Atoa
Jan 2 2009, 04:32 PM
Content deleted because the post author is lazy
If you need it you can find on hbgames.org
Fayte
Jan 2 2009, 04:47 PM
Wow nice Script. I was actually wondering if someone was ever going to do this. I may use this once I'm finished with this story.
Mr. Bubble
Jan 2 2009, 07:17 PM
I would appreciate it if you at least added my and Kylock's names in the credits of the configuration script. I know I worked very hard to translate all those comments into English, translating extensions and adding general information.
Oddly, the sideview configuration was translated from English to Portuguese to English when you really could have just transplanted my VX translation for XP. Because of this, there is information lost in translation. I can tell. This was also done off an older translation version with the same mistranslations.
This script setup is fun, in any case.
Atoa
Jan 2 2009, 08:53 PM
Yeah I know, but cairn started translating without talking to me, so i couldn't warn him of it, since the difference betwen VX and XP config is really small (only some small change in values due to the diference of height of chars, and some unused lines removed), it would save a lot of time if he did that way

but what is done, is done xD
I've added your config module since it more accurate, and with the credits, you deserve no less than this for the great work \o.
OFF.: i noticed an glitch in the bow add-on of the VX 3.3 version: during an back attack, the arrow don't go straight to the targer.
with the old bow add on (that uses battle animation instead of a icon to the arrow) that don't happens
Mr. Bubble
Jan 2 2009, 09:04 PM
Thank you for updating.

As for the bow add-on, that back attack bug has apparently existed since before v3.3 and Enu has not caught it yet unfortunately. I haven't had luck on fixing it on my own.
Edit: Also, you forgot to add in the information for "FAST", "SLOW", "REGENERATION", "ABSORB" and some other extensions.
Atoa
Jan 2 2009, 09:40 PM
thanks again

I hope it all fine now.
About the bow add on, you can use the one i use in the XP demo, it don't have the arrow bug.
i think it would be hard, since it caused by the arrow angling.
Oh another thing: i've added an feature that would be good to have in the main VX script. It's an rescue in methods that defines battler bitmap if you using custom sprites (WALK_ANIME= false), so if the custom sprite don't exist, it uses deafult actor graphic.
It's good because you can mix custom battlers (like Night'Walker Kaduki style configuration) with normal walking graphic,
So you can have custo battlers for actors and important enemies, and use normal charset for normal enemies.
Aniston
Jan 3 2009, 12:18 AM
Absolutely amazing.
Mr. Bubble
Jan 3 2009, 01:19 AM
Ok, here's something cool. I found a work-around to fix animations which use the flying_graphic method. That means I updated my bow add-on to properly mirror the arrow in back attacks.
It's up to you whether you want it in your demo, but it does show how flying_graphics shouldn't be totally ignored.
Click to view attachmentClick to view attachmentArrow graphic goes in Characters folder.
I will have to go through the original XP configuration to find differences from the VX version since XP has different stats and does not have Spirit.
Edit: Almost forgot. As for the rescue method, that would be good for VX. Is it possible to alias it or possibly a small overwrite? Enu still updates VX and I have to update it each time.
Crenomaster
Jan 3 2009, 04:56 AM
Holy fucking shit. Thousands times this.
This script is AWESOME.
MasterSion
Jan 3 2009, 08:27 AM
I am not use items in battle (sorry for english)
undefined method
* Sideview 2
299 if @item.extension.include?("TARGETALL")
300 $game_system.se_play($data_system.decision_se)
start_select_all_battlers
return
end
pls any one help me???
xephyr14
Jan 3 2009, 09:14 AM
Wow. That's freakin cool. Thanks for submitting this.
Atoa
Jan 3 2009, 09:21 AM
@MasterSion
Can you be more clear?
Take some screenshots of the message error.
And did you use any of the extra add-ons?
@Mr.Bubble
wow thats good, the bow anim with icon is better than the one with animations.
About the rescue, it just 2 small overwrites in Sideview 1.
I tried to contact Enu, but my PC don't have support for japanese, and I only see Gibberish when I open Enu's site.
EDIT.: lol i when i was going to test the bow anim in back attack, i forget to set the back attack rate to 100%, but the first battle was a back attack '-'
The animation is far better than before =D
EDIT2.: I've made an small change on the bow add on, to add bow anim to skills with bow attribute too (it really strange the Bird Killer Skill with normal animation

)
Click to view attachmentOh i almost forgot to say!
This SBS is compatible with some versions of Visual Equip!I'm making my own version of it because the ones i've tested gives small "frezzes" when it loads the maps.
Once i've get an good Visual Equip 100% compatible with this script I will post here
Crenomaster
Jan 3 2009, 11:40 AM
Ummm... I have same problem.

When I use items in battle, this error appears.
Atoa
Jan 3 2009, 02:30 PM
@Crenomaster
I really don't kwon what is causing this error, i just updated the script to correct an bug on the "Damage Limit" add-on, and i tested all items and they worked fine.
Try downloading the new demo.
Mr. Bubble
Jan 3 2009, 02:33 PM
QUOTE (Atoa @ Jan 3 2009, 09:21 AM)

@Mr.Bubble
wow thats good, the bow anim with icon is better than the one with animations.
About the rescue, it just 2 small overwrites in Sideview 1.
I tried to contact Enu, but my PC don't have support for japanese, and I only see Gibberish when I open Enu's site.
EDIT.: lol i when i was going to test the bow anim in back attack, i forget to set the back attack rate to 100%, but the first battle was a back attack '-'
The animation is far better than before =D
EDIT2.: I've made an small change on the bow add on, to add bow anim to skills with bow attribute too (it really strange the Bird Killer Skill with normal animation

)
That's cool, I think I'll add that in the VX version.
I can e-mail Enu if you want since I've done it before. Just PM me what you want to ask.
For the XP configuration comments, I am revising it right now.
I got a question though. What is the difference between "SLIPDAMAGE" and "REGENERATION"? In the VX version, "SLIPDAMAGE" state extensions includes any periodic application whether it is damage or healing.
Atoa
Jan 3 2009, 03:03 PM
@Mr. Bubble
No real difference, but in VX there was the native regeneration provided by the armor, and it was calculated separately of the "SLIPDAMAGE".
If you use the "SLIPDAMAGE" for both regen and poison, the result will be = poison - regen. and the value displayed will be that result.
Ex.: an poison damage of 45 and an rengen of 42 will result in an 3 damage diplayed on screen.
the "REGENERATION" was added to make the values to be shown separately, like the armor regeneration in VX.
So people can choose how poison/regen will be shown.
i will write the PM and send you later, my brother going to use de PC now ¬¬
Mr. Bubble
Jan 3 2009, 07:13 PM
@Atoa: Ah, I get it.
I've finished updating the config comments for XP. There are a couple XP-only items, but they have been added and I fixed some things. I'm *really* hoping this will be that last translation update I will need to do for both XP and VX.
CODE
-Fixed various minor translations. Mainly for constancy.
-Action Condition clarified and updated for the "Condition" variable for XP.
-Added information for Battler Floating Actions.
-Added information for Skill ID Sequence Assignments.
-Corrected Battler Rotation variable description.
Also, you said in the comments that you took some code from the ATB + sideview from VX? If it was from STR33, you'll need to give "star" credit somewhere.
Atoa
Jan 3 2009, 08:35 PM
@Mr. Bubble
Thanks Again

In the ATB i din't take any code from VX version, it was just some ideas , like the escape bar, but no code from it was used.
I've added star to de credits in the ATB Header, thanks for the tip =]
MasterSion
Jan 5 2009, 02:47 AM
deka
Jan 5 2009, 04:29 AM
Excuse me can someone helpme out. I'm using this script with Rataime's visual equipment.If I'm using a visual equipment ,verytime I finish a battle
the armor suddenly dissapears, and I need to go to the Equip tab to make the equipment visible again... Please help me

... thx
Atoa
Jan 5 2009, 01:38 PM
@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.
MasterSion
Jan 5 2009, 04:53 PM
I like equip system a.k.a Final fantasy 9 made charlie lee.
Any one made a patch for this BS??
Atoa
Jan 6 2009, 08:41 AM
@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.
MasterSion
Jan 6 2009, 12:29 PM
Atoa
Jan 6 2009, 02:04 PM
@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.
MasterSion
Jan 6 2009, 03:48 PM
Legendary Hero
Jan 7 2009, 07:14 AM
how can i add more Enemy Animated Battlers, the only animated enemy battlers i can use is [1] and [33] and [34] please help
MasterSion
Jan 7 2009, 10:00 AM
go to Enemy Animated Battlers
line 17 ENEMY_ID = [1,33,34] add [1,33,34,35]
for shadow go to line 55
Legendary Hero
Jan 8 2009, 07:38 AM
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
Atoa
Jan 8 2009, 07:43 AM
@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
IceSageX
Jan 8 2009, 12:02 PM
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?
Yazus
Jan 8 2009, 12:29 PM
Change the attack power of the weapon
IceSageX
Jan 8 2009, 12:34 PM
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.
Atoa
Jan 8 2009, 01:15 PM
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.
Mr. Bubble
Jan 8 2009, 03:30 PM
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.
IceSageX
Jan 8 2009, 11:38 PM
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)
Capt. Malboro
Jan 9 2009, 04:37 AM
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.
Phoenix-Crest
Jan 9 2009, 09:37 AM
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.
Atoa
Jan 9 2009, 03:50 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
MasterSion
Jan 9 2009, 04:01 PM
I like the new version, but I view any problem with AATB , damage limit and white magic es. cure
Capt. Malboro
Jan 9 2009, 04:47 PM
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.
Atoa
Jan 9 2009, 04:48 PM
@MasterSion
What type of problem?
MasterSion
Jan 10 2009, 04:49 AM
when i make some kind of skills the game goes crash, and the new AATB goes same problem.
Atoa
Jan 10 2009, 10:12 AM
@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
Legendary Hero
Jan 10 2009, 12:14 PM
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
Atoa
Jan 10 2009, 12:56 PM
@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
Capt. Malboro
Jan 10 2009, 02:27 PM
Fantastic, Atoa. Everything works just fine.
Thanks a lot man. Best of luck!
ryuhack
Jan 11 2009, 01:10 AM
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. ^^
Atoa
Jan 11 2009, 10:37 AM
@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
BattlemageLv57
Jan 11 2009, 11:18 AM
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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