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

psymastr":3rris8xu said:
Ghostxpo":3rris8xu said:
van helblaze":3rris8xu said:
Ghostxpo":3rris8xu said:
I implemented the Enemy animation script, I made both enemy requirement (actor, and enemy) or something, and during the fight all is well until the enemy attacks with either a skill or normal attack or anything, and it errors me.

Script 'Sideview 1' line 963: TypeError occured.
cannot convery Array into Integer

the line is this:

      @wait = $data_animations[anime_id].frame_max * 3 if $data_animations[anime_id] != nil && @active_action[4]
      waitflug = true

if anyone can help me out it would be very appreciated
do you have the two copies of the enemies images?

I think I do, by two images do you mean the same image except one in battlers folder called $<name>.png and one in characters called $<name>_1.png? the 1 being the enemy ID?

That part of the script is wrong.  It worked for me when I did this:

In \Graphics\Characters\ i put $<enemy_name>.png
In \Graphics\Battlers\ i put $<enemy_name>.png

Just remove the _<enemy_id> and it should work.

I did that but it still gives me the same error, and I also noticed that it works when they use spells, but it doesn't work when the enemy attacks, or uses skills like thrust. I really have no idea why, I think it has to do with the script because the enemy files are set up just fine

Also, to the creator, can you just make a demo for the animated enemy script, its really becoming a frustrating problem for me.
 
I asked for this earlier but didnt even get a reply to it  :sad:

But is there anyway to edit so that different monsters have different attack animations?

and is there anyway to make the casting animation stop for specific skills?
 
ok, i hope this is answered...

The sideview system works but only in hte battle test when i try and use it for the real game it gives me an This error:
Script 'Sideview 1' line 480: NoMethodError occurred.
undefined method '[]' for nil:NilClass


Is this becuase I changed the way the player looks during the game even though it still is using its own sprite?

an answer would be most appreciated


EDIT:nvm it just decided to work for some reason....
 
Hey whats the code I need to make it like final fantasy? like when the enemy attacks the just do a nudge instead of rush. (IMO It would make the battle faster)
 
devin911":2nh74eaq said:
Im new at this and I am 9...Which script file is the game module
the first one

V-Chaos":2nh74eaq said:
Hey whats the code I need to make it like final fantasy? like when the enemy attacks the just do a nudge instead of rush. (IMO It would make the battle faster)

You could get this effect by changing the enemy animations in the script.
There is a KCG script that speeds up wait time, I'll post it if you want it.
 
First time post for me here, sorry if I'm doing that necro post or something ><

I have a question about the arrow animation.

I love it, it looks great, but whenever i try to use it, it doesn't work right.

The best way i can explain it is...

Whenever any of my chars guard, if the monster hits them, the bow and arrow shows up on the char, and it makes the shooting noise.

Then when the actual character using the bow/arrow attacks, it just looks like she's shooting an arrow off.

If you need the scripts i have or settings, please let me know and i'll post them for you..

thanks in advance for the help, i appreciate it^^
 
ahvibby":1tcbh90h said:
First time post for me here, sorry if I'm doing that necro post or something ><

I have a question about the arrow animation.

I love it, it looks great, but whenever i try to use it, it doesn't work right.

The best way i can explain it is...

Whenever any of my chars guard, if the monster hits them, the bow and arrow shows up on the char, and it makes the shooting noise.

Then when the actual character using the bow/arrow attacks, it just looks like she's shooting an arrow off.

If you need the scripts i have or settings, please let me know and i'll post them for you..

thanks in advance for the help, i appreciate it^^

No, your not necro posting, and to answere your question, make sure your sprites are set up correctly, and if that doesn't change anything, try to get a hold of Kyloc or one of the other people who have posted this script on rpgrevolution.
 
V-Chaos":1rkjta4r said:
Hey whats the code I need to make it like final fantasy? like when the enemy attacks the just do a nudge instead of rush. (IMO It would make the battle faster)
You could get this effect by changing the enemy animations in the script.
There is a KCG script that speeds up wait time, I'll post it if you want it.
Yes please
 
Kylock said:
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"	  => [ 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—
 
Would it be possible to get a detailed guide on how to properly add animated battlers (both enemy and ally) and how to set them up properly? Please be Very newb friendly :P
 

Rliv

Member

I also got a question about the animated battlers, don't know if you can but I wanted to use the 9 frame boxes for foes. Or is the add on mainly for Minkoff battlers?
 
Im also using animated battlers and ive set it up as put but Im getting "unable to find file Graphics/Characters/$name_1" whats that telling me and how can I fic it. Im still new to vx and any help I could get would help.
 

Rliv

Member

Lunchbox19464431":1crruz99 said:
Im also using animated battlers and ive set it up as put but Im getting "unable to find file Graphics/Characters/$name_1" whats that telling me and how can I fic it. Im still new to vx and any help I could get would help.

I can help with that. That's only saying you need a character file under that name in the Character folder. You have to make sure the file is named $name_1 in the character folder or whatever you named the file.
 
Hi Kylock I asked you about additions to this battle script from this site: http://usui.moo.jp/rpg_tukuru.html and you said with an unencrypted file you couldn't add any of the script to the battle system, we'll they have just updated to sample game 3 and it is no longer encrypted which means you should be able to translate it and still have everything you need. If you could do that for me and everyone else that would be awesome.

Thanx in advance
          Dunstan86
 

harvin

Member

I don't want the enemy get knockback when attacked, so I want it to stay put there, where should I modify it?

Oh, and is it possible to make the character remains invisible after cast skill? Because I want to use battle animation with character in it. So after the character cast skill, it will be invisible, do battle animation, and back visible. (well, it's because I don't understand how to modify script at all)

Thx before :D
 

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