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Sideview Battle System Tankentai XP - Version 2.2xp

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Ok new glitch. I was fighting enemies that had a poison skill and when they used it on one of my characters this came up:

newglitch.jpg


When I try it in test battle it works fine and doesn't glitch up when the enemy uses poison.
 

Atoa

Member

@MontBlanc
Could you give more info? like the complete message errors (images of them would be better).
I couldn't find any glitch on the IBC this time

@Alex898
If you transfered the script to your project and made an load game, then that will happen. Instaling this script will corrupt any old saves.

Othe bux fixed!
 

Atoa

Member

@MontBlanc
Did you change anything on the IBC? And wich add-on you were using? and wich battle was? and wich battler was acting? wich action?

Give the more info as possible, it's hard for me to find the errors if you just point a line.
 
Nope,
I didn't change a thing.

I noticed that the status gets an error If
I put ATB, AAS, IBC, Damage limit, Overdrive, Skill Steal and summon all together.

like this~

vlcsnap-389280.png


While if I don't use any add-on the status works fine.

^.^
 
Alright, that works.

Now I'm having one more minor problem (although it could just be me missing something in the script yet again x_x) and that is that no one is getting critical hits or missing their attacks with this new update. I have tried damage algorithm 0 and 1 since I want to have the DEX and EVA stats but in both I am having this problem, not sure what is causing it.
 

Atoa

Member

@MontBlanc
and *when* exactly the errors happens, i still coudn't reproduce the error here.

@Alex898
You're using the Actor Advanced Status?
 
Nope, I'm not using that. The scripts I'm using are:

Animated Enemies
Enemies Equipped weapons
Spear Add on
Gun Add on
Example Skills
Double Attack
Triple Attack
Dual Attack
Battle Windows
HP + MP Meters
Skill Steal

I have also checked and made sure i updated the scripts to the newest version
 
Nope, I'm still having the problem. I even tried giving the enemies 100 EVA and my character still doesn't miss (criticals aren't happening either)
 

Matyi

Member

This battle system is very good, but there are several problems. I don't know why the occured, and i cannot correct them.This battle system would be very important for me. The problems are the following:

http://kepfeltoltes.hu/view/090513/pict ... es.hu_.jpg
picture2_www.kepfeltoltes.hu_.jpg


http://kepfeltoltes.hu/view/090513/pict ... es.hu_.jpg
picture3_www.kepfeltoltes.hu_.jpg


http://kepfeltoltes.hu/view/090513/pict ... es.hu_.jpg
picture1_www.kepfeltoltes.hu_.jpg


Here, i put as an element the " bow and arrow" when it did not find the graphic/animations/animation001_t2_1. Then i made this picture and it became like this:
http://kepfeltoltes.hu/view/090513/pict ... es.hu_.jpg
picture4_www.kepfeltoltes.hu_.jpg
 

Atoa

Member

@Matyi
There's no bug, there's bad configuration.
Read *all* (when i mean *all* is really *ALL*) instrutions in the SBS Config, SBS Config XP and the add ons, and on the topic.

You can't expect the system to automatically recognize the changes you've done.

All of them are because you simply copy/paste the scripts on you game without reading the instructions.

@Alex898
now i'm surely fixed the miss/critical problem if fixed =]
Any other problem just post here.
 
Alright the newest version fixed that problem. Of course though now I am having a new problem. Now when someone gets poisoned it isn't doing damage to them every turn for some reason. They have the bubble and the poison animation but their hp doesn't go down like it should.
 

Atoa

Member

@MontBlanc
Take a better look at the IBC instructios.
Code:
  # Show command list in status menu?

  Show_Commands_In_Menu = true
First command line of the IB settings.
 
Okay, so first off...
I'm absolutely loving this. I've been using this since you first translated it and have been coming back religiously for every update.

Now I finally have a question. :D

When I change the "Skill ID Sequence Assignments" config, it doesn't do anything. The skills I use continue doing the same thing as before. Anyway I can fix this? Or am I doing it all wrong?
Is there something else I have to config?

Thanks. :biggrin:
 

Atoa

Member

@GenoHawk
If you don't say exaclty how you doing, it would be hard for me to gues what wrong.
But i'm sure the problem is with the way you doing because the skills sequences are working fine.
 
oh sorry.
I change the ID of the skill and the action.

Example:

def base_action
case @id
when 1
return "JUMP"

Can i do that? or am I just retarded and missing something obvious?
 

Atoa

Member

But you can't add any name there.

It's not like if you add "JUMP" the character will jump and if you add "RUN" the character will run.

You must add the name of an existing action sequence
you can find them from line 737 to 900 (the action name is the name before the "=>"), you can also add new sequences if you know how do it.
Code:
  "BATTLE_START"       => ["START_POSITION","COORD_RESET"],

                          

  "WAIT"               => ["WAIT"],

                          

  "WAIT-CRITICAL"      => ["NO_MOVE","WAIT(FIXED)","STATUS-CRITICAL","22"],

                          

  "WAIT-NORMAL"        => ["NO_MOVE","WAIT(FIXED)","STATUS-NORMAL","22"],

                          

  "WAIT-SLEEP"         => ["NO_MOVE","WAIT(FIXED)","STATUS-SLEEP","22"],

                          

  "WAIT-FLOAT"         => ["WAIT(FIXED)","6","FLOAT_","4",

                          "FLOAT_2","4","FLOAT_3","4",

                          "FLOAT_4","4"],

                          

  "DEAD"               => ["FALLEN","ATTACK_FAIL"],

                          

  "DAMAGE"             => ["DEAL_DAMAGE","COORD_RESET"],

                          

  "FLEE"               => ["FLEE_SUCCESS"],

                          

  "ENEMY_FLEE"         => ["FLEE_SUCCESS","COORD_RESET"],

                          

  "FLEE_FAIL"          => ["FLEE_FAIL","WAIT(FIXED)","8","COORD_RESET"],

                          

  "COMMAND_INPUT"      => ["BEFORE_MOVE"],

                          

  "COMMAND_SELECT"     => ["COORD_RESET"],

                          

  "GUARD_ATTACK"       => ["WAIT(FIXED)","4","FLOAT_STATE","FLOAT_",

                          "2","FLOAT_2","2","FLOAT_3","2",

                          "FLOAT_4","2"],

                          

  "EVADE_ATTACK"       => ["JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)","16",

                          "COORD_RESET"],

                          

  "ENEMY_EVADE_ATTACK" => ["JUMP_AWAY","WAIT(FIXED)","16","COORD_RESET"],

                          

  "VICTORY"            => ["WAIT(FIXED)","16","RIGHT(FIXED)","VICTORY_JUMP",

                          "WAIT(FIXED)","Don't Wait","CAT_STATE",

                          "START_MAGIC_ANIM","TRANSFORM_CANCEL","WAIT(FIXED)","Don't Wait"],

                          

  "RESET_POSITION"     => ["COORD_RESET"],

                          

#---------------------- "Forced Action" Sequences --------------------------

                          

  "ULRIKA_ATTACK_1"    => ["2","MOVING_TARGET_LEFT","WAIT(FIXED)",

                          "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",

                          "48","RIGHT_DASH_ATTACK","64","FLEE_RESET"], 

                          

  "4_MAN_ATTACK_1"     => ["2","4_MAN_ATTACK_2","WAIT(FIXED)","START_MAGIC_ANIM",

                          "WPN_SWING_UNDER","WPN_RAISED","90",

                          "LEFT_DASH_ATTACK","96","FLEE_RESET"],

                          

  "4_MAN_ATTACK_2"     => ["2","4_MAN_ATTACK_3","WAIT(FIXED)","START_MAGIC_ANIM",

                          "WPN_SWING_UNDER","WPN_RAISED","60","RIGHT_DASH_ATTACK2","RIGHT_TURN",

                          "OBJ_ANIM","128","FLEE_RESET"],

                          

  "4_MAN_ATTACK_3"     => ["2","4_MAN_ATTACK_4","WAIT(FIXED)","START_MAGIC_ANIM",

                          "WPN_SWING_UNDER","WPN_RAISED","34","LEFT_DASH_ATTACK2","RIGHT_TURN",

                          "OBJ_ANIM","144","FLEE_RESET"],

                          

  "THROW"              => ["CLOCKWISE_TURN","4","MOVING_TARGET_FAST","JUMP_AWAY","4",

                          "WAIT(FIXED)","JUMP_AWAY","WAIT(FIXED)","32"],

                          

#---------------------- Basic Action Oriented ------------------------------

  

  "NORMAL_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",

                          "12","WPN_SWING_VL","OBJ_ANIM_L","Two Wpn Only","16",

                          "Can Collapse","FLEE_RESET"],

                          

  "ENEMY_UNARMED_ATK"  => ["PREV_MOVING_TARGET","WPN_SWING_V","OBJ_ANIM_WEIGHT",

                          "Can Collapse","FLEE_RESET"],

                          

  "SKILL_USE"          => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM",

                          "WPN_SWING_UNDER","WPN_RAISED","WPN_SWING_V",

                          "OBJ_ANIM_WEIGHT","Can Collapse","24","COORD_RESET"],

                          

  "SKILL_ALL"          => ["BEFORE_MOVE","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",

                          "Process Skill","WPN_SWING_V","OBJ_ANIM","24",

                          "Process Skill End","Can Collapse","COORD_RESET"],

                          

  "ITEM_USE"           => ["PREV_MOVING_TARGET","WAIT(FIXED)","24","OBJ_ANIM_WEIGHT",

                          "Can Collapse","COORD_RESET"],

                          

#------------------------------ Skill Sequences -------------------------------

  

  "MULTI_ATTACK"       => ["Afterimage ON","PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "WAIT(FIXED)","16","OBJ_ANIM_WEAPON","WPN_SWING_UNDER",

                          "WPN_SWING_OVER","4","JUMP_FIELD_ATTACK","WPN_SWING_VL",

                          "OBJ_ANIM_WEAPON","WAIT(FIXED)","16","OBJ_ANIM_WEAPON",

                          "Invert","WPN_SWING_V","WPN_SWING_VL","12","Invert",

                          "JUMP_FIELD_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "JUMP_AWAY","JUMP_AWAY","WAIT(FIXED)",

                          "OBJ_ANIM_WEAPON","DASH_ATTACK","WPN_SWING_VL","Can Collapse",

                          "Afterimage OFF","16","FLEE_RESET"],

                          

  "MULTI_ATTACK_RAND"  => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",

                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",

                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",

                          "PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],

                          

  "RAPID_MULTI_ATTACK"      => ["PREV_MOVING_TARGET","WPN_SWING_V","LIGHT_BLOWBACK","OBJ_ANIM_WEAPON",

                          "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "PREV_MOVING_TARGET_FAST","WPN_SWING_V","LIGHT_BLOWBACK","WPN_SWING_VL","OBJ_ANIM_WEAPON",

                          "Can Collapse","12","COORD_RESET"],

                          

  "2-MAN_ATTACK"      => ["2_MAN_ATK_COND","TWO_UNIFIED_TARGETS","ULRIKA_ATTACK",

                          "MOVING_TARGET_RIGHT","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",

                          "WPN_RAISED","48","KILL_HIT_ANIM","LEFT_DASH_ATTACK","64","OBJ_ANIM",

                          "Can Collapse","FLEE_RESET","2_MAN_TECH_REVOKE"],

                          

  "2-MAN_ATTACK_ASSIST"=> ["2_MAN_TECH_GRANT"],  

                          

  "4-MAN_ATTACK"       => ["4_MAN_ATK_COND","FOUR_UNIFIED_TARGETS","4_MAN_ATK_1",

                          "4_MAN_ATK_2","4_MAN_ATK_3","4_MAN_ATTACK_1","WAIT(FIXED)",

                          "START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED","90",

                          "KILL_HIT_ANIM","RIGHT_DASH_ATTACK","64","OBJ_ANIM_WEIGHT",

                          "Can Collapse","FLEE_RESET","4_MAN_TECH_REVOKE"],

                          

  "4-MAN_ATTACK_ASSIST"=> ["4_MAN_TECH_GRANT"],

                          

  "THROW_WEAPON"       => ["BEFORE_MOVE","WPN_SWING_V","062-Swing01","WAIT(FIXED)",

                          "START_WEAPON_THROW","12","OBJ_ANIM_WEAPON","Can Collapse",

                          "END_WEAPON_THROW","COORD_RESET"],

                          

  "MULTI_SHOCK"        => ["JUMP_TO","JUMP_STOP","Process Skill",

                          "REAL_TARGET","WPN_SWING_V","IMPACT_1","8",

                          "OBJ_ANIM_WEAPON","Process Skill End","Can Collapse",

                          "JUMP_LAND","COORD_RESET"],

                          

  "SHOCK_WAVE"         => ["REAL_TARGET","WPN_SWING_V","IMPACT_1","20",

                          "OBJ_ANIM_WEIGHT","Can Collapse"],

                         

  "SKILL_90_SEQUENCE"  => ["PREV_MOVING_TARGET","OBJ_ANIM","WPN_SWING_V",

                          "16","LINK_SKILL_91","COORD_RESET"],

                          

  "SKILL_91_SEQUENCE"  => ["FLEE_FAIL","START_MAGIC_ANIM","WPN_SWING_UNDER","WPN_RAISED",

                          "8","OBJ_ANIM","LINK_SKILL_92","COORD_RESET"],

                          

  "CUT_IN"             => ["WAIT(FIXED)","START_MAGIC_ANIM","CUT_IN_START",

                          "75","CUT_IN_END","8","PREV_MOVING_TARGET",

                          "WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse",

                          "Clear image","FLEE_RESET"],

                          

  "STOMP"              => ["JUMP_TO_TARGET","HIT_ANIM","DROP_DOWN","JUMP_AWAY",

                          "TRAMPLE","HIT_ANIM","DROP_DOWN","JUMP_AWAY",

                          "TRAMPLE","OBJ_ANIM","DROP_DOWN","JUMP_AWAY",

                          "JUMP_AWAY","Can Collapse","WAIT(FIXED)","8","FLEE_RESET"],

                          

  "ALL_ATTACK_1"         => ["BEFORE_MOVE","WAIT(FIXED)","START_MAGIC_ANIM","WPN_SWING_UNDER",

                          "WPN_RAISED","STAND_CAST","WPN_SWING_V","48",

                          "OBJ_ANIM_WEIGHT","Can Collapse","COORD_RESET"],

                          

  "TRANSFORM_CAT"        => ["JUMP_TO","WAIT(FIXED)","START_MAGIC_ANIM","32",

                          "TRANSFORM_CAT","WAIT(FIXED)","CATFORM_GRANT","32","JUMP_AWAY"],                     

                          

  "THROW_FRIEND"      => ["ALLY_TO_THROW","MOVING_TARGET","LIFT_ALLY","4",

                          "062-Swing01","THROW_TARGET","ALLY_FLING",

                          "THROW_ALLY","WAIT(FIXED)","OBJ_ANIM","COORD_RESET",

                          "WAIT(FIXED)","32"],

Also you must add the skill sequences in the class RPG::Skill
Code:
class RPG::Skill

 #--------------------------------------------------------------------------

 # ● Skill ID Sequence Assignments

 #-------------------------------------------------------------------------- 

 # Assign a skill ID from the Database to execute a defined action sequence.

 # Only action sequence names can be assigned.  Single-action names cannot 

 # be directly assigned here.

  def base_action

    case @id

    when 84

      return "THROW_WEAPON"

I must say that this sintax really sux, but to make the script compatible with the VX version add ons i had to leave it as it is.
 
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