◄Journey Battle System v.03►(Tankentai translation project)

innoccence

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Good idea! :D . I hoenestly hadn't thought of that. I'll do that. Thank you.
 

SquallStorm

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Not a problem.  I hope it works for you.  ^^;
 

innoccence

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Okay. 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.
 

ryan1978

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Im 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!
 

nio kasgami

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Im 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!
can be use for free in commercial game enu dont mind if people want to use is script in commercial script 

Okay. 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.
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
 

innoccence

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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
Okay, I've taken away Yanfly's script. But my battle screen still looks like this:



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%):



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!
 

nio kasgami

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Okay, I've taken away Yanfly's script. But my battle screen still looks like this:



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%):



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!
hum I really dont recomend you to touch this part of the system because...if you change it BAMM the zoom will bugs 

but did you use a stretch battle ground script?

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)

SquallStorm, on 02 Jul 2014 - 09:45 AM, said:

It's a multihit skill.  It's equivalent to a Limit Break style attack.  I don't want the monster to die mid animation but instead after the entire attack is complete.

I think if I remember it exist a Immortal flags but not sure i dont have the script front of me

and sankyou me and Elise-chan works hard for make journey usable to everyone ;w;!
 
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innoccence

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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)
I 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.
 

SquallStorm

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@Nio, I just decided to increase the damage on the full skill and go with damage at the very end.  It streamlined things for my system as well and reduced the obviousness of some lag too.

@innoccence Have a look at line 69.  I think that may be the master control for the camera.  I haven't messed with it because I like the way the camera is, but try and see how it works for you.   :)
 

innoccence

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Hey! I tried playing with that line, but there are no visible changes whenever I mess with the numbers. Not sure why.. I have a feeling it's because my window is a max width/height. Thanks though! :)
 

TheoAllen

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I think someone needs to make a compatibility patch with YEA Core. Since resizing screen could messed up everything. And Yanfly Core fixes it
 

nio kasgami

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I think someone needs to make a compatibility patch with YEA Core. Since resizing screen could messed up everything. And Yanfly Core fixes it
goood sugestion I will try to make a fix patch between Journey and YEA Core  when I will have time.

EDIT : good new the Journey System v.0.4 will be soon release (around middle july ) thanks for be patient 

me and Lady-Elise worked hard for this update

just need to have a stable internet and try to fix some feature with journey Text Damage Poppup  
 

Hinorashito

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Can anybody help me when my character runs up to use a melee skill i want the camera to zoom in so that it can be seen clearly then zoom back out properly. "BURNING_KICK"    =>  ["BEGIN_ATTACK","ACTOR_ONLY","ROTATE_RIGHT","anime(20,false)","JUMP_FORWARD2","END_ATTACK"], 

  Thats the skill I made i want it to zoom in when the actor does his kick then zoom out anybody know how i could script that and make it play out smooth.
 

nio kasgami

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sadly I don't touched the camera but you can send a pm to lady-elise she had more experience of me when it is suggest about the battle camera key
 

Hinorashito

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aww ok thanks for reading anyways lol.
 

nio kasgami

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I 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.
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 zoom
 

Hinorashito

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Only 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.
 

Blue Darkpurr

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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],
I added line 981 in the hopes that everytime I enter "RANDOM" as an action key, it selects a new target for the next hit.

Example with the built-in "5TIME_RUSH" key:

"5TIME_RUSH" => ["SKILL_ACTIVATE","NO_COLLAPSE","BOW_EXCLUDE","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","COLLAPSE","CO_RESET"],
The action does work and it selects a random target for the next hit. The issue is that it still selects K.O'ed (or dead) targets, wasting a hit in the process, even if the targets were KO'ed before the action takes place. I tried every option in the targeting key option section to no success.

I can provide a video if needed.
 

Hinorashito

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I 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.
 
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nio kasgami

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Only 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.
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 tankentai

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],
I added line 981 in the hopes that everytime I enter "RANDOM" as an action key, it selects a new target for the next hit.

Example with the built-in "5TIME_RUSH" key:

"5TIME_RUSH" => ["SKILL_ACTIVATE","NO_COLLAPSE","BOW_EXCLUDE","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","ATTACK","RANDOM","MOVE_TARGET","COLLAPSE","CO_RESET"],


The action does work and it selects a random target for the next hit. The issue is that it still selects K.O'ed (or dead) targets, wasting a hit in the process, even if the targets were KO'ed before the action takes place. I tried every option in the targeting key option section to no success.

I can provide a video if needed.

huh...remove your "NO_COLLAPSE" and it should work

I 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.
add HURT  key to a Motion  and configure it in damage section
 

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