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> Final Fantasy XIII battle system, Made by Tomoaky, translated by Naridar
nekopia
post Feb 12 2010, 08:00 PM
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Wow ... awesome! New script look better. Uum,,, what skills must be configured again? Because I use these default demo, but the skill does not appear during battle. ohmy.gif

This post has been edited by nekopia: Feb 12 2010, 08:01 PM


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Korten12
post Feb 15 2010, 12:01 AM
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awesome script. Just downloaded demo and took its scripts. biggrin.gif but one question. how do you change the monsters sprite?
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Naridar
post Feb 15 2010, 11:00 AM
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Use the tags mentioned in the readme. Chaging sprites works like:

<chara=charset name, index no.>

for example:

<chara=monster, 4>


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Korten12
post Feb 15 2010, 11:09 AM
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QUOTE (Naridar @ Feb 15 2010, 02:00 PM) *
Use the tags mentioned in the readme. Chaging sprites works like:

<chara=charset name, index no.>

for example:

<chara=monster, 4>


So do I call flow control comment?

also does this mean u cant have multiple different types of enimies sprites at one time?

This post has been edited by Korten12: Feb 15 2010, 11:10 AM
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emoluv189
post Feb 15 2010, 06:17 PM
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QUOTE (erthia @ Jan 22 2010, 12:52 AM) *
Thanks for sharing the site. I am in middle of translating the nice sim rpg script. As far as I tested, it is verry fast and fire emblem like.

Edit:
I have transalted a lot of the important stuff in the scriot. I translated all of the tags to make spells, enemies, items, etc. I think I got most of the menu commands done. I am just finalizing the explanations of the functions in the scriots themselves. As far as usefulness, I transferred my tactical game from Guibds Tactical System to this. Although Guibid script is good there are alot of compatability issues. sad.gif.... However, I have put all my previouis scripts in this, and everything is working flawless. The battles are faster and no crashing! I'll post a video of thje script shortly.


Are you going to release the translated script to the site?
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Naridar
post Feb 16 2010, 11:10 AM
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QUOTE (Korten12 @ Feb 15 2010, 08:09 PM) *
QUOTE (Naridar @ Feb 15 2010, 02:00 PM) *
Use the tags mentioned in the readme. Chaging sprites works like:

<chara=charset name, index no.>

for example:

<chara=monster, 4>


So do I call flow control comment?

also does this mean u cant have multiple different types of enimies sprites at one time?


You should set those tags in the enemy's notebox. Sorry if it wasn't obvious enough.


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giaggio
post Feb 17 2010, 03:21 AM
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Then I downloaded the bs but I could not even configure the enemies ...
I'm not english, so do the difficulties in understanding ... I can not find where I put <chara=charset name, index no.> Can you help me step by step please? thanks in advance =)
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Naridar
post Feb 17 2010, 11:40 AM
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OK, here we go:

1. open the database window and select the "enemies" tab. That's the 7th from the left.

2. Notice the box with the "Note" label at the lower right corner of the window. That's where you should type in the <chara=...> comment.


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Were Vampire
post Mar 19 2010, 05:04 PM
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I'm new at this! And I do not understand well the readme.
What do I have to do with to enable skills? "switch role_name for the ones specified in the "settings" script." where do I switch them? Where is this role_name? Sorry if it seems stupid, but English is not my first language and also I'm a noob with RPG VX =S


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FireRMVX
post Mar 21 2010, 08:51 AM
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0_O, I'm so using this in my sequal to my game! ^^ This makes me happy


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Naridar
post Mar 21 2010, 09:58 AM
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It's simple:

- look for ROLE_MEMO_NAME in the "settings" part of the script.
- those are the tags you need.
- Open up the database, go to "skills" tab. Select the desired skill.
- Put the proper tag in the "Notes" box, between "<" and ">" (without "")
- For example, if there's a "blaster" in ROLE_MEMO_NAME, put "<blaster>" in the skill's notebox.


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Were Vampire
post Mar 22 2010, 11:24 AM
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QUOTE (Naridar @ Mar 21 2010, 03:58 PM) *
It's simple:

- look for ROLE_MEMO_NAME in the "settings" part of the script.
- those are the tags you need.
- Open up the database, go to "skills" tab. Select the desired skill.
- Put the proper tag in the "Notes" box, between "<" and ">" (without "")
- For example, if there's a "blaster" in ROLE_MEMO_NAME, put "<blaster>" in the skill's notebox.



aaaaaaaaaaaaa! Now, I get it! Thanks! Now I'll read more carefully the readme to make the last changes and then continue with the game. Thanks for the translation! This script is awesome!
Just one question, can I only control the first actor? Or is there a way to control the others actors while battle?


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Hirei
post Mar 22 2010, 09:09 PM
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@Were: No you can only control yourself. Your allies are controlled by AI biggrin.gif

Is there any way instead of using sprite to use graphic image for enemy instead? There aren't a lot of enemy sprites out there...

Also I wish there was a way to make the lined up ATB actions execute immediately, like what ATB bars/actions are loaded just execute with a push of a button no need to wait for all of them to load.


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Naridar
post Mar 23 2010, 06:53 AM
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Both of these are possible.

For the first one, take that picture of the enemy, copy it 12 times to "make it" a sprite (I guess you know how RMVX sprites are made up), then resize the picture vertically 2 times the original size, horizontally 4 times the original size. Save it and done!

For the second one, use the shift key. It's that simple.


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Hirei
post Mar 23 2010, 08:07 AM
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Oh awesome, the shift key works. I didn't see it listed in the FAQ lol.

Thanks for answering my questions.


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Were Vampire
post Mar 23 2010, 03:26 PM
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QUOTE (Naridar @ Mar 23 2010, 12:53 PM) *
Both of these are possible.

For the first one, take that picture of the enemy, copy it 12 times to "make it" a sprite (I guess you know how RMVX sprites are made up), then resize the picture vertically 2 times the original size, horizontally 4 times the original size. Save it and done!

For the second one, use the shift key. It's that simple.


Thanks! It's been working awesome in my game! I'll make suro to put you and the creator of the script on the credits!


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buny
post Mar 24 2010, 06:27 AM
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Difficult to undertand what is this battle work or mean!


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Kaimi
post Mar 24 2010, 08:35 AM
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@buny: Have you at least watched some Final Fantasy XIII vids on YouTube? There is your answer, I think. (Watch SplitInfinity's Playthrough for PAL version - it shows all tutorials in English, hope it helps.)
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Garlyle
post Mar 24 2010, 09:02 AM
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Yeah, this script doesn't exactly provide an explanation of what's giong on, but for those who have played FFXIII, it's an unexpectedly good recreation.

Seriously when I saw this topic title as the most recent post I thought it was going to be the usual "MAKE ME THIS SYSTEM PLZ" - not the actual system being provided. @_@

I... just having this at my fingertips makes me want to do something with it! And that's bad, because I've already got a gigantic RPG project I'm working on

This post has been edited by Garlyle: Mar 24 2010, 06:44 PM


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DauntlessLife
post Mar 25 2010, 05:00 AM
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It amazes me how fast stuff like this comes up. Not even a week after finishing FFXIII I began writing a sequel of it to be made on RMVX. And my first major thought roadblock was "ZOMG wth am I gonna do to match that sexy battle system!?" Imagine my surprise poking around here and actually finding a working system already made! laugh.gif Anyways enough drivel. This system is pretty amazing aside from not being very user friendly.


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