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> SideView Battle 1.2 (Download version 2.3!), Feature
mikeDman1988
post Feb 10 2008, 06:24 PM
Post #41


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Can someone release an english demo of 1.2?


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jasonicus
post Feb 11 2008, 10:15 AM
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Anyone know how to set up the combo attacks or special moves? Anyone know where to set up the collapse motion? I noticed one of the "boss" characters had a different collapse motion than the others?
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sithious
post Feb 11 2008, 02:42 PM
Post #43


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I really love this script!
Just a few things I am not quite fully aquainted with. Like how do you change the weapon graphics? If I use a spear itll still be a sword when my char strikes.
Also I cant use range weaponry... Help please.
And those combos are some mean puppy to have in a game. How do you set them up?

Can some scripter get on this thing pls? Its a really nice script and would help a lot If some1 could translate it or something...


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jasonicus
post Feb 11 2008, 03:33 PM
Post #44


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I am pretty sure the different weapons are just whatever icon you give the weapon in question. At least in my testing thats what I found.
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prinsu kun
post Feb 12 2008, 01:30 AM
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http://www2.plala.or.jp/ny/sozai/vxSideview1.6.zip


this version is Freaken Awesome
could anyone teach us how to translate the battle command ? in this version !! ?


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Nechi
post Feb 12 2008, 03:40 AM
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QUOTE (prinsu kun @ Feb 12 2008, 12:37 AM) *
http://www2.plala.or.jp/ny/sozai/vxSideview1.6.zip


this version is Freaken Awesome
could anyone teach us how to translate the battle command ? in this version !! ?


CODE
@help_window.set_text("Guard", 1)

I think you will edit the line look like my example.


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BlasterBoy
post Feb 12 2008, 05:04 PM
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Can screenshots be posted here? I don't like using a script when I don't know how it's supposed to look like.

As for me, I'll wait until the full English version is released.


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jasonicus
post Feb 12 2008, 05:56 PM
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I have finally figured out where the skills are set up. Line 1240 of the Module. The number correspond to skills in the Skills Tab. Pretty cool indeed. Easy to set up and customize, too.

Blasterboy, if you want screens, head over to the official website where this was created. They have a few there. It is a very nice script and very cool.
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PhantomH
post Feb 13 2008, 10:33 AM
Post #49


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When I tried to use a Force Action in the battle events, it causes the game to crash :\ . Anyone else having this problem? Anyway, I'm currently just using a common event to get around that problem, but it still annoys me that I have to set up a skill that links to a common event just for forced actions.


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jasonicus
post Feb 13 2008, 10:41 AM
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haven't tried that yet, actually. probably a bug they will eventually fix if they haven't already. version 1.7 is now out.
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PhantomH
post Feb 13 2008, 07:35 PM
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Wow, this script gets updated very fast ohmy.gif . I mean, last I checked, they only had 1.5, and now I just missed 1.6 .

EDIT: Woot! I found out where the boss's death animation is biggrin.gif . For those who wants to know, go to the Module script and search for this line:

CODE
def collapse_type


It should be line 1073. Okay, so under the line "case @enemy_id", type:

CODE
when X
return 3


Where X = the monster ID you want to have the special death for.

This post has been edited by PhantomH: Feb 13 2008, 08:11 PM


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BlasterBoy
post Feb 14 2008, 08:14 PM
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I need help. I'm using this script but in battle, a crowd of characters keep flashing where my heroes should be.

This post has been edited by BlasterBoy: Feb 14 2008, 08:14 PM


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jasonicus
post Feb 14 2008, 08:26 PM
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Page 1 of this thread shows you what you need to do. You need to separate the characters into individual files instead of the 8 character sheet. Then rename it to $HeroName where HeroName is the name of your character in the database. Look at the original demo to see how they are set up there.
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BlasterBoy
post Feb 14 2008, 08:45 PM
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I don't understand...


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jasonicus
post Feb 14 2008, 08:49 PM
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Say for instance my hero is name Frank. I would need a sprite file called $Frank that is of only the character I am using. So, it has to be a file with 1 character on it, not the 8 character sprite sheet.
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BlasterBoy
post Feb 14 2008, 08:54 PM
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Ah, okay, I get it....sucks to go and crop the sprites, but I guess it's worth it.


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BlasterBoy
post Feb 14 2008, 09:05 PM
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Darn. It's still not working....


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Nechi
post Feb 15 2008, 03:15 AM
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QUOTE (BlasterBoy @ Feb 14 2008, 08:12 PM) *
Darn. It's still not working....

You will add "$" before the sprites 's name.
Ex:Old name is "Actor". But, New name is "$Actor".


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Maverick_Highwin...
post Feb 15 2008, 07:36 AM
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First, hello to everyone.

QUOTE (jasonicus @ Feb 12 2008, 05:03 PM) *
I have finally figured out where the skills are set up. Line 1240 of the Module. The number correspond to skills in the Skills Tab. Pretty cool indeed. Easy to set up and customize, too.


I have a little question about customizing the "animation" of the skills. How i can edit the animation of the attack? I've been trying modifing this lines:

CODE
def base_action
    case @id
    when 83
      return "多段攻撃"
    when 84
      return "武器投げ"
    when 85
      return "多段攻撃"

etc


But i only can copy the default attacks maked by the author... does anybody know how to edit that? Like "character jumps to enemy, slashes his foe two times and jumps back"

Another question i have: If you have a "Bow" weapon, the character continues to hit the enemy with it, like a Sword or a Mace... maybe someone can found the way to change it, make the character "shoot" arrows... I'll appreciate the answers very much biggrin.gif

Thanks and sorry for bad english ^^

This post has been edited by Maverick_Highwind: Feb 15 2008, 07:50 AM
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jasonicus
post Feb 15 2008, 11:04 AM
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The numbers represent a skill in the database. Each skill is linked to an animation. THe animation itself is editable on the database, but the actions of the actor in battle, I'm not sure. Looks like it is scripted in somewhere in there, but I am not sure of that yet.
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