report_main
    # NEW - David
    @lvup_window = nil
    @level_up = nil
    @ch_stats = nil
    @ch_compare_stats = nil
  end

  def battle_end(result)
    raz_battle_report_be(result)
    # NEW - David
    @status_window.visible = false
    @spriteset.dispose
    Graphics.transition
    if result == 0
      display_lv_up(@exp, @gold, @treasures)
      loop do
        Graphics.update
        Input.update
        if Input.trigger?(Input::C)
          break
        end
      end
      trash_lv_up
    end

  end
    
  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    treasures = treasures[0..5]

    # NEW - David
    @treasures = treasures
    @exp  = exp
    @gold = gold

    
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    @phase5_wait_count = 10
  end

  def update_phase5
    if @phase5_wait_count > 0
      @phase5_wait_count -= 1
      if @phase5_wait_count == 0
        
        # NEW - David
        $game_temp.battle_main_phase = false        
      end
      return
    end

    # NEW - David
      battle_end(0)

  end

  def display_lv_up(exp, gold, treasures)
    
    $d_dum = false
    d_extra = 0
    i = 0
    for actor in $game_party.actors
        # Fill up the Lv up windows
        @lvup_window[i] = Window_LevelUp.new($game_party.actors[i], i)
        i += 1
    end

    # Make Dummies
    if @show_dummies == true
      $d_dum = true
      for m in i..3
        @lvup_window[m] = Window_LevelUp.new(m, m)
      end
    end
    
    @exp_window = Window_EXP.new(exp)
    @m_i_window = Window_Money_Items.new(gold, treasures)
    @press_enter = nil
    gainedexp = exp
    @level_up = [0, 0, 0, 0]
    @d_new_skill = ["", "", "", ""]
    @d_breakout = false
    @m_i_window.refresh(gold)
    wait_for_OK

    @d_remember = $game_system.bgs_memorize
    Audio.bgs_play("Audio/SE/032-Switch01", 100, 300)
    
    # NEW - David
    max_exp = exp
    value = 28
    if exp < value
      value = exp
    end
    if value == 0
      value = 1
    end
    for n in 0..gainedexp - (max_exp / value)
      exp -= (max_exp / value)
      if @d_breakout == false
        Input.update
      end
      
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        if actor.cant_get_exp? == false
          last_level = actor.level
          actor.exp += (max_exp / value)
          # Fill up the Lv up windows
          if @d_breakout == false
            @lvup_window[i].refresh
            @exp_window.refresh(exp)
          end
          
          if actor.level > last_level
            @level_up[i] = 5
            Audio.se_play("Audio/SE/056-Right02.ogg", 70, 150)
            if $d_new_skill
              @d_new_skill[i] = $d_new_skill
            end
          end
          
          if @level_up[i] == 0
            @d_new_skill[i] = ""
          end
          
          if @level_up[i] > 0
            @lvup_window[i].level_up
          end
          
          if Input.trigger?(Input::C) or exp <= 0
            @d_breakout = true
          end
        end
        
        if @d_breakout == false
          if @level_up[i] >0
            @level_up[i] -= 1
          end
          Graphics.update
        end
      end
      
      if @d_breakout == true
        for i in 0...$game_party.actors.size
          actor = $game_party.actors[i]
          if actor.cant_get_exp? == false
            actor.exp += exp
          end
        end
        exp = 0
        break
      end
    end
    Audio.bgs_stop
    @d_remember = $game_system.bgs_restore
    
    for i in 0...$game_party.actors.size
      @lvup_window[i].refresh
    end
    @exp_window.refresh(exp)
    Audio.se_play("Audio/SE/006-System06.ogg", 70, 150)
    $game_party.gain_gold(gold)
    @m_i_window.refresh(0)
    Graphics.update
  end
  
  def trash_lv_up
    # NEW - David
    i=0
    
    for i in 0 ... 4
      @lvup_window[i].visible = false
    end
    @exp_window.visible = false
    @m_i_window.visible = false
    @lvup_window = nil
    @exp_window = nil
    @m_i_window = nil
  end

  # Wait until OK key is pressed
  def wait_for_OK
    loop do
      Input.update
      Graphics.update
      if Input.trigger?(Input::C)
        break
      end
    end
  end

end

class Window_Base < Window
  def draw_actor_face(actor, x, y)
    bitmap = RPG::Cache.picture("Faces/" + actor.character_name)
    self.contents.blt(x, y, bitmap, Rect.new(0,0,96,96))
  end
  
  #--------------------------------------------------------------------------
  # * Draw Slant Bar(by SephirothSpawn)
  #--------------------------------------------------------------------------
  def draw_slant_bar(x, y, min, max, width = 152, height = 6,
      bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
    # Draw Border
    for i in 0..height
      self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
    end
    # Draw Background
    for i in 1..(height - 1)
      r = 100 * (height - i) / height + 0 * i / height
      g = 100 * (height - i) / height + 0 * i / height
      b = 100 * (height - i) / height + 0 * i / height
      a = 255 * (height - i) / height + 255 * i / height
      self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
    end
    # Draws Bar
    for i in 1..( (min / max.to_f) * width - 1)
      for j in 1..(height - 1)
        r = bar_color.red * (width - i) / width + end_color.red * i / width
        g = bar_color.green * (width - i) / width + end_color.green * i / width
        b = bar_color.blue * (width - i) / width + end_c


Maybe someone is able to tell me where I have to put the script to get it work correctly? Or the things I have to chance so it works corretly
thanks in advantage
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Drkmttr2007
post Dec 31 2010, 11:58 AM
Post #176


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RM Skill: Intermediate




This is a great battle system and I've having no problems at all - except for one, the overdrive bar doesn't do anything. I've tried it out in any possible way, but no luck - and it doesn't even work in the example demo either. U said we can use skills with this, but it doesn't make a difference at all, we can still use all skills.

If anyone can shed some light onto this, that'll be great. If not, then that's no problem at all.


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sapphireluna
post Jan 16 2011, 02:29 PM
Post #177


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Is it possible to use a different sprite while in a battle than the one outside battle? I am able to do it for enemies, but not for the actor. I see a line about that in the script, but it doesn't seem to work. sad.gif
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Titanhex
post Mar 24 2011, 10:44 AM
Post #178


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Hmm, simple question because I can't find it with Find. How do you determine what skills perform the cast animation? It seems to be determined by the skill number, yet I can't find the array or anything used.

Also is there any possible way to get around the HIDDEN ENEMY thing? If an enemy is hidden with this system they're still visible during battle (Just not selectable.)

This post has been edited by Titanhex: Mar 25 2011, 08:28 AM


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coolcalmpedro
post Jun 15 2011, 12:23 PM
Post #179



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QUOTE (Atoa @ Jan 2 2009, 03:32 PM) *
Content deleted because the post author is lazy

If you need it you can find on hbgames.org


Do you know the link on hbgames.org or where I can find the script on that site?
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Mazel
post Jun 23 2011, 05:41 AM
Post #180


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wow, it's cool!
look at those chara movement! *swing*,*swing* it feel alive, cool!
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