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

Maus

Member

The system is golden, but I was wondering, would it be possible to make it compatible with the Weapon Skill Release script?  http://rmxp.org/forums/index.php?topic=42357.0

As it currently stands, the unleashes don't work with the side view combat.

It would certainly be great if someone could make these two scripts compatible!

Any chance of it also made compatible for Dargor's Large Party script?
 

Maus

Member

Xinrua: You need to separate the characters.
Create an isolated character file, SEPARATE from the "Actors" file. One for each character, and set THAT one as each character's graphic.
Otherwise you  end up with the effect you just displayed.
 

Maus

Member

Add a "$" to the name of the file, and then make sure that that is your character graphic in the Database.
 
Maus":3ik6aha6 said:
Any chance of it also made compatible for Dargor's Large Party script?
If you look at the first script, you'll see this at the top:

Code:
  # Actor starting posistions
  #                   X   Y     X   Y     X   Y     X   Y
  ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
  # Maximum party members that can fight at the same time.
  # Remember to add to the ACTOR_POSITION array to accomodate.
  MAX_MEMBER = 4

This will allow you to change the maximum number of party members.
 
hey, sry to bother u, but I have wo things to say (well one's a question)
1. Where do I place the script to have the animated battlers?
2.it says that on line 15 of sprite battler, there is an undefined super class Sprite.

If you answer these questions, thanks. You rock!
 
and uhh how do you make the enemy's animated 2?
That would be cool...

EDIT: same question as the person above ^^....sorry...
 
Phoenix Flame":tya24y6d said:
How can I set the enemy to use Minkoff Battler instead of normal batller?
Look for these in the script config:
(the are found in order but are not together so scroll down on the script and look for them.)
Code:
ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]

WALK_ANIME = true

ANIME_PATTERN = 3

ANIME_KIND = 4

after you find those, replace with these:
Code:
ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]

WALK_ANIME = false

ANIME_PATTERN = 4

ANIME_KIND = 11

As soon as you have finished doing that, scroll down and look for these:
Code:
  "WAIT"            => [ 0,  1,  15,   0,   0,  -1,   0, true,"" ],
  "WAIT(FIXED)"     => [ 0,  1,  10,   2,   0,   1,   0, true,"" ],
  "RIGHT(FIXED)"    => [ 0,  2,  10,   1,   2,   1,   0, true,"" ],
  "DAMAGE"          => [ 0,  3,   4,   2,   0,  -1,   0, true,"" ],
  "ATTACK_FAIL"     => [ 0,  3,  10,   1,   8,   0,   0, true,"" ],
  "MOVE_TO"         => [ 0,  1,   1,   1,   0,  -1,   0, true,"" ],
  "MOVE_AWAY"       => [ 0,  2,   2,   1,   0,  -1,   0, true,"" ],
  "ABOVE_DISPLAY"   => [ 0,  1,   2,   1,   0,  -1, 600, true,"" ],
  "WPN_SWING_V"     => [ 0,  1,   1,   2,   0,  -1,   2, true,"VERT_SWING"],
  "WPN_SWING_VL"    => [ 0,  1,   1,   2,   0,  -1,   2, true,"VERT_SWINGL"],
  "WPN_SWING_VS"    => [ 0,  1,   6,   2,   0,  -1,   2, true,"VERT_SWING"],
  "WPN_SWING_UNDER" => [ 0,  1,   2,   2,   0,  -1,   2, true,"UNDER_SWING"],
  "WPN_SWING_OVER"  => [ 0,  1,   2,   2,   0,  -1,   2, true,"OVER_SWING"],
  "WPN_RAISED"      => [ 0,  1,   2,   2,  28,  -1,   2, true,"RAISED"],

then replace with these:
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,""],
that should be it. :P
 
sasuke1000":22ry7jpe said:
hey, sry to bother u, but I have wo things to say (well one's a question)
1. Where do I place the script to have the animated battlers?
2.it says that on line 15 of sprite battler, there is an undefined super class Sprite.

If you answer these questions, thanks. You rock!
If you download the demo, you'll see where to put the scripts.  The script itself contains instructions on how to use it.  It requires some graphics with certain names in the resource manager to work.
 
kyroray":3lc4le17 said:
It works! Yay!
Soo.. credits for this goes to: Takentai? WolfWoodSama and Kylock?

Lol, interesting question.  As far as I'm concerned, very little remains of WolfWoodSama's work, and I don't really need credit for the translation, since I didn't actually "script" anything.  So I would say just credit Takentai, unless you are also using the ranged weapons addon, then me as well.

van helblaze":3lc4le17 said:
can someone post a link to get the animated battlers, I would like to try out the script w/ them
There are links to places you can find the resources from the Animated Battlers Thread.
 
Kylock, would you mind if I reposted this in another forum?  Some people at RMRK were looking for a translation of the original, and this with the add-ons is better.
 
I have a doubt... what about characters that use bows or long ranged weapons? It's not the animation I'm worried about, it's the movement!
 

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