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> Sideview Battle System Tankentai XP, Updated to V2.2 June - 02 - 2009
Capt. Malboro
post Jan 9 2009, 04:47 PM
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QUOTE (Atoa @ Jan 9 2009, 07:50 PM) *
@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


Alright, thanks man. No hurry here. I know what kind of pressure you are in right now with just that thing so, seriously, no pressure or hurry here.

So, thanks. Really.


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Atoa
post Jan 9 2009, 04:48 PM
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@MasterSion
What type of problem?


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MasterSion
post Jan 10 2009, 04:49 AM
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when i make some kind of skills the game goes crash, and the new AATB goes same problem.
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Atoa
post Jan 10 2009, 10:12 AM
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@MasterSion
Can you be more specific?
Post images of the errors messages, what exactly you did, wich skills makes game crash.
With the info you gave i won't be able to find the erro (what is really strange since i'm testing here and found no game crash errors).

Script updated to V1.7

This post has been edited by Atoa: Jan 10 2009, 11:51 AM


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Legendary Hero
post Jan 10 2009, 12:14 PM
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QUOTE (Atoa @ Jan 8 2009, 02:15 PM) *
@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.

Believe me i already tried it , i really don't know what went wrong even when i delete the whole enemy animated battlers script nothing changes the enemy ID's [1]and[33]and[34] still has animated enemy battlers?

i would appreciate it if you can make another demo with more enemy animated battlers
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Atoa
post Jan 10 2009, 12:56 PM
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@Legendary Hero
lol '-'
I've just tested it here, if you remove the Enemy Animated Battlers Add-On they return to it original state.
And there's no mistake, 3 battlers are equal 10 battlers, the process is the same '-'
I tested here, i added ID 2 to the "ENEMY_ID " and puff! basilisk was animated! simply like that.

To see what happening, do everything you doing to add new animated enenies and take some SS of the flowing thing:
- The Add-ON enemy animated battlers, with the changes you doing.
- The enemy in database
- The enemy graphic in battler folder
- The enemy graphic in character folder


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Capt. Malboro
post Jan 10 2009, 02:27 PM
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Fantastic, Atoa. Everything works just fine.

Thanks a lot man. Best of luck!


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ryuhack
post Jan 11 2009, 01:10 AM
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I love this battle system, but would be better if the battlers were look same this:



Could you make the battlers like this, or post any compatible module?

Thanks in advance. ^^

This post has been edited by ryuhack: Jan 11 2009, 01:23 AM


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Atoa
post Jan 11 2009, 10:37 AM
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@ruyhack
like i said before, the script is compatible with VX configuration module.
To the battlers look like this just replace the "SBS - Config" (but not the "SBS - Config XP") with the VX Config Module for this style battlers.
all you will need to do is to set the line " WALK_ANIME" in the config to false.

You can find all other info needed to do this in the VX Tankentai topic (the same where you found this image)

Don't make any sense add to the defaut system battlers like theses, since it's your opininion that say they're better, but some people may not agree with that.
I'm only providing an deafult system, customization is up to you ;D

This post has been edited by Atoa: Jan 11 2009, 10:44 AM


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BattlemageLv57
post Jan 11 2009, 11:18 AM
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I have tried the script and its awesome untill I try to add more animated battlers because no matter how many times I try the only battlers that animate are the ones in enemy id slot 1 &2 if I add anymore to say enemy id slot 3 they come into the battle looking like the normal 2d fighters and before you ask yes the names are the same for the two pictures. please reply back.


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ryuhack
post Jan 11 2009, 07:49 PM
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@Atoa

Ok, sorry i don't saw, and thanks ^^

This post has been edited by ryuhack: Jan 11 2009, 07:50 PM


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Capt. Malboro
post Jan 12 2009, 04:36 PM
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QUOTE (BattlemageLv57 @ Jan 11 2009, 03:18 PM) *
I have tried the script and its awesome untill I try to add more animated battlers because no matter how many times I try the only battlers that animate are the ones in enemy id slot 1 &2 if I add anymore to say enemy id slot 3 they come into the battle looking like the normal 2d fighters and before you ask yes the names are the same for the two pictures. please reply back.


Go to the script called 'Enemy Animated Battlers' and find this line:

ENEMY_ID = [IDs of Enemies Separated by Commads] # IDs of the enemies that will have animated sprites

As mentioned, you have to put the IDs of the enemies that you want to use Character sets with. By default only two or three are defined: Ghost and some I forgot. Just keep adding IDs of the enemies you want with Characters sets, else your problem will keep coming up.


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Atoa
post Jan 13 2009, 01:42 PM
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Updated to version 1.8xp

I hope that everything works fine now, because i'm not going to update this script for a long time (working on my own CBS xD)


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Capt. Malboro
post Jan 14 2009, 03:48 PM
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I know that you are not going to update the script for a long time but there's a serious problem (I don't know if someone has reported it or if it has happened to anyone else) but my Scene_Item doesn't work well. When my character suffered damage in battle (but survived) I went into the Inventory and decided to cure him, I then used a Herb to cure my HP. BUT! Here's the "bug": when I use it, the buzzer sounds, and it doesn't update the target window (EVER, unless I go out of the inventory and go back in) and it doesn't remove the item, stays as infinite.

At first I thought it was my CMS, but my Scene_Item hardly changed from the default one. I made minor editions and all and looked almost the same as the default Scene_Item. Then I decided to try it out in a new RPG Maker project. I put in the scripts for the Tankentai XP (the SBS Config, SBS Config - XP, Sideview 1, Sideview 2) and tried out the same process. And yet the bug persists. Now I know it's not my CMS nor any incompatibility error with the scripts I use, but the bug itself is either in Sideview 1 or Sideview 2 (I tried putting SBS Config first and testing, etc. until the bug hit when I added both the Sideview 1 & 2).

I really don't know why it happens but it's really weird.

Answer whenever you can.

Thanks in advance.

This post has been edited by Capt. Malboro: Jan 14 2009, 03:50 PM


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Atoa
post Jan 15 2009, 04:00 PM
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I noticed this bug.
Since it was a major bug i fixed it, the version 1.9 is already posted.

The only change is the bug fix.
Just replace the Sideview 2.

Now i hope i can stay away from this script for a while xD
I musti finish my battle system x.x

This post has been edited by Atoa: Jan 15 2009, 04:04 PM


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Capt. Malboro
post Jan 16 2009, 11:51 AM
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Alright, take time off. O_O Joking, joking. xD

Nah, seriously. Works perfect now. Thanks and sorry for the trouble of stopping you from making your own CBS.

Anyways, thanks. It's perfect. =D


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Mickadell
post Jan 17 2009, 02:43 AM
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Comments
Rate: Good

I like it. Very good.
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Lennox55
post Jan 21 2009, 04:14 PM
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Hi guys, looks good, but I need some help... I'm not able to open the project or demo for some reason, when i tried to open the project file it just said; Could not load actor data!

Scripts looks good, please help me, me want! laugh.gif
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Mr. Bubble
post Jan 21 2009, 05:36 PM
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QUOTE (Lennox55 @ Jan 21 2009, 04:14 PM) *
Hi guys, looks good, but I need some help... I'm not able to open the project or demo for some reason, when i tried to open the project file it just said; Could not load actor data!

Scripts looks good, please help me, me want! laugh.gif


"Could not load actor data" means EXTRACT THE CONTENTS OF THE ZIP BEFORE YOU RUN GAME.RXPROJ !!

Sheesh.
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Lennox55
post Jan 21 2009, 11:37 PM
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QUOTE (Mr. Bubble @ Jan 22 2009, 02:36 AM) *
QUOTE (Lennox55 @ Jan 21 2009, 04:14 PM) *
Hi guys, looks good, but I need some help... I'm not able to open the project or demo for some reason, when i tried to open the project file it just said; Could not load actor data!

Scripts looks good, please help me, me want! laugh.gif


"Could not load actor data" means EXTRACT THE CONTENTS OF THE ZIP BEFORE YOU RUN GAME.RXPROJ !!

Sheesh.


How stupid do you think I am? ohmy.gif
Of course I extracted them, but all the files were loose in no folders, but after some file placements I managed to get it working....
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