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Good idea!
. I hoenestly hadn't thought of that. I'll do that. Thank you.
can be use for free in commercial game enu dont mind if people want to use is script in commercial scriptIm a little bit confused when he said "it can be use in commercial project", but he did not say anything about being free for commercial game.
Sorry, i have a bad english, maybe I just dont understand. Thats why I need to clarify.
Can I use this script in my commercial game (game for sale), FOR FREE?
Thanks in advance!
advoid using yanfly script with tankentai because there are not compatible only use this command in a free spaceOkay. Err, one more question. I'm hoping to extend my screen size to 640 by 480, but when I do that, using the Yanfly Core Engine, it zoom realllly far in on the battle back floor. Does anyone know where in the code I could change the camera zoom amount? I've already tried cntrl+f and searched for 'zoom' and 'camera' and haven't found anything.
Okay, I've taken away Yanfly's script. But my battle screen still looks like this:advoid using yanfly script with tankentai because there are not compatible only use this command in a free space
Graphics.resize_screen(width,heigth)
or
Graphics.screen_resize(width,height)
simply because Yanfly overwrite battle method and make the journey bugs
hum I really dont recomend you to touch this part of the system because...if you change it BAMM the zoom will bugsOkay, I've taken away Yanfly's script. But my battle screen still looks like this:
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Is there a way to have it zoomed in further by default? Kind of like how it looks here (I just changed 'BEFORE_TURN' zoom to 10%):
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I can't find the code that changes the default amount of camera zoom.
Thank you so much for your help, by the way. Everyone here appreciates what you're doing. You're amazing!
I did modify the BATTLE_CAMERA part of the script. It looks like:but if I understand the zoom is to much high or the zoom is less zoomed? *sorry my english is not the best *
(another thing if i am sure did you modify the ''Camera_Move'' in the setup part? just for be sure what I see it is not a zoom but a movement of the battle camera)
goood sugestion I will try to make a fix patch between Journey and YEA Core when I will have time.I think someone needs to make a compatibility patch with YEA Core. Since resizing screen could messed up everything. And Yanfly Core fixes it
just put all the ''variable'' of zoom in the same for each key and the time of completation put it to 0 if you want to remove zoomI did modify the BATTLE_CAMERA part of the script. It looks like:
#► Camera(field) keys type target Coord-Adjust Time Zoom "BEFORE_TURN" => ["camera", 6, [ 40, 0], 95, 10], "TURN_END" => ["camera", 6, [ 0, 0], 100, 10], "END_COMBAT" => ["camera", 6, [ 100, 0], 100, 20],I change the last values, the Zoom value, to 10, 10 and 20. Originally it's at 40, 40, and 50. I was just wondering if there was a way to make it always zoomed in that far. I see what you mean though. I can see how zooming it in might cause bugs with the camera.
can you be more specific for ''steal'' skill ? you mean stole item...? nope I think you just need to make a external script for that...generally Battle script who add this such feature are compatible with tankentaiOnly thing thats driving me crazy about this engine is lack of proper steal skill if anybody knows how to make such a skill for this script please help.
I've been messing around with this script for a while. I have it doing everything I need it to do except for random targetting for multi-hit skills. I'm having an issue with how this "Extra targeting options" section works.
#===============================================================================# ● Action keys: Extra targeting options#===============================================================================##===============================================================================# Type ► Always 's_t', do not change this.## NOTE: 'second target' means any other target that was chosen besides the # initial first target.# # Target ► [0=self] [1=target] [2=all enemies] [3=all allies] # ► [4=everyone] [5=second target] # # Index ► Index of the party, and how it should be sorted.INDEX = [index, type] # Types ► [0=not narrowed down] [1=based of target] [2=remove index]## ID ► Narrows down targeting by actor ID. You can disable this by setting it to# 0.Note that ID's must be prefixed by a '-' sign.# # State ► Narrows down targeting by using a state. You can disable this by # setting it to 0. States must be prefixed by a '-' sign.# # Skill ► Narrows down targeting by skill ID. You can disable this by setting it# to 0. # # Parameter ► Narrows down targeting by parameters = [type, number, conditions].# Type ►[0=disable] [1=Lv] [2=MAXHP] [3=MAXMP] [4=HP] [5=MP] [6=TP]# [7=attack] [8=defense] [9=m.attack] [10=m.defense] [11=agility] [12=luck]# Number ► The value of the selected type. Note that HP, MP & TP work with %.# Conditions ► condition that applies to selected numer.# [0=same] [1=smaller than] [2=greater than]# # Equipment ► Narrows down targeting by equipment. Usage = [type, ID].# Type ► [0=weapon] [1=armour]# ID ► Put a ID number between [] if you want the system to search for# matched ID. Use 0 to disable this function. # # Extension ► Used to further expand the target which was set above.# [0=disable] [1=random] [2=all but self]. ## Operation ► [0=disable] [1=change target to second target] # [2=second target is the target]. #===============================================================================#► ex.target keys type target INDEX ID state skill Parameter equipment Extension Oper. "EXCLUDE_SELF"=> ["s_t", 3, [ 0, 0], 0, 0, 0, [ 0, 0, 0], [ 0,[0]], 2, 0], "EVERYONE" => ["s_t", 4, [ 0, 0], 0, -1, 0, [ 0, 0, 0], [ 0,[0]], 0, 1], "RANDOM" => ["s_t", 2, [ 0, 0], 0, 0, 0, [ 4, 0.01, 2], [ 0,[0]], 1, 1],
add HURT key to a Motion and configure it in damage sectionI like this system and was wondering if I am using my own sprites how would I go about setting this up.
Since all my sprites have damage poses i would want them to use those sprites when damaged and use there attacking sprites when attacking there injured sprite when injured there standing sprite when just standing. Does anybody know what I would do for that. Also is there a way to have a characters in battke sprite differ from there field or walk around out of battle sprite. Any advice would help thanks.