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Sideview Battle System Tankentai XP, Updated to V2.2 June - 02 - 2009 |
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Jan 5 2009, 04:53 PM
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Level 1

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed

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I like equip system a.k.a Final fantasy 9 made charlie lee. Any one made a patch for this BS??
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Jan 7 2009, 10:00 AM
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Level 1

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed

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go to Enemy Animated Battlers line 17 ENEMY_ID = [1,33,34] add [1,33,34,35] for shadow go to line 55
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Jan 8 2009, 07:38 AM
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Level 1

Group: Member
Posts: 7
Type: Artist
RM Skill: Masterful

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QUOTE (MasterSion @ Jan 7 2009, 11:00 AM)  go to Enemy Animated Battlers line 17 ENEMY_ID = [1,33,34] add [1,33,34,35] for shadow go to line 55 I tried but nothing changes i'm stuck with the same problem in rpg maker vx
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Jan 8 2009, 07:43 AM
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Level 11

Group: Revolutionary
Posts: 192
Type: Scripter
RM Skill: Masterful

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@MasterSion I found the bug that cause the glicht with chars poses. it was caused by the system i made to try make the script compatible at same time with XP pattern repeat style (animation goes on this order: 1,2,3,4,1,2,3,4...) and VX style (tha is, 1,2,3,2,1,2,3,2...) But now i've changed it and added an new opition, you can choose XP style or VX style. I'm working too on an bug on the ATB system, once i fix it i will update the script to version 1.6 =] Thanks for the feedback
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Jan 8 2009, 12:02 PM
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Level 1

Group: Member
Posts: 7
Type: None
RM Skill: Intermediate

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Hey, I love the script! It's working just fine except for one minor detail. No matter what I adjust, the actor's attack power is just WAY too powerful. It doesn't matter if I change all the values to 1, or 0.1... They're still dealing things like 64 damage. In the database, my heroes have 1 set for strength. In the script itself, in SBS Config XP, I have these values set as 1, and even, 0.1: CODE #Characters' Multipliers MULT_HP_ACTOR = 1 MULT_SP_ACTOR = 1 MULT_STR_ACTOR = 0.1 MULT_VIT_ACTOR = 1 MULT_AGI_ACTOR = 1 MULT_INT_ACTOR = 1 #Enemies' Multipliers MULT_HP_ENEMY = 1 MULT_SP_ENEMY = 1 MULT_STR_ENEMY = 0.1 MULT_VIT_ENEMY = 1 MULT_AGI_ENEMY = 1 MULT_INT_ENEMY = 1 I fail to see how 1 by a multiplier of 1 or 0.1 = 64 This system is great, but the math is slightly different than the default engines I believe. Anyone know what the problem is, or have I overlooked another place I can modify?
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Jan 8 2009, 12:34 PM
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Level 1

Group: Member
Posts: 7
Type: None
RM Skill: Intermediate

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QUOTE (Yazus @ Jan 8 2009, 03:29 PM)  Change the attack power of the weapon There is no weapon. Even if I do equip a weapon, it's still set as just "1". This is in the default database, I mean. Is there anywhere in the script to change the attack power of the weapon damage? Perhaps unarmed counts as weapon damage? I've also noticed that if the enemy has a status effect on them, things hit much harder. Probably built into the system as well, but I don't exactly see anything to change it. Like said, this script is a great system... but the numbers are just way too random and farfetched with no way to modify them.
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Jan 8 2009, 01:15 PM
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Level 11

Group: Revolutionary
Posts: 192
Type: Scripter
RM Skill: Masterful

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Script Update do Version 1.6
@IceSageX The alogarithm were changed a bit,but it still very similar to the old ones. the only real difference is that now, you have an natural defense status.
The line 45 in Config XP represents the attack power unnarmed. (By default it 10)
here is the difference between both version: Default: [atk - (def/2)] * [20 + str] / 2000 New: [(10 + atk) - (def/2)] * [(20 + str) - (vit/2)] /2000
have in mind that Dexterity was replaced with Vitality, so it have influence on damage. this change was made to make this version more similar to the VX one, and correct one of the worst feature of XP: the no existance of an natural defense status. (it was really ridiculous that an char level 99 with the same armor of an character level 1 would took teh same damage!)
And remember that the changes made on the XP config affects only the actors natural status (str, vit, agi, int) it has no influence on atk, pdef and mdef.
@Legendary Hero Remember that you have to use an charset graphic (on the character folder) with the same name of the battler graphic. So, a enemy with "001-Fighter01" battler, will need an char graphic on the character with the name "001-Fighter01". I've just tested this feature and it working fine. Remember. the animated graphic must be in the Character folder, but the battler graphic will be in Battler folder, and both must have the same name.
This post has been edited by Atoa: Jan 8 2009, 04:39 PM
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Jan 9 2009, 09:37 AM
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Group: Member
Posts: 4
Type: Artist
RM Skill: Skilled

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Wow! This script is totally AWESOME!! I loved the VX version but there's an XP one out now! Atoa, you've made my day! This is perfect for my project.
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Jan 9 2009, 04:01 PM
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Level 1

Group: Member
Posts: 9
Type: None
RM Skill: Undisclosed

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I like the new version, but I view any problem with AATB , damage limit and white magic es. cure
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