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> ~[RPG Tankentai Battle System 2.6 Trans+Addons]~
Kylock
post May 12 2008, 09:09 PM
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QUOTE (Tenchu-San @ May 12 2008, 11:24 PM) *
When I change my battler to $Charactername_1, it insists I need to make Actor1 Named Ralph and so on. I thought it had to match the name of the actor in the database? I made it so it was $Ralph_1 and it works, but I have more than 4 party members and I don't want Ralph to be the name I use...


It doesn't use the character name at all. The only things that need to match up if you are using animated battlers is the $charname and $charname_1 - the REAL name of your character is not referenced by this script at all. For all the script cares, if your charset is $joe then your animated batter sprite needs to be called $joe_1 - Meanwhile, your characters name can be whatever you want it to be. Go to your actor tab, I'm sure the sprite you have set up is $ralph for his graphic.


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Tenchu-San
post May 12 2008, 10:22 PM
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That is exactly it, thanks for clearing that up for me.


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dragondp1
post May 13 2008, 05:38 PM
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When I play the game with the new scripts you made, In a battle the enemy is in its orginal spot and the party members are just in a jumbles mess on the right side of the screen. What did i do wrong? huh.gif Thanks! (You can e-mail me too)
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Kylock
post May 13 2008, 09:57 PM
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You need to make sure your characters are using $ type sprites.


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Ratty524
post May 13 2008, 11:10 PM
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Does your explanation for setting the battler graphics to Minkoff capability work for enemy battlers as well as actor battlers?


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dragondp1
post May 14 2008, 11:23 AM
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How do you make it where you use $ type sprites?
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Tenchu-San
post May 14 2008, 12:33 PM
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Type $ in front of the file name o.O


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Kylock
post May 14 2008, 03:04 PM
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QUOTE (Ratty524 @ May 14 2008, 02:24 AM) *
Does your explanation for setting the battler graphics to Minkoff capability work for enemy battlers as well as actor battlers?


Animated enemy battlers will be rendered using the same methods as the actor sprites. So configuration is identical.


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dragondp1
post May 14 2008, 05:17 PM
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I really need help, i set my file types (Character) as $ (Example:$Ulrika) and when i go into a battle it just mixes everything around on the right side. It goes through "Actor 1" Instead of my character. What do i do? huh.gif


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Hobonicus
post May 14 2008, 08:48 PM
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I have a few problems. :/

First off, the order that the characters step forward is the opposite of their actual position. (for example, when I decide what the first character's attack will be, the bottom character steps forward)

Also, and this one is what I'd really like to fix, whenever my characters begin attacking, some of them attack at the same time and seem to do a single damage amount (not 1 damage, but as if only one character attacked). In general everything goes very fast and everyone (including the enemies) attack with split second intervals.

Hopefully I'm explaining this well enough, thanks a million for any help.
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Kylock
post May 14 2008, 10:18 PM
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QUOTE (Hobonicus @ May 15 2008, 12:02 AM) *
I have a few problems. :/

First off, the order that the characters step forward is the opposite of their actual position. (for example, when I decide what the first character's attack will be, the bottom character steps forward)

Also, and this one is what I'd really like to fix, whenever my characters begin attacking, some of them attack at the same time and seem to do a single damage amount (not 1 damage, but as if only one character attacked). In general everything goes very fast and everyone (including the enemies) attack with split second intervals.

Hopefully I'm explaining this well enough, thanks a million for any help.


If this script acts differently in your game than it does in the demo, chance are incredibly good that you are having script conflict issues.


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Hobonicus
post May 14 2008, 10:43 PM
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Thanks for the quick reply. smile.gif

I thought i had tried removing my other scripts but... I guess I hadn't, thanks for making me double check... sorry for taking your time for such an obvious question.
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tarukyaffxi
post May 15 2008, 06:31 AM
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Hey Kylock!

This translation is wonderful! It's working perfectly for me after a few tweaks for compatibility but I am still having one problem I can't seem to work out involving compatibility with this Weapon Unleash script by Dargor: Could you help me out? Thanks!

CODE
#======================================================================
========
# ** Weapon Unleash
#------------------------------------------------------------------------------
# © Dargor, 2008
# 04/03/08
# Version 1.1
#------------------------------------------------------------------------------
# INSTRUCTIONS:
# - Edit the constants in the Weapon_Unleash module and enjoy!
# VERSION HISTORY:
# - 1.0 (02/03/08), Initial release
# - 1.1 (04/03/08), Two Swords Style support has been added
# - 1.2 (04/03/08), Display bug fixed with Battle Frenzy script
#==============================================================================

#==============================================================================
# ** Weapon Unleash Configuration
#==============================================================================

module Weapon_Unleash
# Weapons that can unleash a skill
Weapons = [1,2,3]
# The skill unleashed by weapon_id
# SYNTAX: weapon_id => skill_id
Skill = {
1 => 59,
2 => 59
}
# Default skill unleashed
Skill.default = 1
# Chances in percent to unleash a skill
# SYNTAX: weapon_id => percent
Rate = {
1 => 100,
2 => 100
}
# Default rate
Rate.default = 25
end

# Text displayed in the battle text window when the skill is unleashed
Vocab::WeaponUnleash = "%s's %s unleashed %s!"

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles actors. It's used within the Game_Actors class
# ($game_actors) and referenced by the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID
#--------------------------------------------------------------------------
def atk_animation_id
if two_swords_style
return weapons[0].animation_id if weapons[0] != nil
return weapons[1] == nil ? 1 : 1
else
return weapons[0] == nil ? 1 : weapons[0].animation_id
end
end
#--------------------------------------------------------------------------
# * Get Normal Attack Animation ID (Dual Wield: Weapon 2)
#--------------------------------------------------------------------------
def atk_animation_id2
if two_swords_style
return weapons[1] == nil ? 1 : weapons[1].animation_id
else
return 1
end
end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
#--------------------------------------------------------------------------
# * Alias listing
#--------------------------------------------------------------------------
alias dargor_execute_action_attack execute_action_attack
#--------------------------------------------------------------------------
# * Execute Battle Action: Attack
#--------------------------------------------------------------------------
def execute_action_attack
# Execute weapon unleash check
if @active_battler.is_a?(Game_Actor)
weapon = @active_battler.weapons[0]
if weapon_can_unleash?(weapon)
# Execute weapon unleash for weapon 1
execute_action_weapon_unleash(weapon)
else
# Execute normal attack for weapon 1
execute_specific_action_attack(1)
end
# If battler has two swords style
if @active_battler.two_swords_style
weapon = @active_battler.weapons[1]
if weapon_can_unleash?(weapon)
# Execute weapon unleash for weapon 2
execute_action_weapon_unleash(weapon)
else
# Execute normal attack for weapon 2
execute_specific_action_attack(2)
end
end
# Execute normal attack
else
dargor_execute_action_attack
end
end
#--------------------------------------------------------------------------
# * Execute Specific Battle Action: Attack
# weapon : actor's weapon (1 or 2)
#--------------------------------------------------------------------------
def execute_specific_action_attack(weapon)
if weapon == 1
animation = @active_battler.atk_animation_id
end
if weapon == 2
animation = @active_battler.atk_animation_id2
end
text = sprintf(Vocab::DoAttack, @active_battler.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
display_normal_animation(targets, animation)
wait(30)
for target in targets
target.attack_effect(@active_battler)
display_action_effects(target)
end
end
#--------------------------------------------------------------------------
# * Execute Battle Action: Weapon Unleash
#--------------------------------------------------------------------------
def execute_action_weapon_unleash(weapon)
skill = $data_skills[Weapon_Unleash::Skill[weapon.id]]
skill = $data_skills[Weapon_Unleash::Skill.default] if skill.nil?
weapon_name = weapon.name
text = sprintf(Vocab::WeaponUnleash, @active_battler.name, weapon_name, skill.name)
@message_window.add_instant_text(text)
targets = @active_battler.action.make_targets
display_animation(targets, skill.animation_id)
for target in targets
target.skill_effect(@active_battler, skill)
display_action_effects(target, skill)
@message_window.back_to(4)
end
end
#--------------------------------------------------------------------------
# * Weapon can unleash?
#--------------------------------------------------------------------------
def weapon_can_unleash?(weapon)
return false if @active_battler.is_a?(Game_Enemy)
return false unless Weapon_Unleash::Weapons.include?(weapon.id)
rate = Weapon_Unleash::Rate[weapon.id]
rate = Weapon_Unleash::Rate.default if rate.nil?
random = rand(100)
return random <= rate
end
end
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Kylock
post May 15 2008, 08:25 AM
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QUOTE (tarukyaffxi @ May 15 2008, 09:45 AM) *
Hey Kylock!

This translation is wonderful! It's working perfectly for me after a few tweaks for compatibility but I am still having one problem I can't seem to work out involving compatibility with this Weapon Unleash script by Dargor: Could you help me out? Thanks!


This won't work without a ton of work. The unleash script will need to be mostly rewritten. Unfortunately, I don't have the time for this right now, and It would take a back seat to many other requests I have queued up at this time.

This post has been edited by Kylock: May 15 2008, 08:25 AM


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tarukyaffxi
post May 15 2008, 09:06 AM
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oh.. okay. Thank you anyway.
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sithious
post May 15 2008, 01:13 PM
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With the help of Kylock himself, I have managed to come up with customisations to the script that will enable the use of KADUKI's battle sprites. It took a while but the work is done and here's the result:

CODE
Modifications:

ANIME = {
#--------------------------------------------------------------------------
# ? Battler Animations
#--------------------------------------------------------------------------
  # No. Graphics file used.
  #             0 = Default Battler Style
  #             1 = "Character Name + _n", where n is the number of the pose
  #             Example of file would be "$Ralph_1"
  #             Use "1" for non-standard battler, like Minkoff's.
  #
  # Type   - Vertical position of cell files (0-3)
  # Speed  - Refresh rate of animation. Lower numbers are faster
  # Loop   - 0 = Continuous Loop
  #          1 = Loop Once
  #          2 = No Loop
  # Wait   - Time in frames before animation loops
  # Fixed  - How and weither to animate horizontal frames
  #        -1 = Loop Animation
  #          0 = Regular Animation
  #          1 = Fixed Animation
  # Z      - Set animation's Z priority
  # Shadow - Set true to display battler shadow during animation
  # Weapon - Weapon animation to play with action

  # Action Name         No. Type Speed Loop Wait Fixed  Z Shadow  Weapon
  "WAIT"            => [ 1,  0,  15,   0,   0,  -1,   0, true,"" ],
  "WAIT(FIXED)"      => [ 1,  0,  10,   2,   0,   1,   0, true,"" ],
  "RIGHT(FIXED)"    => [ 0,  2,  10,   1,   2,   1,   0, true,"" ],
  "DAMAGE"        => [ 1,  1,   5,   2,   24,  -1,   0, true,"" ],
  "ATTACK_FAIL"        => [ 2,  3,  10,   1,   8,   0,   0, true,"" ],
  "MOVE_TO"            => [ 1,  3,   11,   2,   0,  -1,   0, true,"" ],
  "MOVE_AWAY"            => [ 1,  3,   11,   2,   0,  -1,   0, true,"" ],
  "ABOVE_DISPLAY"        => [ 0,  1,   2,   1,   0,  -1, 600, true,"" ],
  "WPN_SWING_V"    => [ 3,  0,   1,   2,   0,  -1,   2, true,"VERT_SWING"],
  "WPN_SWING_VL"   => [ 3,  0,   1,   2,   0,  -1,   2, true,"VERT_SWINGL"],
  "WPN_SWING_VS"  => [ 3,  0,   8,   2,   0,  -1,   2, true,"VERT_SWING"],
  "WPN_SWING_UNDER"      => [ 3,  1,   2,   2,   0,  -1,   2, false,"UNDER_SWING"],
  "WPN_SWING_OVER"      => [ 0,  1,   2,   2,   0,  -1,   2, false,"OVER_SWING"],
  "WPN_RAISED"        => [ 3,  1,   2,   2,  28,  -1,   2, true,"RAISED"],
  "WAIT(CRITICAL)"   => [ 1,  2,  15,  0,  0,  -1,  0,  true,  ""],              
  "MAGIC_CHANT"      => [ 3,  3,  6,  0,  0,  -1,  0,  true,  ""],
  "VICTORY_POSE"        => [ 2,  0,   29,   2,  0,  -1,   0, true,""],

   #Bow and arrow from Kylock's addon
   "FACE"      => [ 3,  1,  1,   2,   8,  -1,   2, true,"" ],

   #Customised action sequances
   "WAIT-CRITICAL"        => ["NO_MOVE","WAIT(CRITICAL)","STATUS-CRITICAL","22"],
   "VICTORY"              => ["VICTORY_POSE",
                          "Don't Wait","CAT_STATE",
                          "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait",],
   "SKILL_USE"    => ["MAGIC_CHANT","24","BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",
                          "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",
                          "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],


I hope you can use this to produce an addon Kylock, since my scripting skills are to weak to do so myself. Everything works perfectly and I hope this will be of some help to you.

Thanks for all the help you've given me! You da man!


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matty0828
post May 16 2008, 11:34 PM
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Umm... I'm not sure if this is a problem with this script but it's only happened since I added it to my game...

At the end of a battle, I get this message:

Script 'Game_Actor' line 560: ArgumentError occurred.

too few argument.


And I have no idea why!

This is what's on the line:

text = sprintf(Vocab::ObtainSkill, skill.name)

And here it is in context:

#--------------------------------------------------------------------------
# * Show Level Up Message
# new_skills : Array of newly learned skills
#--------------------------------------------------------------------------
def display_level_up(new_skills)
$game_message.new_page
text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level)
$game_message.texts.push(text)
for skill in new_skills
text = sprintf(Vocab::ObtainSkill, skill.name) <------------ Here's the line!
$game_message.texts.push(text)
end
end


Hope you can help!
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Kylock
post May 17 2008, 08:43 AM
Post #58


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QUOTE (matty0828 @ May 17 2008, 02:48 AM) *
Umm... I'm not sure if this is a problem with this script but it's only happened since I added it to my game...

At the end of a battle, I get this message:

Script 'Game_Actor' line 560: ArgumentError occurred.

too few argument.


And I have no idea why!

This is what's on the line:

text = sprintf(Vocab::ObtainSkill, skill.name)


This CBS does nothing to modify the sprintf method in any way. I very much doubt its this script that's causing your problem. If you take this script out and it works, then its the combination of this script and another script you have that's causing the error.


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Hobonicus
post May 17 2008, 04:02 PM
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Is there any way to make this work with the Dragon Gene System? http://www.rpgrevolution.com/forums/?showt...=40#entry157196

When ascension is used, the sprite doesn't change. Also, the action windows move further off the screen after each turn.
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Kylock
post May 17 2008, 07:46 PM
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QUOTE (Hobonicus @ May 17 2008, 07:16 PM) *
Is there any way to make this work with the Dragon Gene System? http://www.rpgrevolution.com/forums/?showt...=40#entry157196

When ascension is used, the sprite doesn't change. Also, the action windows move further off the screen after each turn.


I'd prefer to respond than ignore you, since this is my thread, but this post is more appropriate for the script requests forum.

To answer your question, I'm sure there's a way to make it work, but it won't be quick and easy.


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