I need help here. During the RPG Tankentai Sideview system, the party members have their overworld sprites in battle. How do you change it so that they have battle sprites in battle, and overworld sprites on the map instead? For example, if you have a file, called $Ralph, how do you make it so during battle, his sprite changes to $Ralph_battle ? I need it for the rest of the partners as well.
Thanks!
Kread-EX
Jun 27 2011, 02:28 AM
Moving to Script Support.
I'm not sure to understand entirely your problem though. Do you mean that you want to use completely different sprites in battle, like, for instance, dollmage's battlers?
paulojr_mam
Jun 27 2011, 05:28 AM
Use another version of tanketai, like 3.3, older tankentai use the world sprite, but the news use 3 different char grades for each character.
mariofan12
Jun 27 2011, 07:09 AM
QUOTE (paulojr_mam @ Jun 27 2011, 06:28 AM)
Use another version of tanketai, like 3.3, older tankentai use the world sprite, but the news use 3 different char grades for each character.
Can I have a link to it?
Rayne_storm89
Jun 27 2011, 07:59 AM
If i can help i will i am useing 3.4 and have animated sprites in my game if this is what you wont.
mariofan12
Jun 27 2011, 10:04 AM
QUOTE (Rayne_storm89 @ Jun 27 2011, 07:59 AM)
If i can help i will i am useing 3.4 and have animated sprites in my game if this is what you wont.
This is the link where i found mine the only problem is that there needs to be some script changes but its ez i am no pro but i can try to walk you thru it.
1st-go in to script editor and click on general setings 2nd-You will need to change your party member setings this is what i have mine set to
This is lines 23-36
#-------------------------------------------------------------------------- # ● Party Members Settings #-------------------------------------------------------------------------- # Battle member starting positions. Extra positions beyond 4 actors are # added in case one uses another script that increases the party size. # Extra coordinates will not adversely affect your game, otherwise. # # Position 1, Pos. 2, Pos. 3, Pos. 4 Pos. 5 Pos. 6 # X Y X Y X Y X Y X Y X Y ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]] # Maximum party members that can fight at the same time. # Remember to add coordinates in the ACTOR_POSITION array if you # change the MAX_MEMBER value higher than 4. MAX_MEMBER = 4
3rd-Wile your still in general setings change the Battler Graphics Display Settings to this
This is lines 140-156
#-------------------------------------------------------------------------- # * Battler Graphics Display Settings #-------------------------------------------------------------------------- # true: Allow the appearance shadows under battlers. # false: Disable the appearance of shadows in all cases. SHADOW = false # true: Use actor's Walking Graphic assigned in the Database. # false: Actor's Walking Graphic from the Database is not used. # If false, battler file with "<filename>_1" is required in the # Graphics/Characters. "<filename>_1" and subsequent files # ("_2", "_3", etc.) must have the same image length and width as # the "<filename>_1" file. WALK_ANIME = false # Number of columns in an animated battler graphics file. ANIME_PATTERN = 4 # Number of rows in an animated battler graphics file. ANIME_KIND = 11
4th-Now that your general settings is done it is now time to move to Battler Configuration you will ned to change Battler Poses to some thing like this.
Lines 63-119
#-------------------------------------------------------------------------- # ● Battler Poses #-------------------------------------------------------------------------- # Command a battler to display specific frames from the battler's # assigned character graphic file. # # File No. - File number of battler graphic file used. # 0: Walking Graphic. In the case of Actors, 0 refers to # default walking graphic as assigned in the Actors tab. # n: "Character Name + _n", where n refers to the file number # extension. # Example: If Ralph has a character graphic of "$Ralph.png" # assigned to him in the Actors tab of the Database, # "$Ralph_1" can instead be used if File No. equals 1. # # Row - Row to be used from the character graphic, where the value 0 # refers to the topmost row. (0~3) # Speed - Frame change rate of battler graphic. Lower numbers are faster. # Loop - [0: "Round-Trip" Loop] Example: 1 2 3 2 1 2 3 2 1 ... # [1: "One-Way" Loop] Example: 1 2 3 1 2 3 1 2 3 ... # [2: One Loop, no repeat] Example: 1 2 3 . # Wait - Time, in frames, before animation loops again. # This value does not apply if Loop=2 # Fixed - Defines loop behavior or specific fixed frame display. # [ -2: Reverse Loop Animation. Also reverses weapon animation.] # [ -1: Normal Loop Animation] # [0~2: Fixed frame display. Refers to frame on character sprite # sheet starting where 0 = left-most frame.] # Z - Value added to battler's Z priority. # Shadow - true: Display battler shadow. # false: Does not display battler shadow. # Weapon - Weapon Sprite Animation to be used with battler frame animation. # For no weapon animation, use "".
I think that it, after you do all of this you should be able to use animated sprites that are 4 columns and 11 rows. One last thing your walking sprites and your battlers need to be in the Graphics/characters file walking sprites need to be named $Charactersname and the battlers need to be named $Charactersname_1 and they have to be PNG file type.
Now i am going to put my fingers on ice lol hope this helped.
mariofan12
Jun 28 2011, 05:26 AM
Thanks, but it's so difficult.....I don't want a minkoff or dollmage style. I want it with 3x4 boxes, like this.
I want to replace Mario's left and right walking poses with fighting poses. I want it in this type of image file, not a minkoff style image file; a file with only 12 boxes.
Rayne_storm89
Jun 28 2011, 05:54 AM
I dont think i can help with that. Sorry
mariofan12
Jun 28 2011, 06:18 AM
that's okay.
Rayne_storm89
Jun 28 2011, 06:27 AM
Well maybe what i posted will help others because when i was looking for help puting animated battlers in my game i had to figure out how to do it my self
Dark Rosa
Jul 2 2011, 05:26 PM
I thought the tenkentai automatically had it to where your walking sprite is the battler?
@Rayn: I would've helped....but i couldnt >.<
Atoa
Jul 2 2011, 08:39 PM
Why you don't simply use the Kaduki template as base? There's already an demo with the Kaduki battlers configurated, so just replace the Kaduki template poses with your own. You may need to repeat some poses, but who cares? o.õ
Since you don't know how to set thing by yourself, you can't be so exigent and expect to have things exactly perfect. This your best shot, unless you willing to learn the tankentai settings.
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