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)Â Also added the picture for the 'cut-in' move.
- 1.3 - 5.9.08 - Updated Translation to Version 2.6 of the original script.
To use Minkoff's Animated Battlers styled battler sprites, change to these settings in your module script:
And just copy paste this over top of whats in the script:
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: "$charname_1.png"
Code:
 ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
 WALK_ANIME = false
 ANIME_PATTERN = 4
 ANIME_KIND = 11
Code:
 "WAIT" => [ 1, 0, 15,  0,  0, -1,  0, true,"" ],
 "WAIT(FIXED)" => [ 1, 0, 10,  2,  0,  1,  0, true,"" ],
 "RIGHT(FIXED)" => [ 1, 5, 10,  1,  2,  1,  0, true,"" ],
 "DAMAGE"  => [ 1, 9,  4,  2,  0, -1,  0, true,"" ],
 "ATTACK_FAIL" => [ 1, 1, 10,  1,  8,  0,  0, true,"" ],
 "MOVE_TO" => [ 1, 4,  1,  1,  0, -1,  0, true,"" ],
 "MOVE_AWAY"   => [ 1, 5,  2,  1,  0, -1,  0, true,"" ],
 "ABOVE_DISPLAY"  => [ 1, 0,  2,  1,  0, -1, 600, true,"" ],
 "WPN_SWING_V" => [ 1, 6,  1,  2,  0, -1,  2, true,""],
 "WPN_SWING_VL" => [ 1, 6,  1,  2,  0, -1,  2, true,""],
 "WPN_SWING_VS" => [ 1, 6,  6,  2,  0, -1,  2, true,""],
 "WPN_SWING_UNDER" => [ 1, 6,  2,  2,  0, -1,  2, true,""],
 "WPN_SWING_OVER" => [ 1, 6,  2,  2,  0, -1,  2, true,""],
 "WPN_RAISED"  => [ 1, 11, 2,  2, 28, -1,  2, true,""],
You will need to put your standard format animated battler sprites in the Characters folder and use the following naming convention: "$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
#Â Â Â 5.10.2008
#------------------------------------------------------------------------------
#Â 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
#Â Â Â 5.10.2008
#------------------------------------------------------------------------------
#Â 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
#Â Â Â 5.10.2008
#------------------------------------------------------------------------------
#Â 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
#Â Â Â 5.10.2008
#------------------------------------------------------------------------------
#Â 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:
#Â Â <game folder>\Graphics\Battlers\$<enemy name>.png
#Â Â <game folder>\Graphics\Characters\$<enemy name>_1.png
#Â Â 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
#Â Â Â 5.11.2008
#------------------------------------------------------------------------------
#Â 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
#Â Â Â 5.12.2008
#------------------------------------------------------------------------------
#Â Script by: Kylock
#==============================================================================
#Â Â 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—