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[VX] RPG Tankentai Sideview Battle System 2.6 Translated + A

RPG Tankentai Sideview Battle System Version 2.6
Translation Version 1.3 by Kylock


Original Script Website: http://rpgex.sakura.ne.jp/home/

While admittedly the translation is not yet 100%, all the important stuff to get you up and running with all the fun combo moves you see on youtube and the ability to create your own moves is there (good luck with that btw).

The enemy status bar addon is now included in the demo.

My ranged weapons addon is now included in the demo.  It adds 2 custom animation and an animation sprite.  We now have animated projectiles.

If you don't wanna read all my crap, here's the link: DEMO.

Screenshots:
http://i218.photobucket.com/albums/cc30 ... k1/ss3.jpg[/img]http://i218.photobucket.com/albums/cc308/kylock1/ss1.jpg[/img]

Installation instructions, various credits and release notes are included in the header of the configuration portion of the script (part one).
Please note that to fully incorporate this script into an existing game requires copying image files and game database entries.  Once again - specifics are listed in the header on the first part of the script in the demo.

Compatibility may possibly be an issue with other scripts that directly affect the battle system since many battle system functions are rewritten in this.  If you need to make this script work with another, please post your request in the appropriate forum.  I didn't write this script myself, so I am not confident that I can provide answers to all the questions, but I have been studying it for quite some time, so I believe I have a firm grasp on it's functionality.

Changelog:
  • 1.0 - 4.12.08 - Rough release of only scripts with lots of broken-ness.
  • 1.1 - 4.22.08 - Release with retranslated hashes and a retranslated database.  Distributed as a demo.
  • 1.2 - 4.24.08 - Corrected some missing Kanji translations that broke the functionality of some "chained" Skills. (thanks to Eolirin@rmxp.org)  Also added the picture for the 'cut-in' move.
  • 1.3 - 5.9.08 - Updated Translation to Version 2.6 of the original script.
As you can see in my screen shots, this DOES work with animated battlers with a few configuration modifications.

To use Minkoff's Animated Battlers styled battler sprites, change to these settings in your module script:
Code:
  ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]

  WALK_ANIME = false

  ANIME_PATTERN = 4

  ANIME_KIND = 11
And just copy paste this over top of whats in the script:
Code:
  "WAIT"           => [ 1,  0,  15,   0,   0,  -1,   0, true,"" ],

  "WAIT(FIXED)"     => [ 1,  0,  10,   2,   0,   1,   0, true,"" ],

  "RIGHT(FIXED)"   => [ 1,  5,  10,   1,   2,   1,   0, true,"" ],

  "DAMAGE"       => [ 1,  9,   4,   2,   0,  -1,   0, true,"" ],

  "ATTACK_FAIL"     => [ 1,  1,  10,   1,   8,   0,   0, true,"" ],

  "MOVE_TO"         => [ 1,  4,   1,   1,   0,  -1,   0, true,"" ],

  "MOVE_AWAY"     => [ 1,  5,   2,   1,   0,  -1,   0, true,"" ],

  "ABOVE_DISPLAY"   => [ 1,  0,   2,   1,   0,  -1, 600, true,"" ],

  "WPN_SWING_V"     => [ 1,  6,   1,   2,   0,  -1,   2, true,""],

  "WPN_SWING_VL"   => [ 1,  6,   1,   2,   0,  -1,   2, true,""],

  "WPN_SWING_VS"   => [ 1,  6,   6,   2,   0,  -1,   2, true,""],

  "WPN_SWING_UNDER" => [ 1,  6,   2,   2,   0,  -1,   2, true,""],

  "WPN_SWING_OVER"  => [ 1,  6,   2,   2,   0,  -1,   2, true,""],

  "WPN_RAISED" Â  => [ 1,  11,  2,   2,  28,  -1,   2, true,""],
I also suggest using SHADOW = false since most battlers have shadows drawn into them, but this is not required to make them work.  Since most battlers are also drawn with their weapons, the weapon animations are disabled in this configuration edit.

You will need to put your standard format animated battler sprites in the Characters folder and use the following naming convention: "$charname_1.png"

ADDONS
Updated: 5.11.08

My Ranged Weapons addon has been updated and is now included with the demo because it adds new animations and a spritesheet.

These restore the original first 3 skills that no longer work with the new battle system in all of their awesome glory!

Code:
 

#==============================================================================

# â–  Dual Attack for RPG Tankentai Sideview Battle System

#     5.10.2008

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

#  Script by: Kylock

#==============================================================================

# Adds an animation sequence for the RTP Dual Attack.

#==============================================================================

 

module N01

  # Creates a new hash with a new action sequence

  new_action_sequence = {

  "DUAL_ATTACK" => ["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"],}

  # Merges new hash with the script

  ACTION.merge!(new_action_sequence)

end

 

module RPG

  class Skill

    alias k_dual_attack_base_action base_action

    def base_action

      if @id == 1 # Dual Attack is Skill ID 1

        return "DUAL_ATTACK"

      end

      k_dual_attack_base_action

    end

  end

end

 

Code:
#==============================================================================

# â–  Double Attack for RPG Tankentai Sideview Battle System

#     5.10.2008

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

#  Script by: Kylock

#==============================================================================

# Adds an animation sequence for the RTP Double Attack.

#==============================================================================

 

module N01

  # Creates a new hash with a new action sequence

  new_action_sequence = {

  "DOUBLE_ATTACK" => ["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"],}

  # Merges new hash with the script

  ACTION.merge!(new_action_sequence)

end

 

module RPG

  class Skill

    alias k_double_attack_base_action base_action

    def base_action

      if @id == 2 # Double Attack is Skill ID 2

        return "DOUBLE_ATTACK"

      end

      k_double_attack_base_action

    end

    alias k_double_attack_extension extension

    def extension

      if @id == 2

        return ["ランダムターゲット"]

      end

      k_double_attack_extension

    end

  end

end

Code:
#==============================================================================

# â–  Triple Attack for RPG Tankentai Sideview Battle System

#     5.10.2008

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

#  Script by: Kylock

#==============================================================================

# Adds an animation sequence for the RTP Triple Attack.

#==============================================================================

 

module N01

  # Creates a new hash with a new action sequence

  new_action_sequence = {

  "TRIPLE_ATTACK" => ["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"],}

  # Merges new hash with the script

  ACTION.merge!(new_action_sequence)

end

 

module RPG

  class Skill

    alias k_triple_attack_base_action base_action

    def base_action

      if @id == 3 # Triple Attack is Skill ID 3

        return "TRIPLE_ATTACK"

      end

      k_triple_attack_base_action

    end

    alias k_triple_attack_extension extension

    def extension

      if @id == 3

        return ["ランダムターゲット"]

      end

      k_triple_attack_extension

    end

  end

end

 

Addon to enable Animated Battlers for the Enemies (Configuration required-see script header)

Code:
 

#==============================================================================

# â–  Enemy Animated Battlers for RPG Tankentai Sideview Battle System

#     5.10.2008

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

#  Script by: Kylock

#==============================================================================

#   Easy to implement interface to specify animated battlers for enemies.  Note

# enemy batters must be formatted THE SAME as your character battlers.  Also,

# you must have 2 copies of your enemy battler:

#   <game folder>\Graphics\Battlers\$<enemy name>.png

#   <game folder>\Graphics\Characters\$<enemy name>_1.png

#   When you set up your "troops" for the encounter, you may need to tweak the

# positioning of the enemy as the sprites look funny and the actual placement

# may be slightly off.  A few battle tests should be sufficient.

#==============================================================================

 

module K_ENEMY_BATTLERS

  ENEMY_ID = [] # list of enemies with batter sprites(ex. [1,24])

end

 

class Game_Enemy < Game_Battler

  alias keb_anime_on anime_on

  def anime_on

    for x in K_ENEMY_BATTLERS::ENEMY_ID

      return true if @enemy_id == x

    end

    keb_anime_on

  end

  alias keb_action_mirror action_mirror

  def action_mirror

    for x in K_ENEMY_BATTLERS::ENEMY_ID

      return true if @enemy_id == x

    end

    keb_action_mirror

  end

  alias keb_position_plus position_plus

  def position_plus

    for x in K_ENEMY_BATTLERS::ENEMY_ID

      return [0,0] if @enemy_id == x

    end

    keb_position_plus

  end

end

Addon to make some enemies not move to attack.  I guess this can be useful on bosses, or anything that shouldn't be moving around =p  See script header for installation instructions and details.

Code:
 

#==============================================================================

# â–  Stationary Enemies for RPG Tankentai Sideview Battle System

#     5.11.2008

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

#  Script by: Kylock

#==============================================================================

#   Should be pretty straighforward.  Add the Enemy ID to the array and it

# won't move.  Create a "dummy" weapon, to minimise confusion, might wanna call

# the weapon "DONT MOVE" but it doesn't matter.  The only part of the weapon

# that makes any difference is the attack animation.  That will be displayed on

# that targeted party member.  Make sure to verify DONT_MOVE is set to your

# dummy weapon's number.  That should be all.

#==============================================================================

 

module K_STATIONARY_ENEMY

  ENEMY_ID = [] # list of enemies that shouldn't move to attack(ex. [1,24])

  WEAPON_ID = 32 # Weapon ID of "Don't Move" Weapon

end

 

module N01

  # Creates a new hash with a new action sequence

  new_action_sequence = {

  "DONT_MOVE" => ["WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse","FLEE_RESET"],}

  # Merges new hash with the script

  ACTION.merge!(new_action_sequence)

end

class Game_Enemy < Game_Battler

  alias k_stationary_enemy_weapon weapon

  def weapon

    for x in K_STATIONARY_ENEMY::ENEMY_ID

      return K_STATIONARY_ENEMY::WEAPON_ID if @enemy_id == x

    end

    k_stationary_enemy_weapon

  end 

end

module RPG

  class Weapon

    alias k_stationary_enemy_base_action base_action

    def base_action

      return "DONT_MOVE" if @id == K_STATIONARY_ENEMY::WEAPON_ID

    k_stationary_enemy_base_action

    end

  end

end

 

Introducing my EPIC BATTLES addon.  Meant to easily define boss battles, It easily implements the custom collapse or death animation for an enemy and allows you to define special Battle BGM and Victory ME based on the Troop ID from your game database.  ITS TRULY EPIC!!!! (note that this added functionality does NOT work in the battle test).

Code:
#==============================================================================
# â–  EPIC BATTLES 1.1 for RPG Tankentai Sideview Battle System
#     5.12.2008
#------------------------------------------------------------------------------
#  Script by: Kylock
#==============================================================================
#   This little script provides EPIC functionality to your battle system - The
# ability to easily define and create boss encounters.  Or any other noteworthy
# battle as you will see.  The first function is to define special collapses or
# death animations for special enemies.  Instead of the normal fade, they make
# some popping sounds as they fade, or something... The second function allows
# you to specify special battle BGM and victory ME for certain battles.  This
# is set up by using the Troops ID in your game database.  You can set up as
# many special battle BGM's as you can imagine.  Just add to the existing
# arrays.  It's not too hard, just look below for the example.
#==============================================================================
# â—
 

Akin

Member

Awesome thanks man I was using the original to get my techs working before. Thanks the translation really helps and thanks for tossing up the ranged weapon addon as well.

note: you might want to check you post it looks like the link to the demo is slightly messed up I was able to get it but I had to typed in the URL manually
 
Akin":3v80q6yt said:
Awesome thanks man I was using the original to get my techs working before. Thanks the translation really helps and thanks for tossing up the ranged weapon addon as well.

note: you might want to check you post it looks like the link to the demo is slightly messed up I was able to get it but I had to typed in the URL manually

Link fixed.  You're very welcome =p  Now I'm off to bed.... finally!
 
Aural C.E.":2qh6uheh said:
I love the demo, but how did you get the characters in the screenshot?

Excuse me if its obvious, I'm kinda new.

It's the part for Minkoff's animated battlers.  The battlers themselves are around... usually posted in resource forums.  Get yourself some battler sprites and throw in the configuration changes in the original post, and you're good to go.
 
DestinMancer":3rh21j0l said:
I get an error at Game_Battler 87. I don't know how this happened.
Without any more information than that, I can only guess it's conflicting with another script that.  Game_Battler is a built-in script, and line 87 is "def states".  Unless you've modified built-in scripts, I don't see how that error is possible.  Try removing other scripts you have installed in order to narrow down your issue.
 
Piratekon":35q3t6yi said:
Say I wanted to change the name of 2-Man Tech Attack, how would I do that?
Go into your database and find it on the Skills tab.  Change the name. =p
That will do it.  The only really important thing to keep in mind is that the specially animated skills are linked to the script using the skill ID.  So your 2-man combo attack will ALWAYS be skill 098, and the second guy will ALWAYS need to execute skill ID 099 for it to work.  The names can be changed.  In fact, I'd encourage everyone to rename their skills and edit the Skill Descriptions.  It makes for good variety and offers an element of originality! :lol:
 
this script is so cool, I love the cat form but is it possible to make the cat form give the user more hp or something when you use it?
 
Blitzlance":gzjcf4jx said:
this script is so cool, I love the cat form but is it possible to make the cat form give the user more hp or something when you use it?
The cat form is treated as a state.  You can edit the effects on the states tab in your database.  Thats about all that can be done without making modifications to the script.

instinct04":gzjcf4jx said:
the sword skill 1 and 2 is not yet fixed the game stops if you use it.
I'll need more information than this.  I added Skill 1 to the main character in the demo and it worked...

roosterkin123":gzjcf4jx said:
kylock great work,
please make the enemies use the minkoff animation system too! that would be awsome
I've had this request on another forum.  I may or may not get around to doing this as I have plenty of time to look at forums, but not alot of time to actually code.  We'll see, unless you can find someone willing to do it in the script requests forum.
 
There are actually 3 skills that are broken in the demo. I haven't investigated into the script too much to figure out why but it's impacting skills 90 and 91, Skill Sword and Skill Sword 2, as you have them labeled. They actually work, but after they've gone off the program hangs rather than continuing combat. It's not a crash; the idle animations for things like the battle backrgound and the hovering bats are still occuring, but the character never jumps back to his start position, and the combat doesn't continue. If I'm reading the bottom part of the script correctly, those skills are supposed to lead into the next skill correct? Using Skill Sword should cause Skill Sword 2 to trigger, and then Normal Attack. Normal Attack does work just fine, so the problem seems to be that rather than moving on to Skill 91 after executing Skill 90, it simply stops. 91 also fails to move onto 92. There wouldn't be a call back to the main combat methods until after it completed the chain at 92, so it just stalls the program completely instead.

Using the skill "Cut In" causes a crash due to missing art. It seems to be looking for a piece of art with _3 suffixed after the actor who called it. And it's looking in the "Pictures" directory not the "characters" one if that's any help. It's probably looking for a portait for a close up.

Edit: AH hah! I found it! Okay, so line 1203 of SBS 2.4 Part 1 needs to be modifed so that the kanji inside the "s is replaced with the word End.
 
Script worked perfectly ;D Awesome job Kylock :thumb: The only problem i'm having, is with skills like Dual Attack, and Double Attack, And Triple Attack. Whenever the enemy, or you, cast it, instead of using the designated animation, it just uses the last animation in the list. What do I do to fix this?

Another question, is there any way to make it so there's another skill, where instead of only throw one person when using friend throw, you throw your whole party one at a time?
 
Piratekon":11uwx207 said:
Script worked perfectly ;D Awesome job Kylock :thumb: The only problem i'm having, is with skills like Dual Attack, and Double Attack, And Triple Attack. Whenever the enemy, or you, cast it, instead of using the designated animation, it just uses the last animation in the list. What do I do to fix this?

I'm not Kylock, but what do you mean by that exactly? Multi-attack works just fine with the demo, so it can definitely do multiple attack animations. That being said, the animation effect that occurs is based off of what is set in the database (I'm talking about the part that dictates things like the flashy explosions or hit slashes, character movements can be controlled in different ways with the same attack, but the effect doesn't seem to be able to be), I don't think you can have more than one of those set per skill. So I think, though I'm not 100% sure, that if you want to have an attack that uses multiple types of animations/effects, that you'll probably need to use a linked skill, like skills 90 or 91. These are bugged in the demo, you'll need to alter line 1203 of SBS 2.4 Part 1 to replace the kanji inside the "s to End before they'll work. But basically, I think you need to have a skill call another skill if you want the animation to change.

Sadly, I think this will result in a pop up window appearing with the skill name, and I'm not sure if you can selectively disable that. There might be a way, but I'm not versed enough in the script to answer that one.
 
What I meant was, instead of using the correct skill animation, it uses a different one, also, when I use double attack or triple attack, it only hits once. :huh:
 
Piratekon":lau2aeou said:
What I meant was, instead of using the correct skill animation, it uses a different one, also, when I use double attack or triple attack, it only hits once. :huh:

Odd, because the default skills from the demo *don't* do that. That's why I was confused. Multi-attack hits several times and uses the animation that's assigned to it in the database for instance. Rapid attack too, and quite a number of other multiple hit skills. Of course, there's no double or triple attack skill built in, so are these custom skills you're trying to put together? Without knowing what lines you added, it'd be very hard to figure out what you're doing wrong, but the script does *work*.

instinct04":lau2aeou said:
what i mean is the skill sword and the skill sword 2. after it hit the enemy the battler become stuck while doing the atk

If you look up about 4 posts from yours you'll see the reason why that's broken, and how to fix it. It's in my edit.
 

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