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Sideview Battle System Tankentai XP - Version 2.2xp

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Atoa

Member

@Ziack
One image is worth 1000 words.


You can also change de postion of the command window on the Config XP
There's a bug with the name window that don't automatically stay above the command window, but this will be fixed.
 
I also have done all of the instructions correctly (as far as I know), as well as add the Enemy IDs into the array, and even when I do the graphics VX Tankentai's method (using the charset as the battler image also, but no $) they simply are NOT ANIMATED. The only enemies able to be animated are the first three Enemy IDs, 1, 33 and 34. All of the filenames included had the same filename, also.

Here's the odd part. I used a charset for a battler for a new animated enemy, and it was NOT animated. I copied and pasted that exact same enemy that would not animate on ID 41, and pasted it onto ID 33. What do you know, it animated. And yet both IDs are in the array?

I think you need to look into this further.
 

Atoa

Member

@Juturna
I think *you* need too look into this futher.
Because i've made thousand test and get no erros like these with the animated battlers.

Instead of using graphics with the same name use the *same graphic* this may give better results.
 
Amazing script

I try to use animated heroes like vx script :

I do config but I don't have battler in battle scene : charset rtp appears

In that part of code I modify WALK_ANIME = false and ANIME_KIND = 11
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = false
# Number of frames in a battler animation file. (horizontal frames)
ANIME_PATTERN = 4
# Number of types of battler animation file. (vertical frames)
ANIME_KIND = 11

I use this battler with 11 stances
003-Fighter03_1.png


To test, i use only 1 hero, Atoa with 003-Fighter03.png, i make an Atoa_1.png and 003-Fighter03_1.png too but i have always the same bug :
In battle, only 003-Fighter03.png appears instead of battler.
Where is the mistake ? Thanks to help me

PS : if i use battler directly in database for my hero, script working well, but i have a battler in game map -_-' : it's logic but it's just to say script working as well vx script for battle :toot:

PS2 : is it possible to have only heros with battler ?. When i modify script, enemy need battler too
 

Atoa

Member

It's not so simple, you must configure *each* pose so set the sufix and wich "line" of the graphic will be used, and also if you make theses changes *all* animated will use this battler style (including enemies)

Even if this battle fits animated battlers, the result isn't too good.
If you want to use battlers instead charsets i suggest my ACBS.
 
First things first...amazing script. One of the best ones I've seen.
Now on the real deal...I have a small problem:
I managed to make all my enemies have the animated battler, but I'm runing in a way different problem now - I get an error while they try to use a skill (different on different enemy...some CAN use their skills and some cant)...all of them have their default skills.
Here are some screenshots:

The battle screen
NOTE: my character is a custom sprite (that I cant share for copy right reasons) but works just fine.

Enemy casts darkness

Enemy troops (database)

Enemy setup (database)

Where the error is (acording to RMXP)

Changes I made so far

Any help will be greatly apreciated...not to mention my game is almost done, so this error is really concerning. =/
 
Hey, im not sure if this is possible, but, is there anyway of showing a battle animation for example Dual Attack, outside the battle screen (For like a Cut scene)
 

Atoa

Member

@dummy1234
The problem isn't with the enemy itself.
It's probably the enemy weapon setting.

Try removing the 'Enemy Equiped Weapon' add-on
 

bigace

Member

Yo Atoa, I have an add-on you might like to add to your next installment.

#==============================================================================
# Breath of Fire Enemy window
# By Noobitron
# Slanted Bars by Sephiroth Spawn.
#
# Edited by: Night_Runner
# Date: 17/Sept/09
#
# Script for: Bigace
# Designed to: Edited to be compatable with Enu and Atoa's Sideview Battle
# System Version 2.1xp, import this scrips at the end of the Additional
# Scripts seciton.
# The window can be moved around using the module just below.
#==============================================================================

module Night_Runner
Window_X = 500
Window_Y = 0
end


class Window_Base
# define enemy name
def draw_enemy_name(enemy, x, y)
self.contents.font.color = normal_color
self.contents.font.name = "Verdana"
self.contents.font.size = 16
self.contents.draw_text(x, y, 120, 25, enemy.name)
end

#--------------------------------------------------------------------------
# * Draw Slant Bar(by SephirothSpawn)
#--------------------------------------------------------------------------
def draw_slant_bar(x, y, min, max, width = 152, height = 4,
bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
# Draw Border
for i in 0..height
self.contents.fill_rect(x + i, y + height - i, width + 1, 1, Color.new(50, 50, 50, 255))
end
# Draw Background
for i in 1..(height - 1)
r = 100 * (height - i) / height + 0 * i / height
g = 100 * (height - i) / height + 0 * i / height
b = 100 * (height - i) / height + 0 * i / height
a = 255 * (height - i) / height + 255 * i / height
self.contents.fill_rect(x + i, y + height - i, width, 1, Color.new(r, b, g, a))
end
# Draws Bar
for i in 1..( (min / max.to_f) * width - 1)
for j in 1..(height - 1)
r = bar_color.red * (width - i) / width + end_color.red * i / width
g = bar_color.green * (width - i) / width + end_color.green * i / width
b = bar_color.blue * (width - i) / width + end_color.blue * i / width
a = bar_color.alpha * (width - i) / width + end_color.alpha * i / width
self.contents.fill_rect(x + i + j, y + height - j, 1, 1, Color.new(r, g, b, a))
end
end
end
end

#ENEMY HP WINDOW
class Window_EnemyHP < Window_Base
def initialize
super(Night_Runner::Window_X, Night_Runner::Window_Y, 140, 240)
self.contents = Bitmap.new(width - 32, height - 32)
self.opacity = 100
refresh
end

#REFRESH
def refresh
self.contents.clear
for i in 0...$game_troop.enemies.size
enemy = $game_troop.enemies[ i]
x = 0
y = i * 25
draw_slant_bar(x, y + 19, enemy.hp, enemy.maxhp, width = 100, height = 6, bar_color = Color.new(150, 0, 0, 255), end_color = Color.new(255, 255, 60, 255))
draw_slant_bar(x, y + 24, enemy.sp, enemy.maxsp, width = 100, height = 6, bar_color = Color.new(150, 0, 150, 255), end_color = Color.new(0, 0, 255, 255))
draw_enemy_name(enemy, x, y)
end
end
end

class Scene_Battle

alias nr_start start
alias nr_terminate terminate
alias queed_update update
alias queed_update_phase5 update_phase5
alias queed_update_phase4_step1 update_phase4_step1
alias queed_update_phase4_step5 update_phase4_step5
alias queed_start_skill_select start_skill_select
alias queed_end_skill_select end_skill_select
alias queed_start_item_select start_item_select
alias queed_end_item_select end_item_select

def start
@enemy_window = Window_EnemyHP.new
@enemy_window.z = 255
nr_start
end

def terminate
@enemy_window.dispose
nr_terminate
end


def update
@enemy_window.update
queed_update
end

def start_skill_select
queed_start_skill_select
@enemy_window.visible = false
end

def end_skill_select
queed_end_skill_select
@enemy_window.visible = true
end

def start_item_select
queed_start_item_select
@enemy_window.visible = false
end

def end_item_select
queed_end_item_select
@enemy_window.visible = true
end

def update_phase5
# If wait count is larger than 0
if @phase5_wait_count > 0
# Decrease wait count
@phase5_wait_count -= 1
# If wait count reaches 0
if @phase5_wait_count == 0
@enemy_window.visible = false
# Show result window
@result_window.visible = true
# Clear main phase flag
$game_temp.battle_main_phase = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
end
return
end
queed_update_phase5
end

def update_phase4_step1
queed_update_phase4_step1
@enemy_window.refresh
end

def update_phase4_step5
# Hide help window
@help_window.visible = false
# Refresh status window
@status_window.refresh
@enemy_window.refresh
queed_update_phase4_step5
end
end

help021.png

Just a thought if you want to add it.
 

Atoa

Member

Add-Ons are script made specifically for this system (scripts from other authors were moedified to fit the side battle)
If an script works without need to change it, there's no need to make it an add-on.

By the way i'm no longer working on this script to add features. I'm only making eventual bug fixing.
 

bigace

Member

I can't show u the picture right now b/c I'm not at the house right now, but in my game for some reason when one of my characters dies and I revive him/ her, there still laying on the ground. They stand up to attack and use magic, but in stationary mode they're laying on the ground. So what do I change in the scrpt so the character isn't laying on the ground.
 

Atoa

Member

Did you copy the scripts properly?
Because this error doesn't occur on the demo, so it might be something on your project.
 

Iari

Member

Yes, I did copy the scripts exactly. The only things I changed were the IDs of a few skills.


Okay, sorry for forgetting about this.
I also have a script that edits the way the Battle Result is shown, found here. I have tried removing this script, and everything works fine then. So, one solution could be to just take out that script. But is there a way to edit one of these scripts so that they work together?
 
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