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> ~[RPG Tankentai Battle System 2.6 Trans+Addons]~
Kylock
post May 6 2008, 06:02 PM
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RPG Tankentai Sideview Battle System Version 2.6
Translation Version 1.3 by Kylock


Original Script Website: http://rpgex.sakura.ne.jp/home/

While admittedly the translation is not yet 100%, all the important stuff to get you up and running with all the fun combo moves you see on youtube and the ability to create your own moves is there (good luck with that btw).

The enemy status bar addon is now included in the demo.

My ranged weapons addon is now included in the demo. It adds 2 custom animation and an animation sprite. We now have animated projectiles.

If you don't wanna read all my crap, here's the link: DEMO.

Screenshots:


Installation instructions, various credits and release notes are included in the header of the configuration portion of the script (part one).
Please note that to fully incorporate this script into an existing game requires copying image files and game database entries. Once again - specifics are listed in the header on the first part of the script in the demo.

Compatibility may possibly be an issue with other scripts that directly affect the battle system since many battle system functions are rewritten in this. If you need to make this script work with another, please post your request in the appropriate forum. I didn't write this script myself, so I am not confident that I can provide answers to all the questions, but I have been studying it for quite some time, so I believe I have a firm grasp on it's functionality.

Changelog:
  • 1.0 - 4.12.08 - Rough release of only scripts with lots of broken-ness.
  • 1.1 - 4.22.08 - Release with retranslated hashes and a retranslated database. Distributed as a demo.
  • 1.2 - 4.24.08 - Corrected some missing Kanji translations that broke the functionality of some "chained" Skills. (thanks to Eolirin@rmxp.org) Also added the picture for the 'cut-in' move.
  • 1.3 - 5.9.08 - Updated Translation to Version 2.6 of the original script.
As you can see in my screen shots, this DOES work with animated battlers with a few configuration modifications.

[Show/Hide] Configuration changes for animated battlers

To use Minkoff's Animated Battlers styled battler sprites, change to these settings in your module script:
CODE
  ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
  WALK_ANIME = false
  ANIME_PATTERN = 4
  ANIME_KIND = 11
And just copy paste this over top of whats in the script:
CODE
  "WAIT"            => [ 1,  0,  15,   0,   0,  -1,   0, true,"" ],
  "WAIT(FIXED)"     => [ 1,  0,  10,   2,   0,   1,   0, true,"" ],
  "RIGHT(FIXED)"    => [ 1,  5,  10,   1,   2,   1,   0, true,"" ],
  "DAMAGE"          => [ 1,  9,   4,   2,   0,  -1,   0, true,"" ],
  "ATTACK_FAIL"     => [ 1,  1,  10,   1,   8,   0,   0, true,"" ],
  "MOVE_TO"         => [ 1,  4,   1,   1,   0,  -1,   0, true,"" ],
  "MOVE_AWAY"       => [ 1,  5,   2,   1,   0,  -1,   0, true,"" ],
  "ABOVE_DISPLAY"   => [ 1,  0,   2,   1,   0,  -1, 600, true,"" ],
  "WPN_SWING_V"     => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
  "WPN_SWING_VL"    => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
  "WPN_SWING_VS"    => [ 1,  6,   6,   2,   0,  -1,   2, true,""],
  "WPN_SWING_UNDER" => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
  "WPN_SWING_OVER"  => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
  "WPN_RAISED"      => [ 1,  11,  2,   2,  28,  -1,   2, true,""],
I also suggest using SHADOW = false since most battlers have shadows drawn into them, but this is not required to make them work. Since most battlers are also drawn with their weapons, the weapon animations are disabled in this configuration edit.

You will need to put your standard format animated battler sprites in the Characters folder and use the following naming convention: "$charname_1.png"


ADDONS

Updated: 5.11.08


My Ranged Weapons addon has been updated and is now included with the demo because it adds new animations and a spritesheet.

These restore the original first 3 skills that no longer work with the new battle system in all of their awesome glory!

[Show/Hide] Dual Attack Addon

CODE
#==============================================================================
# ■ Dual Attack for RPG Tankentai Sideview Battle System
#     5.10.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Dual Attack.
#==============================================================================

module N01
  # Creates a new hash with a new action sequence
  new_action_sequence = {
  "DUAL_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                      "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
  # Merges new hash with the script
  ACTION.merge!(new_action_sequence)
end

module RPG
  class Skill
    alias k_dual_attack_base_action base_action
    def base_action
      if @id == 1 # Dual Attack is Skill ID 1
        return "DUAL_ATTACK"
      end
      k_dual_attack_base_action
    end
  end
end



[Show/Hide] Double Attack Addon

CODE
#==============================================================================
# ■ Double Attack for RPG Tankentai Sideview Battle System
#     5.10.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Double Attack.
#==============================================================================

module N01
  # Creates a new hash with a new action sequence
  new_action_sequence = {
  "DOUBLE_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                      "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
  # Merges new hash with the script
  ACTION.merge!(new_action_sequence)
end

module RPG
  class Skill
    alias k_double_attack_base_action base_action
    def base_action
      if @id == 2 # Double Attack is Skill ID 2
        return "DOUBLE_ATTACK"
      end
      k_double_attack_base_action
    end
    alias k_double_attack_extension extension
    def extension
      if @id == 2
        return ["ランダムターゲット"]
      end
      k_double_attack_extension
    end
  end
end



[Show/Hide] Triple Attack Addon

CODE
#==============================================================================
# ■ Triple Attack for RPG Tankentai Sideview Battle System
#     5.10.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Triple Attack.
#==============================================================================

module N01
  # Creates a new hash with a new action sequence
  new_action_sequence = {
  "TRIPLE_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                      "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
                      "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
  # Merges new hash with the script
  ACTION.merge!(new_action_sequence)
end

module RPG
  class Skill
    alias k_triple_attack_base_action base_action
    def base_action
      if @id == 3 # Triple Attack is Skill ID 3
        return "TRIPLE_ATTACK"
      end
      k_triple_attack_base_action
    end
    alias k_triple_attack_extension extension
    def extension
      if @id == 3
        return ["ランダムターゲット"]
      end
      k_triple_attack_extension
    end
  end
end



Addon to enable Animated Battlers for the Enemies (Configuration required-see script header)

[Show/Hide] Enemy Animated Battlers

CODE
#==============================================================================
# ■ Enemy Animated Battlers for RPG Tankentai Sideview Battle System
#     5.10.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#   Easy to implement interface to specify animated battlers for enemies.  Note
# enemy batters must be formatted THE SAME as your character battlers.  Also,
# you must have 2 copies of your enemy battler:
#   <game folder>\Graphics\Battlers\$<enemy name>.png
#   <game folder>\Graphics\Characters\$<enemy name>_1.png
#   When you set up your "troops" for the encounter, you may need to tweak the
# positioning of the enemy as the sprites look funny and the actual placement
# may be slightly off.  A few battle tests should be sufficient.
#==============================================================================

module K_ENEMY_BATTLERS
  ENEMY_ID = [] # list of enemies with batter sprites(ex. [1,24])
end

class Game_Enemy < Game_Battler
  alias keb_anime_on anime_on
  def anime_on
    for x in K_ENEMY_BATTLERS::ENEMY_ID
      return true if @enemy_id == x
    end
    keb_anime_on
  end
  alias keb_action_mirror action_mirror
  def action_mirror
    for x in K_ENEMY_BATTLERS::ENEMY_ID
      return true if @enemy_id == x
    end
    keb_action_mirror
  end
  alias keb_position_plus position_plus
  def position_plus
    for x in K_ENEMY_BATTLERS::ENEMY_ID
      return [0,0] if @enemy_id == x
    end
    keb_position_plus
  end
end



Addon to make some enemies not move to attack. I guess this can be useful on bosses, or anything that shouldn't be moving around =p See script header for installation instructions and details.

[Show/Hide] Stationary Enemies

CODE
#==============================================================================
# ■ Stationary Enemies for RPG Tankentai Sideview Battle System
#     5.11.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#   Should be pretty straighforward.  Add the Enemy ID to the array and it
# won't move.  Create a "dummy" weapon, to minimise confusion, might wanna call
# the weapon "DONT MOVE" but it doesn't matter.  The only part of the weapon
# that makes any difference is the attack animation.  That will be displayed on
# that targeted party member.  Make sure to verify DONT_MOVE is set to your
# dummy weapon's number.  That should be all.
#==============================================================================

module K_STATIONARY_ENEMY
  ENEMY_ID = [] # list of enemies that shouldn't move to attack(ex. [1,24])
  WEAPON_ID = 32 # Weapon ID of "Don't Move" Weapon
end

module N01
  # Creates a new hash with a new action sequence
  new_action_sequence = {
  "DONT_MOVE" => ["WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse","FLEE_RESET"],}
  # Merges new hash with the script
  ACTION.merge!(new_action_sequence)
end
class Game_Enemy < Game_Battler
  alias k_stationary_enemy_weapon weapon
  def weapon
    for x in K_STATIONARY_ENEMY::ENEMY_ID
      return K_STATIONARY_ENEMY::WEAPON_ID if @enemy_id == x
    end
    k_stationary_enemy_weapon
  end
end
module RPG
  class Weapon
    alias k_stationary_enemy_base_action base_action
    def base_action
      return "DONT_MOVE" if @id == K_STATIONARY_ENEMY::WEAPON_ID
    k_stationary_enemy_base_action
    end
  end
end



Introducing my EPIC BATTLES addon. Meant to easily define boss battles, It easily implements the custom collapse or death animation for an enemy and allows you to define special Battle BGM and Victory ME based on the Troop ID from your game database. ITS TRULY EPIC!!!! (note that this added functionality does NOT work in the battle test).

[Show/Hide] EPIC BATTLES

CODE
#==============================================================================
# ■ EPIC BATTLES 1.1 for RPG Tankentai Sideview Battle System
#     5.12.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#   This little script provides EPIC functionality to your battle system - The
# ability to easily define and create boss encounters.  Or any other noteworthy
# battle as you will see.  The first function is to define special collapses or
# death animations for special enemies.  Instead of the normal fade, they make
# some popping sounds as they fade, or something... The second function allows
# you to specify special battle BGM and victory ME for certain battles.  This
# is set up by using the Troops ID in your game database.  You can set up as
# many special battle BGM's as you can imagine.  Just add to the existing
# arrays.  It's not too hard, just look below for the example.
#==============================================================================
# ● Change Log
#------------------------------------------------------------------------------
#  1.0 - Original Release.
#  1.1 - Fixed a huge problem where the script would only work in random map
#        encounters.  It turns out theres no easy way (that I can find) to read
#        the troop id.  So instead, I hate doing this, but until I figure it
#        out, the boss fight needs to set a variable before the fight to tell
#        the script what music and me to use.  What's imporant though is that
#        this script is now useable and functional for practical use.
#==============================================================================
# ● Shameless Plug
#------------------------------------------------------------------------------
#   I STRONGLY suggest using my Fade Battle End ME script if you use custom
# fanfares.  It is distributed on a plethora of forums, or you can find it
# here: (http://rmvxpuniverse.com/forum/showthread.php?t=1434)
#==============================================================================

module K_EPIC_BATTLES
  ENEMY_ID = [19,30] # list of enemies that collapse like EPIC FOES!!!(ex. [1,24])
  EPIC_VARIABLE = 10 # Set this variable in your game databse in your event
                     # before starting the epic battle.  If the variable is set
                     # to 1, then the game will use EPIC_TUNE[1], etc...
  
  # create dynamic arrays
  EPIC_TUNE = Array.new
  EPIC_FANFARE = Array.new

  # EPIC_TUNE[x]    = The name of a truly EPIC TUNE(BGM) for your EPIC BATLE!!!
  # EPIC_FANFARE[x] = The name of truly EPIC VICTORY MUSIC(ME) for your battle.
  # You can add more for variety by making EPIC_TUNE[2],[3],etc...
  
  EPIC_TUNE[1]= "Battle10"
  EPIC_FANFARE[1] = "Fanfare1"

  EPIC_TUNE[2]= "Battle6"
  EPIC_FANFARE[2] = "Victory2"
end

#==============================================================================
# EPIC DEATHS!!!
#==============================================================================
class Game_Enemy < Game_Battler
  alias k_epic_battles_collapse_type collapse_type
  def collapse_type
    for x in K_EPIC_BATTLES::ENEMY_ID
      return 3 if @enemy_id == x
    end
    k_epic_battles_collapse_type
  end
end

#==============================================================================
# EPIC TUNES!!!
#==============================================================================
class Scene_Map < Scene_Base
  alias k_epic_battles_call_battle call_battle
  def call_battle
    $k_epic_battles_bgm = $data_system.battle_bgm.name
    $k_epic_battles_me = $data_system.battle_end_me.name
    if $game_variables[K_EPIC_BATTLES::EPIC_VARIABLE] != 0
      $data_system.battle_bgm.name = K_EPIC_BATTLES::EPIC_TUNE[$game_variables[K_EPIC_BATTLES::EPIC_VARIABLE]]
      $game_system.battle_end_me.name = K_EPIC_BATTLES::EPIC_FANFARE[$game_variables[K_EPIC_BATTLES::EPIC_VARIABLE]]
    end
    k_epic_battles_call_battle
  end
end

class Scene_Battle < Scene_Base
  alias k_epic_battles_battle_end battle_end
  def battle_end(result)
    k_epic_battles_battle_end(result)
    $game_variables[K_EPIC_BATTLES::EPIC_VARIABLE] = 0
    $data_system.battle_bgm.name = $k_epic_battles_bgm
    $game_system.battle_end_me.name = $k_epic_battles_me
  end
end



This new addon, I made at the request of gend0 (rpgrevolution.com). Since making ranged weapons addon very bow-centric, he lost the ability to use guns. So this new addon give a neat animation for guns. Details are in the script header - along with tips on making good gun type weapons.

[Show/Hide] GUNS Addon

CODE
#==============================================================================
# ■ Guns Action Sequence Addon 1.1 for RPG Tankentai Sideview Battle System
#     5.12.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#   Requested by gend0 (rpgrevolution.com)
#   This is a script that adds new functionality to the Sideview battle System
# in the way of an additional animation for gun weapons.
#   To use this script, simply add it below the Sideview Battle System scripts
# and make sure your gun have element 6(Whip) checked in the game database on
# the weapons tab.  This can be changed below if you like your whip element.
#==============================================================================
# ■ Release Notes
#------------------------------------------------------------------------------
# 1.0
# ● Original Release.
# 1.1
# ● Fixed a "Stack Level" error when used with the Bow script.
#==============================================================================
# ■ Installation Notes
#------------------------------------------------------------------------------
#   Since you cannot add NEW elements to the game, you have to choose something
# to replace.  By default, this script uses element 6: Whip since it's most
# unlikley that any game will have many whips, or monsters vulnerable to whips.
# You can however change it to something else if whips are important to you.
# Also, any whips you have must lose their "gun" attribute, or they will be
# whips that shoot.
#   When you make your gun weapons, you can obtain a nice effect by making the
# Animaiton 79, or any single target elemental aniation.  For normal guns, you
# may want to consider making a custom hit animation in the game database.
# Sicne the script uses the weapon icon to draw the weapon, I also suggest you
# find a good RTP-styled "gun" icon.  By RTP-styled, I mean the
# "diagonal-looking" style.
#==============================================================================

module N01
  # Element used to define a weapon as a gun
  GUN_ELEMENT = 6 # Default is 6: Replaces Whip

  RANGED_ANIME = {
   "GUNSHOT" => ["sound", "se",  100, 100, "close1"],}
  ANIME.merge!(RANGED_ANIME)
  # Action Sequence
  RANGED_ATTACK_ACTION = {
    "GUN_ATTACK" => ["JUMP_AWAY","WPN_SWING_V","30","GUNSHOT","WPN_SWING_V",
        "OBJ_ANIM_WEIGHT","12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only",
        "16","Can Collapse","JUMP_TO","COORD_RESET"],}
  ACTION.merge!(RANGED_ATTACK_ACTION)
end

module RPG
  class Weapon
    alias kylock_guns_base_action base_action
    def base_action
      # If "Gun" Element is checked on the weapons tab in the database,
      #  the new ranged attack action sequence is used.
      if $data_weapons[@id].element_set.include?(N01::GUN_ELEMENT)
        return "GUN_ATTACK"
      end
      kylock_guns_base_action
    end
  end
end



If you have problems let me know, while I admit that I don't have all the free time in the world to help you out, I'll do what I can. As far as distribution goes, post this everywhere you want, just make sure everyone gets their fair share of credit. See the script header for credits - as a matter of fact, since it's all in the header, you should be safe. If you profit commercially from this script, good for you!

Enjoy!
Kylock

This post has been edited by Kylock: May 12 2008, 11:18 AM


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oblivionator
post May 6 2008, 10:16 PM
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I love this script but I have a question, what if I want the monsters to be animated sprites too? What do I do?


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Kylock
post May 7 2008, 12:18 PM
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The script does not support enemy animated battlers at this time.


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Ilikepie123
post May 8 2008, 04:17 AM
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Umm yeah. Looks cool, except you didnt post the real script. You only posted the addons and the demo, you said that the instructions are in the script, I tried looking in the Demo, but I dont know where to look, because the instructions are in the script itself...
Help please? mellow.gif


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TheBloodRed
post May 8 2008, 04:24 AM
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Go to the original site to get the script. Language means nothing for RGSS, only for the comments inside the scripts themselves to help the user.


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Shibuyah
post May 8 2008, 11:15 AM
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That's pretty awesome there!^^
...Uhm, hate to be a bother, but can you walk me through the process of setting up Minkoff style battlers?
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jasonicus
post May 8 2008, 11:41 AM
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Look at the demo and look at the how the sprites are set up. The different animations are set up for charasets and not battlers. The minkoff styled will have to be formatted in the same way for them to work.
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Ilikepie123
post May 8 2008, 12:24 PM
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QUOTE (TheBloodRed @ May 8 2008, 03:38 AM) *
Go to the original site to get the script. Language means nothing for RGSS, only for the comments inside the scripts themselves to help the user.

Yeah.. Except I checked the site, translated it, and I dont know where to get the script o.O


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jasonicus
post May 8 2008, 12:38 PM
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http://rpgex.sakura.ne.jp/home/sozai/sozai_top.html

Try there. They are actually on 2.6 now though.
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Ilikepie123
post May 8 2008, 03:06 PM
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Thanks a ton, man biggrin.gif I really had no idea where to look. happy.gif
You're always helping out, and thats just cool, dude. rolleyes.gif
Again, thanks wink.gif
Edit: Sorry for being such a pest T^T
I get an error.. Said
"Script Error for nil class" or something, heres an SS:
Attached File  SS.jpg ( 142.13K ) Number of downloads: 469


This post has been edited by Ilikepie123: May 8 2008, 04:37 PM


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post May 9 2008, 07:31 PM
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QUOTE (Ilikepie123 @ May 8 2008, 07:31 AM) *
Umm yeah. Looks cool, except you didnt post the real script. You only posted the addons and the demo, you said that the instructions are in the script, I tried looking in the Demo, but I dont know where to look, because the instructions are in the script itself...
Help please? mellow.gif

If you open the demo up in RPG Maker and look at the ONLY custom scripts added to it... PRESTO!
The reason the scripts are included in the post is that there's translated database entries as well as graphical resources included that you sort of NEED in order to make the script work the way it's supposed to. All the script-required resources and database entries to use the "special moves" are listed in the header of the script (once again, IN THE DEMO).


QUOTE (TheBloodRed @ May 8 2008, 07:38 AM) *
Go to the original site to get the script. Language means nothing for RGSS, only for the comments inside the scripts themselves to help the user.


This is true. The only things that you're missing out on are the translated database entries and the ranged weapon addon. Other than that, everything else works the same in Japanese as it does in English. Maybe a few other things, like the Vocab module overwrites, but those aren't too hard to search and replace either.


QUOTE (Ilikepie123 @ May 8 2008, 06:20 PM) *
Thanks a ton, man biggrin.gif I really had no idea where to look. happy.gif
You're always helping out, and thats just cool, dude. rolleyes.gif
Again, thanks wink.gif
Edit: Sorry for being such a pest T^T
I get an error.. Said
"Script Error for nil class" or something, heres an SS:


The nature of this battle system is pretty rough on script compatibility. It rewrites many parts of Scene_Battle. Basically, what this means is that some of the code is substantially different than the default system, so other scripts that affect combat functions may not work how they should. If you other combat scripts are producing errors, try moving them below the battle system in you script editor. If you are getting errors from this script, then try moving it to the bottom. If it just won't resolve itself, you're probably out of luck and will need to figure out exactly what scripts aren't playing nice and pick one or the other. Or request that someone make it compatible for you.

To troubleshoot script compatibility, I would suggest opening the demo and adding your other custom scripts to it one by one, and testing the game each time.

Announcement:
Updated Translation to version 2.6 of the battle system.
No additional resources or database entries, so you should be good just by copying the scripts over.

This post has been edited by Kylock: May 9 2008, 07:48 PM


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toboisgreat
post May 10 2008, 03:27 AM
Post #12


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Please help smile.gif
I used this script and replaced the bits for the battlers but when I load the game it keeps coming up with this-

Script 'SBS 2.4 Config' line 208: SyntaxError occurred

I looked on the script but nothing seems out of the ordinary.
Please help me smile.gif


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Kylock
post May 10 2008, 08:41 AM
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That part of the script is the middle of a hash assignment. Its not going to be incompatibility or anything like that. You changed something you shouldn't have. My suggestion is to try copying the script again and starting over with you configuration changes.


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Grelf
post May 10 2008, 09:34 AM
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Thanks a LOT. I was looking foward to the translation of this script! The addon will also be really helpful! :D It was horrible to work with the japanese script, I can't thank you enough.

This post has been edited by Grelf: May 10 2008, 09:38 AM
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Diogotav
post May 10 2008, 03:11 PM
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Nice im gona use it and alll hail the almigty DEMO that takes a lot of reading time!!! But i can't find the line for the animated battler help meeeeeeeeee...

This post has been edited by Diogotav: May 10 2008, 03:23 PM


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Kylock
post May 10 2008, 03:27 PM
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QUOTE (Diogotav @ May 10 2008, 06:25 PM) *
Nice im gona use it and alll hail the almigty DEMO that takes a lot of reading time!!! But i can't find the line for the animated battler help meeeeeeeeee...


All of the configuration changes for animated battlers are in the first script.

[update]
Ranged weapons addon updated to 1.1. Now with animated projectiles! The script is now included in the demo as there are 2 custom animations and an Animation graphic now included.


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jasonicus
post May 10 2008, 03:41 PM
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Nice to have a translation, but I have the other one working so well, I would hate to change it out now. Time to do some testing, I guess.
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Kylock
post May 10 2008, 05:13 PM
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QUOTE (jasonicus @ May 10 2008, 06:55 PM) *
Nice to have a translation, but I have the other one working so well, I would hate to change it out now. Time to do some testing, I guess.


If you already have it working, then it doesn't matter much. Since the resources and database are already set up, if you want to use the addon, you can just copy/paste the translated scripts over the old ones. The animated arrows is really all you'd be missing out on by sticking with the original (since I can't write addons in Japanese)...

[update]

Addons for Dual Attack, Double Attack, and Triple Attack are now available. Please see the Original Post for scripts.

This post has been edited by Kylock: May 10 2008, 06:10 PM


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thantrus
post May 10 2008, 06:44 PM
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Hey, guys! Kinda new here. Just wondering, is it possible to keep the enemy sprites stationary during combat so they don't run up to the heroes when attacking? If so, how would I achieve this? Thanks in advance!

-Than
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Kylock
post May 10 2008, 09:57 PM
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QUOTE (thantrus @ May 10 2008, 09:58 PM) *
Hey, guys! Kinda new here. Just wondering, is it possible to keep the enemy sprites stationary during combat so they don't run up to the heroes when attacking? If so, how would I achieve this? Thanks in advance!

-Than


I went over the script once more to make sure I wasn't missing it, but it seems like its not there. Even in the original demo, they have the big boss guy, and there's special death animations and everything, but he still moves around... if I figure it out, I'll let ya know.

[update]
Addon for enemy animated battlers added. The script supports it, but it was hidden amongst the Japanese and difficult for non scripters to set up... but not anymore =p See original post for details!

[update]

Added Stationary Monsters addon, see original post.

This post has been edited by Kylock: May 10 2008, 11:24 PM


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