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SideView Battle 1.2 (Download version 2.3!), Feature |
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Jan 24 2008, 07:57 PM
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Level 4

Group: Member
Posts: 50
Type: Artist
RM Skill: Intermediate

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QUOTE (TheJoan @ Jan 24 2008, 06:45 PM)  I'm not enough skilled in Ruby, but I guess that, if you'd like to modify the script, you should began to apply lines who set the Actor (first script) in Battler Def (second). Otherwise, let's wait for an update on the site I found these scripts or for a kind programmer who wanted to lend you an hand. ^¸^ Agreed, that's probably the best thing to do right now. Especially since I'm not that good in ruby to do that stuff.
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Jan 25 2008, 03:09 AM
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Level 4

Group: Member
Posts: 50
Type: Artist
RM Skill: Intermediate

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QUOTE (jasonicus @ Jan 24 2008, 11:51 PM)  When I tried to change the spelling of Critical since it was spelled wrong, I got the error again. Then, I changed it back and it worked fine again. What an odd system. I wish I knew what the reason was for this error.
Edit: This problem hasn't fully gone away. I haven't changed anything else, and it did it again. Very frustrating. You mean Criticle in the Module N01 Section? I didn't get an error when I changed it.
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Jan 25 2008, 08:11 PM
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Group: Member
Posts: 2
Type: None
RM Skill: Undisclosed

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Easy way is to turn all the first number into zero from line 162 to 194. However that will make both actor and enemies not move when attacking. If you only want the enemies not moving, goto line 636 and remove the first word in "parentheses". The script is quite versatile, I modified the way battle status shift during commands in 3rd part of script so you can hide only the HP is visible in the middle of action but can see MP and status during commands *I am using version 1.3 from the author's site
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Jan 25 2008, 10:17 PM
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Group: Member
Posts: 2
Type: None
RM Skill: Undisclosed

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 Remove the circled part including the comma after the "" Actor -> Only actor become stationary Enemy -> Only monsters become stationary Item-> When using item both actor and enemy become stationary
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Jan 29 2008, 08:15 PM
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All Lies Lead to the Truth

Group: Revolutionary
Posts: 1,573
Type: Developer
RM Skill: Advanced

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I have no idea why this keeps happening to me, but I still get the cache error infrequently. It is so odd. Sometimes, it works with no problems, then the next time I try it I get the error. Hopefully, an update to this will come soon so this stops happening.
EDIT: I think I may have finally figured this one out (hopefully). I have been using a translated version of the database. Since that was the only thing I could think of that was different, I replaced the translated versions with the original Japanese version and the script works fine. The error just went away. I am hoping this is the fix to this problem, cause I am about to go crazy...LOL.
EDIT 2: Nope, wasn't the translated scripts. It was the Battle Backgrounds script that it is not compatible with. When I started a new project, the BS worked fine. I added that and it errored out. Removed it, and it worked fine again. I think it has something to do with the path of the file that has been created for the BB. But, it seems this script still has been giving me issues even without the BB script in. Ugh. I am gonna stick with a default BS until I can straighten this all out, unless someone else has any ideas.
This post has been edited by jasonicus: Jan 30 2008, 11:36 AM
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Feb 3 2008, 08:12 AM
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Level 2

Group: Member
Posts: 19
Type: None
RM Skill: Undisclosed

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Version 1.4 from the author website: http://www2.plala.or.jp/ny/sozai/vxSideview1.4.lzhIt's a great battle but without proper documentation it's hard to customize or adjust to your own game. Right now i'm trying to understand how they make some skills, and the way the boss disappear when die. I want the enemy don't move to attack, and i want to make chars like enemies. The way now is wait someone translate and help understanding the script.
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Feb 9 2008, 05:48 PM
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Ushiromiya Battler

Group: Revolutionary
Posts: 758
Type: Writer
RM Skill: Skilled

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Using the 1.4 version of the script, I get this error when I encounter a random battle:  Anyone know what's wrong? For some reason, when I have sprites activate the battles, it works fine but if it's a random encounter, then it messes up and gives me that error. Here's the code on that line: CODE @target_battler = @battler.force_target[1] EDIT: Nevermind, I had to start a new game to get this working >.< . Anyway, rmxpfan, how did you change the battle system to front view like yours? I'd like mine to be front-view instead since I want to add an FF: Mystic Quest feel to mine  .
This post has been edited by PhantomH: Feb 9 2008, 06:49 PM
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Feb 10 2008, 07:57 AM
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Level 8

Group: Revolutionary
Posts: 131
Type: Scripter
RM Skill: Skilled

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Argh this script is hard to edit. I've made it so the X co-ordinate of each character depends on their row. I now want to make it so you can change rows with left/right. I can make it so the characters sort of teleport to their row, but I'm having big troubles with utilising the walking animation for it. Any tips?
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