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> [ RPG Tankentai Sideview Battle System 3.3d & ATB 1.1i ], Battle System by Enu (Update: Dec 27, 2009)
Mr. Bubble
post Jul 31 2008, 10:18 PM
Post #1


If I see one more Face Maker avatar...
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Group: Revolutionary
Posts: 596
Type: Developer
RM Skill: Intermediate




THIS SCRIPT IS NOT NEWBIE FRIENDLY.
If you are an RPG Maker newbie, this script is not for you. If you "just got RPG Maker" and you have absolutely no idea how anything works, know that that you can read the help guide by pressing F1 in your project editor. You can also read The Official Unofficial FAQ/Bible to RPG Maker VX which answers the most basic and commonly asked questions. It is highly recommended that you learn the basics of the project editor itself before you tackle this complex Sideview script.


95% of errors that are reported about this script is caused by user error or script incompatibility. This means that if you get an error, there is a very high chance that the error is your fault. Make sure you are updated to the latest version of the SBS scripts, and also thoroughly read through the comments within the scripts. Feel free to post if you need help, but please read and follow the Issue Reporting Guidelines at the bottom of this post!



Use the topic search located at the bottom of the topic page! If you are new to this script, more likely than not your question has been asked multiple times and already answered in this topic. There is also a FAQ in this post.


RPG Tankentai Sideview Battle System Version 3.3d & Active Time Battle v1.1i
Battle System Scripted by Enu
See Credits at the bottom of this post for more information



Link to the script's original site: ( http://rpgex.sakura.ne.jp/home/ )
Please do not e-mail Enu with support questions in English. He does not offer technical support for users anymore.

This English translation is officially approved by the Japanese creator of this script, Enu.



[Show/Hide] Screenshots



Installation
THIS SCRIPT IS NOT PLUG & PLAY. PLEASE READ THE INSTRUCTIONS IN THE README PROVIDED IN THE DEMO'S SCRIPT EDITOR.

How to install - Installation instructions are located in the README, the first script listed in the Script Editor. Please note that to fully incorporate this script into an existing game requires copying image files and game database entries. If you do not know what the Script Editor is, read the FAQ at the bottom of this post.



Script
Please get the scripts from the demo and read the installation instructions in the README of the demo.

What's the difference between all these demos?
These demos showcase the various configurations that can be done with Enu's Sideview. The "basic demo" is essentially the barebones of this script with several small add-on scripts for enhancement. Every other demo besides that shows the possible customization that can be made with this script.

So, in terms of the actual coding for each configuration, what's the difference?
Excluding all add-on scripts, the only difference between each demo's Core Scripts is the SBS Configuration script. That's it. The scripts labeled "Sideview 1" and "Sideview 2" are exactly the same between each demo.

I read that a lot of people don't upgrade to the latest version because they don't want to reinstall everything again. You don't have to at all. All you need to do is copy Sideview 1 and Sideview 2 from the latest demo and replace Sideview 1 and Sideview 2 in your project. That's it! You're updated to the latest version! The configuration script generally does not change from version to version.

What's the difference between the Sideview version and the Translation version?
The Translation version refers to the translation of the (green) comments in the SBS Configuration script. The Configuration script is where all general user configurations are done which is why it is important for me to make it as clear as possible. It is still some work to be done on it, but much of it, I believe, is clear enough for the general user.

The Sideview version specifically refers to the scripts Sideview 1 and Sideview 2. These scripts are the heart of the battle system and new version releases for these scripts are generally for bug fixes. All important items that were in Japanese in the Sideview have already been properly translated. That means new Translation versions will not affect the Sideview version.

Will the custom skills I made for an older version work in the latest version?
-Generally, yes.

What does the letter after the version number mean?
It means that the version is an unofficial version based off the original made by Enu. This generally means bug fixes/enhancements.

[Show/Hide] SBS Latest Changes (applies to all demos)
Previous change notes are recorded in the demo's script editor.
CODE
# 2.6
# ▼ Sideview version updated to v3.3d.  This is an unofficial update.
#     - Bugfix: Link skills should now properly link to the next skill if it
#       is required to be learned and is actually learned.
# ▼ Minor changes to comments in SBS Configurations.



[Show/Hide] ATB Latest Changes (applies to all demos with ATB)
Previous change notes are recorded in the demo's script editor.
CODE
# 1.5 (ATB version update only)
# ▼ ATB version updated to 1.1i.  This is an unofficial update.
#   - Bugfix: Slip damage no longer damages each time a skill links to another
#     one.  Slip damage now only damages one time after the linked skills
#     complete their process.  Thanks to CrimsonSeas for the fix.

# 1.5
# ▼ ATB version updated to 1.1h.  This is an unofficial update.
#   - Bugfix: Force action should now seamlessly execute regardless of who
#     is inputting, etc.  Forcing an action will not consume the ATB gauge,
#     unless an ATB setting is true.  Forcing an action will not increase
#     turn count, unless a setting in the ATB Configuration is true.
#     Force actions still take precedence over normal actions.  They cannot be
#     used if the battler is immobile, however.  Only one force action per
#     battler at a time.  If an action is input and a force action is
#     immediately executed, the input action is ignored.  If the consume gauge
#     option is set to false, the battler will be moved back into command
#     phase, with full gauge, following the force action.  New Force Action
#     processing all thanks to Mithran.
#   - Bugfix: Skill/Item selection windows will now properly dispose when the
#     active commander executes a Force Action.  This prevents a serious
#     bug from occuring.
#   - Bugfix: The "Last Target" option for Force Actions should now properly
#     work.
#   - Bugfix: The battle turn count will not go wonky when Force Actions
#     finish processing.  A new option in the ATB Configurations script has been
#     added regarding Force Actions and the turn number.
#   - Bugfix: The "RANDOMTARGET" skill extension should now properly work with
#     ATB Union skills.
#   - Bugfix: Battle Events should now properly run correctly according to the
#     "Span" option that is set.
#   - Common Events used in battle are now processed in a smoother
#     manner.
# ▼ Two new options pertaining to Force Actions have been added to the
#   ATB Configurations script.  You must update the ATB Configurations script
#   for 1.1h in order to avoid errors.




There is little to no reason to use any SBS version older than 3.3c. All SBS versions older than 3.3c are prone to having a game-breaking immortal bug occur in the projects they installed are in.

Download the Basic demo here! ( http://www.mediafire.com/?nutzjknmzzd ) - Oct 21, 2009
The Basic demo contains the bare essentials for running the Sideview Battle System. Several add-ons are included.

Download the Basic ATB demo here! ( http://www.mediafire.com/?1mz1dtmuevo ) - Dec 27, 2009
The Basic ATB demo contains the bare essentials for running the Sideview Battle System along with the Active Time Battle scripts. Several add-ons are included.

Download the EXTRA demo here! ( http://www.mediafire.com/?zumz1nfjewo ) - Oct 21, 2009
The EXTRA demo is an advanced demonstration of the capabilities of the Sideview Battle System. Many add-ons included in this demo and most of them are able to be used with other SBS projects. This demo is the one the screenshots contain. Please note that the sound effects and images that are associated with the EXTRA demo cannot be used commercially.

Download the Kaduki Battlers demo here! ( http://www.mediafire.com/?zkmgyytrrh5 ) - Oct 21, 2009
The Kaduki battlers demo is a special configuration designed to utilize a unique battler format made by Kaduki. This demo was made by Night'Walker. For more information, read the respective spoiler below.

Download the Kaduki Battlers ATB demo here! ( http://www.mediafire.com/?rho2kynnlmz ) - Dec 27, 2009
The Kaduki battlers demo is a special configuration designed to utilize a unique battler format made by Kaduki. The ATB scripts are also included. This demo was made by Night'Walker. For more information, read the respective spoiler below.

Download the Improved Animated Battlers demo here! ( http://www.mediafire.com/?n2xdmiwnduk ) - Oct 21, 2009
Improved Animated Battlers is a special configuration designed to utilize the Minkoff battler format. The Minkoff battler format uses 4x11 frames. For more information, read the respective spoiler below.


Compatibility Patches:
All patches here are unofficial (i.e. not made by KGC or Enu).

Shanghai's YERD Compatibility Patches
( http://www.rpgrevolution.com/forums/index....showtopic=32752 ) - Topic Link
- Are you using any YERD scripts by Yanfly, but you find that some of them aren't compatible with the SBS? Check out Shanghai's topic to see if there's a compatibility patch for you.

Moonlight's KGC_EnemyGuide Patch
Attached File  kgc_enemyguide_patch.txt ( 1.74K ) Number of downloads: 405
- Compatibility patch for KGC_EnemyGuide by Moonlight will properly mark killed enemies as defeated. Updated 2/25/09 by Moonlight to fix compatibility when using boss collapse animations.

KGC_HelpExtension and KGC_CategorizeSkill for ATB Patch
Attached File  kgc_categorizeskill_and_helpextension_patch_for_atb.txt ( 6.9K ) Number of downloads: 176
- ATB only compatibility patch for KGC_HelpExtension and KGC_CategorizeSkill by Moonlight, AlphaWhelp and Mr. Bubble. This patch is designed to work whether you use HelpExtension, CategorizeSkill, or both at the same time. This patch is only for the ATB. Both of those KGC scripts will already properly work with the basic Sideview. Updated 6/17/09 with a bug fix and aesthetic changes.

Moonlight's KGC_Steal Patch
Attached File  moonlights_kgc_steal_patch.txt ( 2.76K ) Number of downloads: 160
- Moonlight's compatibility patch for KGC_Steal will properly execute an action sequence when using a steal skill. This patch should be placed below the Sideview scripts and KGC_Steal. Updated 9/13/09 !

Force Action Fix for ATB
Attached File  mithrans_force_action_for_atb_patch.txt ( 2.86K ) Number of downloads: 316
- A patch by Mithran to fix the Force Action event command for the ATB. Again, this is only for the ATB. Place this patch below the ATB scripts in the Script Editor.

blackmorning's Enemy Hue Change Patch
( http://www.rpgrevolution.com/forums/index....showtopic=32943 ) - Topic link.
For use with animated enemies. Restores the hue slider functionality for enemy animated battlers.

Add-ons:
Add-ons listed here will generally work with any setup unless otherwise noted.

CrimsonSeas' Skill Activation Scripts for Tankentai SBS
( http://www.rpgmakervx.net/index.php?showtopic=22892 ) - Topic Link
CS' script allows for Overdrive-inspired button inputs from Final Fantasy X specifically for the Tankentai SBS. See link for more details.

CrimsonSeas' Read Tankentai Configs from the Note Field
( http://www.rpgmakervx.net/index.php?showtopic=23966 ) - Topic Link
A script which makes configuring certain aspects of the SBS Configuration relatively easier for non-scripters and scripters alike. Allows you to utilize the Notes field in the Database rather than going into the Script editor for most of the possible custom options in the SBS.

CrimsonSeas' Targetting Extended for Tankentai
( http://www.rpgmakervx.net/index.php?showtopic=23910 ) - Topic Link
This skill extends how targetting works in your game. Ever want to slash your teammate away or heal your enemies? Or do you want to be able to shift single targetting skills/items to target all? You can do both with this script.

6-digit Damage Pops

Attached File  6digits.txt ( 4.67K ) Number of downloads: 419
- Extends maximum pop damage digits up to 6. Paste this script directly below Sideview 2. This script will *NOT* break the default damage limit (9999). You will need another script to do that.

Enemy Animated Battlers Add-on
Attached File  enemy_animated_battlers.txt ( 4.01K ) Number of downloads: 844
- Read this guide on how to use this script. This has been recently updated with aliased shadow customization. There are also examples set up for this in the EXTRA demo.

Extra Transformation Skills Add-on
Attached File  extra_transformation_skills_addon.txt ( 3.09K ) Number of downloads: 227
- Add-on by Mr. Bubble and Enelvon. There are examples already set up in the EXTRA demo using this add-on if you need help with this script. Updated 6/17/09 to apply states when casting the skill.

AlphaWhelp's Haste &Slow States for ATB v1.0
Attached File  alphawhelps_atb_haste_and_slow_states.txt ( 6.97K ) Number of downloads: 209
- Original Post: ( http://www.rpgrevolution.com/forums/index....st&p=284990 )
Major bug fix update 5/28/09. If you are using an older version, it is highly advised that you update to v1.0.
This add-on is only for the ATB. Please remember to read the add-on's directions.

Kylock's Stationary Enemies Add-on
Attached File  kylocks_stationary_enemies_addon.txt ( 2.33K ) Number of downloads: 129
- This surprisingly popular add-on by Kylock will make enemies that you define to not move when they attack. Updated by Mr. Bubble to include a stationary skills option.

Attached File  minkoff.jpg ( 15.25K ) Number of downloads: 537

[Show/Hide] Wanting to use Minkoff-style battlers? Click here.


Improved Animated Battlers v0.9


-"Victory" pose when winning a battle.
-"Guard" pose when guarding.
-"Critical" pose when low on HP.
-"Defeat" pose when dead (and without the 90 degree turn).
-"Item" pose when using an item.
-A better animated "Skill Cast" pose when using a skill.
-I removed the odd "double hit" animation when attacking normally.
-Removed shadows default.
-Added in the 1 pixel BattleFloor.png which removes the battle floor. (This time I actually added it.)
-Implemented a sample enemy animated battler as a better example for people to learn from.

Thanks to Kylock, he left a good base of adjustments to accommodate animated battlers. However, It required some additions to use more poses off the sprite sheet which I have added. This version of this script is meant for people absolutely new, but want to implement animated battlers into their game. This should be easier for these people. If you already know how to customize poses and animations, you won't need this.

Please note that the modifications made to this script will only work if you are using Minkoff-style animated battlers.

If you wish to implement Enemy Animated Battlers into your project, please read this guide!!!




Compatibility
This script has many compatibility issues with other scripts that affect the battle system. Please do not ask me personally to make other scripts compatible. I only translated what needed to be translated. Do not ask me to make this script ATB, I did not make this script.

This script WILL have compatibility issues with KCG_MPCostAlter. This script now works with KGC_Steal. Please refer to that script's config.

FAQ

[Show/Hide] I get the error "Failed to load actor data" when I try and open the demo.
Extract the contents of the zip before you open the Game.rvproj, dumbass.


[Show/Hide] Why do my battlers look like this?!
You need to create a character graphic file that supports only 1 character like this



Remember that you need to put a $ at the beginning of the file ( $ralph.png ) and you must reassign the actor to it in the Actors tab in your Database.


[Show/Hide] Where is the readme located? Where are the scripts located? I looked everywhere! I'm really, really new to RPG Maker VX!
Yes, this is a question those who JUST got RPG Maker VX ask. If you have to ask this question then you're definitely not ready to use this script. Try looking more carefully to avoid asking questions like these. tongue.gif

All scripts and readme are located in the Script Editor. Hit F11 in your project editor or hit the button seen in the picture below. Read the Readme carefully because you're on your own on that. tongue.gif


I also recommend reading and bookmarking this if you are very new: http://rpgmakervx.wikia.com/wiki/The_Offic...icial_FAQ/Bible


[Show/Hide] What does 'Tankentai' mean?
'Tankentai' literally means 'exploration group' in Japanese. Enu, the original scripter of the Sideview script, has a blog called RPG Exploration Group (or RPG Tankentai). Enu's blog talks about and explores various RPGs and invites his readers to send him comments which Enu replies to. Thus, the Sideview script is named after Enu's website/blog.


[Show/Hide] Where can I find VX resources?
Not my responsibility.

You're on a forum, look around more. Don't be stupid.


[Show/Hide] Why are my enemies in the wrong position and lined up in a row like for the default battle system? Why aren't they on the left side?
You're an idiot.


[Show/Hide] Is the SBS compatible with <insert script here>?
Do you really need to ask this question? Test it yourself. People who ask this question in any topic are lazy.


[Show/Hide] "How do I make animated enemies like the actors?"
Please see this post: http://www.rpgrevolution.com/forums/index....st&p=212499

There is also an example if you talk to Ralph in the EXTRA demo.


[Show/Hide] What is an Enemy ID? How do I know what it is? What about Weapon ID, Actor ID, etc.?


An ID refers to the number corresponding to an entry in your Database. These numbers are utilized in a variety of scripts.


Attached File  Actor4_sample.gif ( 1.61K ) Number of downloads: 699

[Show/Hide] What are Kaduki battlers?

Kaduki battlers refers to a particular style and format of sprites which are meant to be used with the RPG Tankentai Sideview Battle System. You can find Kaduki’s resource site here: http://usui.moo.jp/rpg_tukuru.html

Why is it called “Kaduki”?
Kiyoto Kaduki (香月清人) is the name of the creator of this particular type of sprite format and he created the script edits that allows these sprites to be utilized by the Tankentai SBS. Thus, it is named after him.

A detailed guide about the Kaduki format can be found here: http://mrbubblewand.wordpress.com/2009/06/...battler-format/

Kaduki's original resources can be found at http://usui.moo.jp/rpg_tukuru.html
DO NOT USE KADUKI RESOURCES FOR COMMERCIAL GAMES!!


[Show/Hide] How do I make my own cool custom SBS animations like the example skills in the demo I got?

and

What is an action sequence?
Dariathan has kindly written a guide explaining how to create your own custom SBS skills here:

http://www.rpgmakervx.net/index.php?showtopic=19752

As always, I highly recommend reading through the SBS Configuration script to understand what is possible.


[Show/Hide] Why do I get this error?
If you get this error, it means you're using the Kaduki SBS Configuration and one of your actors does not have a character graphic.


Look at the image above. If the actor's Character Graphic is set to (None), then you will get that error. All you need to do is make sure your Kaduki actor has a Character Graphic assigned to it before it enters battle.


[Show/Hide] I want it to be a melee skill where the user runs up to the enemy, but all the skills I make are like magic skills. How do I make a melee skill?
Read this post:

http://www.rpgmakervx.net/index.php?s=&...st&p=113944

ALWAYS REMEMBER TO SAVE BEFORE GOING INTO BATTLE TEST, NUBLET.


[Show/Hide] What is the Minkoff pose format for each row?
From top to bottom:

#0, Ready/Waiting - When battler has a normal condition and is doing nothing.
#1, Struck/Damaged - When battler is damaged.
#2, Critical HP - When battler is in critical condition (less than 25% HP).
#3, Defend - When battler uses the Guard command
#4, Charge - When battler approaches the enemy/target.
#5, Retreat - When battler moves away from the enemy/target.
#6, Attack - When battler attacks.
#7, Item - When battler uses an item.
#8, Skill - When battler uses a skill.
#9, Victory - When battler wins a battler
#10, Defeat - When battler is incapacitated (0 HP).

Please note that this is the 11-row format of Minkoff which is the proper format utilized by the IAB configuration. There is a 10-row Minkoff format that exists, but 10 rows will not work with IAB.


[Show/Hide] I'm using Enemy Animated Battlers, but the monster appears off-screen/too high on screen. What do I do to fix it?



[Show/Hide] I'm using KGC_SlipDamageExtension, but it doesn't work with the SBS. Is it compatible?
No, KGC_SlipDamageExtension is not compatible with the SBS because the SBS has its own built-in slip damage extension. Read the SBS Configuration to learn how to create a customizable slip damage state with the SBS.


[Show/Hide] I'm using KGC_Counter with the Tankentai SBS, but why aren't my counter states working?
KGC_Counter is not compatible with the SBS. Period.


[Show/Hide] How come KGC_Overdrive isn't working properly with the SBS/ATB in my project? How come my Overdrive gauges aren't showing?

KGC_Overdrive needs to be placed BELOW the SBS and ATB scripts in your script editor.

I put KGC_Overdrive below the SBS/ATB, but my Overdrive bars still aren't showing!

Hey doofus, read the comments in the scripts you use. In the KGC_Overdrive script, there is this section:

CODE
  #                ◆ Hide OD Gauge When Actor Lacks OD Skills ◆
  #  This toggle allows you to hide the gauge if a character has no Overdrive
  #   skills in his/her arsenal.
  #  true = Gauge is hidden.
  #  false = Gauge is not hidden.
  HIDE_GAUGE_NO_OD_SKILLS  = true


This means that if your actor does not have any Overdrive skills learned, then the Overdrive gauge will not show. If you don't like how that works, simply set HIDE_GAUGE_NO_OD_SKILLS to false.

But my Overdrive gauge still aren't showing/working properly!

If you are using other custom scripts or custom HUD scripts, there is a chance they are incompatible. There have been many people who use KGC_Overdrive with no problems and KGC_Overdrive has been out for over two years. If you're still having problems, it is likely your fault in some way.



[Show/Hide] I got this error, what does this mean:

Script 'Sideview1' line 480 (or 484): NoMethodError occurred

undefined method '' for nil:NilClass
"
It means that you are loading from an old game save. Always use New Game whenever you add something new to your project especially if it's a script.


[Show/Hide] I killed an enemy, but the enemy sprite is still on screen. It either doesn't do anything or it will still attack me.
If this issue happens, it's not because of the Sideview script. There's two reasons this will happen:

1) You deleted the first state from your database (Incapacitated). You are not supposed to delete this state, nublet. If you still have this state, see #2.

2) This is apparently a bug that is inherently caused by VX itself, not the Sideview script. This is an explanation by Yanfly:

QUOTE
In the event that a state is applied to a monster and that monster dies, if the state’s timer runs out, a message appears that the monster is suddenly cured of poison or whatever. Not only does the message appear, the monster’s sprite reappears in battle, too. The monster, however, is not selectable.


You can download the script patch to fix this glitch here:

http://pockethouse.wordpress.com/2009/05/1...y-reappear-fix/

Also, when you create a state, you're supposed to decide whether you want it canceled when an actor becomes Incapacitated.



[Show/Hide] How do I get KGC_LargeParty or Dargor's Large Party script working with the Sideview with more than 4 party members in battle?
Here's how you get KGC_LargeParty and the Tankentai SBS working with more than 4 party members.

For whichever large party script you use, this first step is the same: Go into the SBS Configuration script and find this following section. It should be at the beginning of the configuration module.

CODE
  # Battle member starting positions
  #                   X   Y     X   Y     X   Y     X   Y
  ACTOR_POSITION = [[415,120],[435,150],[455,180],[475,210]]
  # Maximum party members that can fight at the same time.
  # Remember to add/remove coordinates in ACTOR_POSITION if you adjust
  # the MAX_MEMBER value.
  MAX_MEMBER = 4


MAX_MEMBER's value must be the same as the value you set in your large party script.

In the ACTOR_POSITION array, you need to add in enough coordinate pairs to accommodate the size of your party. For example, if I wanted the max party to be 5 in battle, I would go into whatever large party script you're using and change the max member value in there to 5. Then I would make "MAX_MEMBER = 5" and ACTOR_POSITION to be:

CODE
  ACTOR_POSITION = [[415,120],[435,150],[455,180],[475,210],[490,240]]


If you are using Dargor's Large Party script:

CODE
module Large_Party
  # Maximum number of party members
  Max_Members = 6
  # Extra actors (ID) for Battle Test
  BTEST_Extra_Actors = []
end

In Dargor's script, Max_Members must have the same value as MAX_MEMBER.

If you are using KGC_LargeParty:

Go into KGC's script and make sure MAX_BATTLE_MEMBERS is the same value as MAX_MEMBER in the SBS Configuration script.

CODE
  #                  ◆ Maximum Party Members (In Combat) ◆
  #  Allows you to choose how many actors may participate in a battle.
  MAX_BATTLE_MEMBERS = 5


Party switching in battle works with the basic Sideview script, but won't work with the ATB script. To make the ATB have no issues with KGC Large Party, go into the large party script and find USE_BATTLE_PARTYFORM and make it false.

CODE
  #  This toggle allows you to enable/disable the Party Formation option while
  #   in combat.
  #   This option is added under the "Run" or "Escape" command.
  USE_BATTLE_PARTYFORM   = false


If you are using the ATB, you need to do one more step!

In ATB Configurations, look for this section:

CODE
#--------------------------------------------------------------------------
# ● Actor ATB Gauge Positions (Applies only if ATB_POSITION_HPWINDOW = true)
#--------------------------------------------------------------------------
  # Individual Positions: Actor 1   Actor 2   Actor 3   Actor 4        
  #                       X  Y,     X  Y,     X  Y,     X  Y
  ATB_PARTY_POSITION = [[158,318],[158,342],[158,366],[158,390]]
  # Please remember to add/remove coordinates whenever you change MAX_MEMBER


You need to add an extra pair of coordinates to ATB_PARTY_POSITION array. These coordinates define where ATB gauges are placed. If you do not add more coordinates for each member, you will get an error on line 1550 or around it.


[Show/Hide] I made a heal skill, but my actor attacks himself with his weapon to heal???

OR

I made a skill, but my actor attacks multiple times. Why?
You have the Dual Attack, Double Attack and Triple Attack Addons installed. They are meant for the RTP skills provided in IDs 1~3.

You can either delete those addons or make your skill on another skill ID besides 1, 2 or 3.

[Show/Hide] Q: Can I use the ATB script by itself for the default battle system, etc.?
A: No. The ATB script was built specifically for the RPG Tankentai Sideview Battle System.


[Show/Hide] Q: Script 'Sideview 2' line 208: NoMethodError occured.

undefined method `action' for nil:NilClass
A: DO NOT INSTALL "Enemy Gauge Addon" with the ATB scripts! The ATB script already has it built in. Installing "Enemy Gauge Addon" will result in this error.


[Show/Hide] Q: I already have a cursor.png in my Characters folder. Why do I need another one in my System folder?
A: The ATB uses a three-framed cursor animation rather than two. You can delete cursor.png in the Characters folder if you are using ATB.


Issue Reporting Guidelines
When you have an issue with this script, you need to give as much details as possible. Here is a list of questions that will help me and others help you with your problem. Answer as many as you can!

1: Are you updated to the latest version of the SBS and/or ATB? Each update has been able to fix a number of bugs that existed in previous versions.

2: Did you read the FAQ? If your issue is not solved there, answer the questions below.

3: Did you do a topic search like I said at the top of the first post? I don't expect you to read through all the posts in this topic, but I expect you to at least utilize the topic search function.

4: Which version of the Sideview script are you using? You can find out by looking at the label of either the Sideview 1 and Sideview 2. You must answer this.

5: Which Sideview script setup are you using: Basic, EXTRA, ATB, Kaduki or IAB? You must answer this.

6: What other custom scripts are you using if any? List them ALL! New users tend to think that if an error happens within one script, it is that script's fault. What they don't realize is that it may be caused by other scripts they are using.

7: What was the error message that you received if any? Error messages are important, BUT usually you need more information than just the error message to figure out the actual problem.

8: Can you reproduce your error in the demo you got your scripts from? If you can't, it may be end-user error (i.e. your fault).

9: If you edited any of the Sideview scripts such as the Configurations and received an error, describe what you did before you got the error.

10: If you have issues with skills and you're not sure why they are not executing to your preferences, say the skill ID number of the skills.

11: If you can provide a screenshot of your issue, do post it. Make sure you put it behind a spoiler if it's a big picture. Or else.

If you don't provide enough information, I will ask you to give more details or I will simply ignore you. The more details you give, the more likely someone else can help you as well.

Credits and Terms of Use

[Show/Hide] ### CREDITS ###
CODE
=begin

  ** CREDITS **

  RPG Tankentai Sideview Battle System & Active Time Battle
  
  Original Script by:
    Enu ( http://rpgex.sakura.ne.jp/home/ )

  English Localization by:
    Kylock
    Mr. Bubble
    Shu

  Special Contributor Thanks:
    
    The English version of Enu's Sideview has been, all along, a community
    effort to make it as it is today.  I want to thank all RPG Maker forum
    members for reporting bugs and offering solutions to other members of the
    community.  The following list of names are people who have made a
    substantial contribution to the growth of the English version of
    Enu's script:
    
      Mithran (HUGE thanks for taking the time and effort to fix a variety
               of bugs in the SBS and ATB: ATB Force Action, ATB escape
               processing, linked skills and immortality bugs)
      Shu (for translation help)
      Moonlight (for her passionate bug support, many bug fixes, and patches)
      NightWalker (for his community support for this script)
      Enelvon (transformation add-on and support)
      Atoa (community and XP version support)
      AlphaWhelp (code fixes, add-ons, and community support)
      blackmorning (code fix for animated enemy hue change)
      mark paul (ATB code fix)
      Kaduki (Kaduki configuration and sprites)
      Enu (for making an awesome script)
    
  Please take these names to heart because without these people, Enu's
  script wouldn't have evolved to the state it is now.

    Thank you everyone!  Please enjoy using the script!
    
                                                            - Mr. Bubble

=end



[Show/Hide] ### TERMS OF USE ###
CODE
=begin
  
  ** TERMS OF USE **

  Non-commercial use of the English version of the RPG Tankentai Sideview
  Battle System is completely free.
  
  For commercial/shareware game use, Enu has allowed free use of his Sideview
  and ATB scripts (which I, Mr. Bubble, have confirmed).  You do not need to
  contact Enu for permission.  The scripts with the following labels are
  regarded as free for commercial usage:
  
      SBS Configurations
      Sideview 1 (Any version)
      Sideview 2 (Any version)
      ATB Configurations
      ATB (Any version)
      Enemy Gauge Add-on

  Any other scripts that are regarded as, but not limited to, an "add-on",
  "patch", "sideview animation script", or any script that is separate
  from the above listed Sideview scripts falls under the discretion of that
  script's respective author unless otherwise stated.  All older versions
  of the Sideview script also fall under these terms.
  
  Please be respectful of the work and effort the community have put into
  the Sideview and ATB scripts.  Read <Credits> for more information.
  
=end


If you wish to use this in your project, please give credit to where it is due.

You can check out my old video demo here: ( http://www.youtube.com/watch?v=m1UaeMxGvDA )

This post has been edited by Mr. Bubble: Feb 2 2010, 10:20 PM


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RuGeaR1277
post Jul 31 2008, 10:38 PM
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umm... any suggestion how do i replace the ver2.6 with this one? i still use the skills from ver2.6 and i configured some of the enemies (equip them with weapons)...
i'd love to install this, btw... I just hope no error comes out... happy.gif


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Mr. Bubble
post Jul 31 2008, 10:43 PM
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QUOTE (RuGeaR1277 @ Jul 31 2008, 11:00 PM) *
umm... any suggestion how do i replace the ver2.6 with this one? i still use the skills from ver2.6 and i configured some of the enemies (equip them with weapons)...
i'd love to install this, btw... I just hope no error comes out... happy.gif


If you've made customized additions to your 2.6 config, it will be in a no different place than 2.7. Simply copy the script lines you made in 2.6 and paste them in the same place in 2.7. It may look different since most of it is English now.

This post has been edited by mbub: Jul 31 2008, 10:44 PM


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RuGeaR1277
post Jul 31 2008, 10:51 PM
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owh... okie... i guess i'll have to look through again... thanks! happy.gif anyway, i think there's something wrong... i just downloaded and tested fighting with the slimes... the first move i use 4 man tech attack like normal use, but after the skill is performed, the slime won't die... its HP is 0 though... when i attacked it, it just receive damage and remained... -.-"
oh yea, the demo doesn't look like the screenshot you posted... so, i'm still not sure what's the extra features in v2.7... hope you can clear my doubts... thanks! happy.gif


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mukumuku
post Jul 31 2008, 10:52 PM
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Good stuff. I haven't checked it out yet but will soon.


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Mr. Bubble
post Jul 31 2008, 10:54 PM
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QUOTE (RuGeaR1277 @ Jul 31 2008, 11:13 PM) *
owh... okie... i guess i'll have to look through again... thanks! happy.gif anyway, i think there's something wrong... i just downloaded and tested fighting with the slimes... the first move i use 4 man tech attack like normal use, but after the skill is performed, the slime won't die... its HP is 0 though... when i attacked it, it just receive damage and remained... -.-"
oh yea, the demo doesn't look like the screenshot you posted... so, i'm still not sure what's the extra features in v2.7... hope you can clear my doubts... thanks! happy.gif


Oops, I left the the slime Immortal! Thanks for pointing it out.

Edit: Ok, so I uploaded a new demo, but you won't need to download it because I only got rid of the immortal slime. Wouldn't want to confuse the newbies, would I? sweat.gif

This post has been edited by mbub: Jul 31 2008, 11:08 PM


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banditjackpotty
post Aug 1 2008, 12:15 AM
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i want the game in the screenie!!
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Mr. Bubble
post Aug 1 2008, 01:07 AM
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QUOTE (banditjackpotty @ Aug 1 2008, 12:37 AM) *
i want the game in the screenie!!


That screenshot is from my personal project which, by the way, I haven't had time to work on because of this script. rolleyes.gif


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Supergodjesus
post Aug 1 2008, 05:44 AM
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QUOTE (mbub @ Aug 1 2008, 04:29 AM) *
QUOTE (banditjackpotty @ Aug 1 2008, 12:37 AM) *
i want the game in the screenie!!


That screenshot is from my personal project which, by the way, I haven't had time to work on because of this script. rolleyes.gif


I just want to give you some mad props for the work you have done. I, and I am sure many others, greatly appreciate what you have done. Awesome job to you and everyone else who has been involved in these scripts.


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carbajosa
post Aug 1 2008, 07:27 AM
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Thanks again biggrin.gif
Now! I can make combos more easier than before~
yay!
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link245
post Aug 1 2008, 11:01 AM
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Hey mbub could you tell me how you were able to do the cut-ins like in your screen shot except, I need only one person to show in the cut-in. I always tried to do something like that but I can't. Scripting isn't really my thing.


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Mr. Bubble
post Aug 1 2008, 11:51 AM
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QUOTE (link245 @ Aug 1 2008, 11:23 AM) *
Hey mbub could you tell me how you were able to do the cut-ins like in your screen shot except, I need only one person to show in the cut-in. I always tried to do something like that but I can't. Scripting isn't really my thing.


There's already a cut-in skill example provided in the demo. The skill is called Cut In.

These are the example's single animation hashes that deal with cut-in pictures

CODE
  "CUT_IN_START"     => ["pic",-280,  48,   0,  64, 14,false,"Actor2-3"],
  "CUT_IN_END"     => ["pic",   0,  48, 550,  64, 12,false,"Actor2-3"],


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link245
post Aug 1 2008, 12:44 PM
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Ok thats good enough thanks. Ill be able to do that then.
Well I don't really need the battle system itself, i just need the cut-in part.
So do you know what parts of code i need to be able to use cut-ins by themselves?

This post has been edited by link245: Aug 1 2008, 12:48 PM


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VampireLordAluca...
post Aug 1 2008, 09:06 PM
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Do we still need to keep the cat transformation state, if we're not going to use it?

Also, is there a way to get dual attack or triple attack to work? Sorry, I'm new to this scripting thing XD

Still using 2.6 at the moment, haven't tested in 2.7 yet.


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Mr. Bubble
post Aug 1 2008, 10:13 PM
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QUOTE (VampireLordAlucard @ Aug 1 2008, 09:28 PM) *
Do we still need to keep the cat transformation state, if we're not going to use it?

Also, is there a way to get dual attack or triple attack to work? Sorry, I'm new to this scripting thing XD

Still using 2.6 at the moment, haven't tested in 2.7 yet.


You can get the dual and triple attack fixes from Kylock's addons. ( http://www.rpgrevolution.com/forums/?showtopic=13485 )


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thethingexe
post Aug 2 2008, 06:34 AM
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i've heavily edited alot of the script, not just simplily in some of the variable changes.

so i was wondering, if you could post what script lines were changed exactly, so i could directly paste the new codes over. saves alot of trouble of reediting...
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Mr. Bubble
post Aug 3 2008, 12:57 AM
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Replaced the original screenshot because apparently people were getting in a frenzy over it!

I have uploaded an EXTRA demo which actually reflect the screenshots. Enjoy!

QUOTE (thethingexe @ Aug 2 2008, 06:56 AM) *
i've heavily edited alot of the script, not just simplily in some of the variable changes.

so i was wondering, if you could post what script lines were changed exactly, so i could directly paste the new codes over. saves alot of trouble of reediting...


Mainly comments were changed in the Config script with key extensions translated into English. Sideview 1 and 2 had important key words translated into English. You can use your old config script with the new SV1 and 2 scripts if you change the Japanese words.


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Loki333
post Aug 3 2008, 01:49 AM
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Great script glad to see someone is picking up where Kylock left off...


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Thanks for the uPic Leper!
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ouroboros
post Aug 3 2008, 01:35 PM
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Hey, I have a request to make this a little bit better regarding the Cut-Ins and Sound Effects (like with Rutee's Embrace end in the demo here). Can we set it up so that you can call a generic "Cut-IN" method and just pass in the image and anything else (coordinates etc) as parameters; instead of writing a separate Cut-In Code for every instance (for instance Cut_In_Rutee, Cut_In_Stahn, etc). Also could we set up the same thing for the sound effects so that we could have something like "PlaySound(rutee_start)" "PlaySound(stahn_start)" etc (just calling a play sound method with the current sound as a parameter).

It should be pretty easy to set this up, but alas I am new to Ruby and do not even know how to set up functions properly. Can one of you coders get this going on (or give me a little help so I can do it myself)? Thanks!
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ouroboros
post Aug 4 2008, 02:06 PM
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I have another question: is it possible to use separate Battler Graphics for the Fights, or does it have to be the same as the regular character sprites? Thanks.
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