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> Sideview Battle System Tankentai XP, Updated to V2.2 June - 02 - 2009
Atoa
post Jan 5 2009, 01:38 PM
Post #21


Level 11
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Posts: 192
Type: Scripter
RM Skill: Masterful




@deka
like i said: "This SBS is compatible with some versions of Visual Equip!"
The rataime one isn't full compatible. (I even know the ons that are fully compatible)

Soon i will post my version of visual equip that is fully compatible with this one, but i have some bug fixes to do before. (theres an really annoying freeze before the battles)

@MasterSion
Thanks =]
To fix an bug, i caused another lol!
It fixed now.


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MasterSion
post Jan 5 2009, 04:53 PM
Post #22


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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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Atoa
post Jan 6 2009, 08:41 AM
Post #23


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@Mastersion
You can use custom equipment system, but will lose the special equipment features (2 weapons, 2 handed weapons, extra accessories).
Just remove the Special Equipment script.
And i think that no one has made nothing to this system since it new.


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MasterSion
post Jan 6 2009, 12:29 PM
Post #24


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look another bug.
After 10sec. change the animation
screen
http://img183.imageshack.us/my.php?image=2bugfe9.png
Script_Screen
http://img338.imageshack.us/my.php?image=2bugscripthz6.png
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Atoa
post Jan 6 2009, 02:04 PM
Post #25


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@MasterSion
The configuration of Multiple Poses is quite Hard.
You have to change not only the anime Pattern, but the whole anime configurarion

And the animation goes fine in the begin?
If you can post the chars you using i would make some tests.


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MasterSion
post Jan 6 2009, 03:48 PM
Post #26


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this is the chara.
http://img243.imageshack.us/my.php?image=7...zanormalkq1.png

and yeah goes fine in the begin!
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Legendary Hero
post Jan 7 2009, 07:14 AM
Post #27


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how can i add more Enemy Animated Battlers, the only animated enemy battlers i can use is [1] and [33] and [34] please help
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MasterSion
post Jan 7 2009, 10:00 AM
Post #28


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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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Legendary Hero
post Jan 8 2009, 07:38 AM
Post #29


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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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Atoa
post Jan 8 2009, 07:43 AM
Post #30


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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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IceSageX
post Jan 8 2009, 12:02 PM
Post #31


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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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Yazus
post Jan 8 2009, 12:29 PM
Post #32


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Change the attack power of the weapon
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IceSageX
post Jan 8 2009, 12:34 PM
Post #33


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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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Atoa
post Jan 8 2009, 01:15 PM
Post #34


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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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Mr. Bubble
post Jan 8 2009, 03:30 PM
Post #35


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Oops. Sorry. I meant to edit one of my previous posts with the sideview config attachment so people don't use that, but I accidentally hit reply.

Keep up the good work. biggrin.gif
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IceSageX
post Jan 8 2009, 11:38 PM
Post #36


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I'll be full of questions, so I apologize to whoever decides to answer them for your troubles. =P

Anyway... I'm not sure if it was fixed in 1.6. However, how do I add a new "Actor" mid-battle to my party while using this script? Using RMXP's default "Add Actor" command gives an error.

Also... Does this script have an HP Meter to display a monster's current health? If not, is there any compatible script anyone knows of that can work with this? I've tried some scripts, but they're programmed to horribly conflict. (To the point where it forced everyone's MP to 0. lol)

This post has been edited by IceSageX: Jan 8 2009, 11:41 PM
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Capt. Malboro
post Jan 9 2009, 04:37 AM
Post #37


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The battle system: awesome. Been waiting for one like this over the years now but... not to complain or anything but... there's just one thing that bothers me: the damage formula has changed to the one in RMVX and it has seriously affected all of my game since I use low status (HP starts at 20 or so) and by dealing 40 or so weaponless, even the enemies, I can't keep on the game.

Is there any chance that you might put the VX related thing ON or OFF? As part of the Config Script? It has really messed up my game and that's the only thing keeping me from continuing my game.

If you can't then I understand, but I would really appreciate this.

This post has been edited by Capt. Malboro: Jan 9 2009, 12:21 PM


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Phoenix-Crest
post Jan 9 2009, 09:37 AM
Post #38



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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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Atoa
post Jan 9 2009, 03:50 PM
Post #39


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Posts: 192
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RM Skill: Masterful




@IceSageX
About add actor command: i will take an look on it, i haven't tested it.
About enemy HP: can you provide me with the script you using via PM? I will try compatibilize it, it really an good system to have as an optional add-on

@Capt. Malboro
Since i'm want this system do be the more cusomizable as possible, i will add this feature, i will add too an option to make defese based on % (i've already get 3 PM's asking that '-')
so 3 alogarithm will avaliable: XP default, VX based and % defense based.
I think this will be enough to make a lot of people happy XD

This post has been edited by Atoa: Jan 9 2009, 03:51 PM


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MasterSion
post Jan 9 2009, 04:01 PM
Post #40


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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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