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

nio kasgami

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huh? just do the find option and write zoom and it will redirect you a the good place...
 

nio kasgami

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gosh...it say : resize and the key is zoom..so it is a little obvious...
 

sleepingnamja

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Okay, so here is what I've done so far...

I changed the time to 0:

  "BEFORE_TURN"   => ["camera",   6, [  40,   0],  0, 40],  "TURN_END"   => ["camera",   6, [   0,   0], 0, 40],  "END_COMBAT"     => ["camera",   6, [ 100,   0], 0, 50],And no matter what I do, nothing changes when I change any of this part:

Code:
  "H_SHRINK"         => ["zoom",  12,  [1.0, 1.0],  [0.5, 1.0],  0],  "V_SHRINK"         => ["zoom",  12,  [1.0, 1.0],  [1.0, 0.5],  0],
And I have not touched this at all:

Code:
  "CAM_RESET"=> ["camera",   6, [   0,   0], 100,  40, false],  "ZOOM_IN"    => ["camera",   6, [   0, 100], 120,  40, false],  "ZOOM_OUT"  => ["camera",   6, [   0,   0],  80,  40, false],  
What am I doing wrong here?
 
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nio kasgami

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huh...did you know how to input a keyword in action before? just for be sure
 

sleepingnamja

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No I don't.
 
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nio kasgami

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ho my ....

goo check the section FULL_ACTION  and examine how it seem to work....

and create new key not edit the one ...key don't work if you don't input them in FULL_ACTION things....
 

sleepingnamja

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Okay, so I've searched down all of the full_action lines and found lines 132, 283, 339, 340, 343, 385, 391, 1012, 1186, 1188, 1240, 1262, 1268, 1278, 1290, 1298, 1305 in "Journey System."

Do I type "zoom" in the brackets of the relevant full_action lines? Like I notice some say "Action branch" or "Loop Termination."
 

nio kasgami

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not what I meaned before begin to edit the system try to understand how he works in the setup part because you will have dificulty to understand what I mean I just say to look in the full action things and check how it seem to works
 

sleepingnamja

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I don't want to be that guy again, but I ran into a problem with the Yanfly Core Engine.

When I use this script, Yanfly's, Moghunter's battle hud ex, and Moghunter's atb (or any atb), I'm not able to do anything in the second turn because nothing happens when I click an action.

There's nothing that can be done about this right now right?
 

nio kasgami

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I don't want to be that guy again, but I ran into a problem with the Yanfly Core Engine.

When I use this script, Yanfly's, Moghunter's battle hud ex, and Moghunter's atb (or any atb), I'm not able to do anything in the second turn because nothing happens when I click an action.

There's nothing that can be done about this right now right?
weird bugs.... what it is the order you have your system?
 

sleepingnamja

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Yanfly Core

Journey

Moghunter battle hud ex

Atb (every atb has the problem)
 

nio kasgami

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hum ....you can wait for elise to answer this bugs seem unknow to me
 

sleepingnamja

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I just tried out another ATB. C Winter's ATB is the only ATB that I found to work with all of those scripts combined.
 
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nio kasgami

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C winter ATB is simply the atb compatible with tankentai is normal it work ;3
 

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Can you use 4x4 spritesheets? And if so, how?
 
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How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
 

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How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
You'll need a script to change an actor's or weapon's to use a skill other then attack. Check Yanfly's site for attack replace script.
 

ディーノス

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How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
hey absolute zero...

you can check my alternate demo in imperfect indonesia tankentai version...

here...

https://www.dropbox.com/s/lh2xtue4qbzodtd/Kaduki%20Indonesia.rar

the password is : Deempty

NB : i already make some weapon types in tankentai... such as... Gun(not really),Magical Staff, Boomerang, and Spear :)
 

nio kasgami

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people all these attack can be made easely

you have first to go in tyhe skill setting in configuration part 

and after you do this

when 1return weapon_persoendenddef weapon_persocase weapon_idwhen 1 return "boomerang"endendand after you do yourself the key word no need of extra script all of these option are integrate in the system 
 

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My tutorial is live! It covers using Yanfly's weapon unleash to replace the basic attack skill with a more dynamic version depending on which weapon type the actor has equipped. It also includes how to import a custom function used to generate a random number within supplied minimum and maximum values, used in the replaced skills, to give weapons a set damage range.
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