rockko1606
Nov 28 2011, 01:32 AM
When I was a "side view battle system" of the Internet "download, I get new skills in, among others as" double attack, .... and others, but some of those skills do not work, such as the following skills: zakk summon, summon Tarma ,...., example: summon zakk as description: Remove all parties, except the summoner, but that does not work: I always get on the screen: 'Miss', should I change something in "database-event comment?
The intention is to have a kind of new skill, which are all in a duo or a kind, like the breath of fire series(transformations more powerfull character)and second problem: with the skill: 2-Man Tech Attack nothing happens
Hello!
Nov 28 2011, 03:33 AM
Okay, now you have to surely calm down.

Try to remember what battle system you downloaded? My best guess in Tankentai BS. Ok, if it's Tankentai, have you checked the BS Instruction? Have you configure correctly? Have you placed the script on the correct order? Also, if will be such a great help if you list what kind of scripts are you using. A screenshot or demo will be fine. Now, when you provide the explanations, i will assist you happily!
rockko1606
Nov 28 2011, 08:24 AM
I have download Tankentai side vieuw battle system, inculding the new skills and some of the new skills work: cut in,stomp, aqua busters, no problem, but the summon skills, nothing happen,even with a weak enemy, i now you c'ant not summon a element like:example shiva, and have into datebase-comment event this: remove party's menber 1-2-3-4, add element monsters ice, but after the battle,my party's menber not return, the element monsters ice element stay en d'ont not remove of the party, so what to do? script: SBS CONFIG : ● Damage and Database-Assigned Animations
#--------------------------------------------------------------------------
# These single-actions deal with animations, particularly with those assigned
# in the Database for Weapons, Skills and Items. These are what causes
# any damage/healing/state/etc. application from Weapons, Skills and Items.
#
# A difference between "anime" and "m_a" single-actions is that
# "anime" triggered animations will move with the Object on the screen. The
# Z-axis of animations will always be over battler sprites. If "OBJ_ANIM"
# is added at the beginning of the name, it will be both damage and defined
# animation.
#
# Type - always "anime"
# ID - (-1): Uses assigned animation from game Database.
# (-2): Uses equipped Weapon animation as assigned in the Database.
# (1~999): Database Animation ID.
# Object - [0=Self] [1=Target]
# Invert - If set to true, the animation is inverted horizontally.
# Wait - true: Sequence will not continue until animation is completed.
# false: Sequence will continue regardless of animation length.
# Weapon2 - true: If wielding two weapons, damage and animation will be
# based off Weapon 2.
# Type ID Object Invert Wait Weapon2
"OBJ_ANIM" => ["anime", -1, 1, false,false, false],
"OBJ_ANIM_WEIGHT" => ["anime", -1, 1, false, true, false],
"OBJ_ANIM_WEAPON" => ["anime", -2, 1, false,false, false],
"OBJ_ANIM_L" => ["anime", -1, 1, false,false, true],
"HIT_ANIM" => ["anime", 14, 1, false,false, false],
"KILL_HIT_ANIM" => ["anime", 67, 1, false,fa
Hello!
Dec 2 2011, 03:52 AM
Sorry, i don't get what you mean. Try a little clearer , and no need to post the script. I think i have one of that.
Tsukihime
Dec 3 2011, 05:25 AM
QUOTE
remove party's menber 1-2-3-4, add element monsters ice, but after the battle,my party's menber not return,
Are the members supposed to return, based on what the script instructions say?
The part that you showed doesn't sound like they are for "summon" type skills, nor are they for "two-man" skills (unless it already says how you should define skills that involve more than one person)
Unless some of those new skills already involve multiple people.
Jens of Zanicuud
Dec 18 2011, 08:25 AM
Can there be a basic error?
If you use a common event like this, party members won't return at all.
Try this:
Common_event summon: //Skill common event
Remove party members;
Add summon;
Switch[SUMMON] = ON #choose the number you like...
Common_event unsummon: // Parallel Process with Switch[SUMMON] trigger
Remove summons;
Add party members;
Switch[SUMMON] = OFF
Remember that parallel triggered common event are not called in battle.
With that trick, the second common_event will activate just after battle, restoring your party members and removing your summon.
This should work even if you don't use the Sideview BS...
Hope this can help.
Jens