Tankentai, animations, and events.

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Syltti

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Hi everyone~ I'm new to this community and game making in general, but, thanks to a tutorial pdf made by Kelsper, I'm getting by somehow. Anyway, I ran into a few problems, and kind of want to deal with this before continuing. Right now, I'm using the SBS Tankentai v100. My problem is this; I've made a custom class, "Royal Knight," that's being tested for a character (who's a Queen). I also made a custom weapon class, "Breaksword," a weapon designed specifically for this character (she's the only one who'll be able to get it), and a custom attack animation for this weapon.

Here's the main problem: While testing, my test character won't attack. Skills and magic can be used, but the default 'Attack' won't do anything. Here's the weapon's current settings and animation:



From my understanding, the only way to change any weapon's attack animation is via a script. I happen to have Yanfly's "Weapon Attack Replace" script, but, again, my test character refuses to attack. So, after some looking around, I found that the issue is with Tankentai itself. There was a thread about this exact problem (here: http://www.gdunlimited.net/forums/topic/9657-new-weapon-class-character-doesnt-attack/ ), but didn't quite understand how that person fixed the problem. I also know about the "Line 117" issue where death or sleep caused an error. I already applied that fix. My question is this; Does anyone know where in Tankentai's script do I change something that allows me to use a custom class/weapon/animation? I can't move on with creating this class/character, or any other custom ones, until I get this fixed.

Another issue I'm having is that I have an event set up at one point, but want to make it so that same event executes if the characters hits a cell next to the event. To put it more simply; I want to make it so an event starts when the character hits a cell NEXT to the actual event cell, so that it can't be accidentally skipped/missed, and won't trigger itself AGAIN if I walk on the actual event cell. For a visual representation:


 

I want to make the event that the arrow is pointing at, take place in the red cells so the event itself can't be skipped, then the event disappears from all three so it can't be triggered accidentally. Because I'm gradually getting the hang of how this game making thing works, I figure that I have to create a switch, make a conditional branch where that switch is off, then finally have the switch turn on after the event ends so that the other two cells don't trigger the event. While this makes sense in my head, I wanna check it with other people and see if there's another way to go about it.

One final issue I'm having is figuring out these face emotion sets. I've also found a thread (here: http://www.rpgmakervxace.net/topic/14026-show-text-face-graphic-emosets-dilemma/ ), but I can't wrap my head around what Galv says. "Then create a dummy face set with filename "Leader.png". This file will never be seen, so you could write text in each face position of what the emotion is (angry, sad, etc.)" I get making a file named "Leader.png", but then what would I do with it? Where would I put it? How would the text come in?

Sorry for such a long (first) post (that isn't even an introduction). I really appreciate any help I can get on this problems~

Another small thing would be; does anyone know a quality face+sprite generator? I can add on to our default generator, but I don't like how those faces don't look in a direction like the Actors, People, ect. I also ask for the sprite because... I can't sprite to save my life. xD
 
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Fomar0153

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I want to make the event that the arrow is pointing at, take place in the red cells so the event itself can't be skipped, then the event disappears from all three so it can't be triggered accidentally. Because I'm gradually getting the hang of how this game making thing works, I figure that I have to create a switch, make a conditional branch where that switch is off, then finally have the switch turn on after the event ends so that the other two cells don't trigger the event. While this makes sense in my head, I wanna check it with other people and see if there's another way to go about it.


One final issue I'm having is figuring out these face emotion sets. I've also found a thread (here: http://www.rpgmakervxace.net/topic/14026-show-text-face-graphic-emosets-dilemma/ ), but I can't wrap my head around what Galv says. "Then create a dummy face set with filename "Leader.png". This file will never be seen, so you could write text in each face position of what the emotion is (angry, sad, etc.)" I get making a file named "Leader.png", but then what would I do with it? Where would I put it? How would the text come in?


Sorry for such a long (first) post (that isn't even an introduction). I really appreciate any help I can get on this problems~


Another small thing would be; does anyone know a quality face+sprite generator? I can add on to our default generator, but I don't like how those faces don't look in a direction like the Actors, People, ect. I also ask for the sprite because... I can't sprite to save my life. xD
In the event you want to trigger when players walk by, if you turn on a switch at the end of it and then in the same event make a new page. You can add that switch as a condition. That way the event will only run the once. Also then you can copy and paste it to all the spaces the player could step on. But because they all share that switch, it will only run on the first of the spaces the player can step on.


Onto the faces script. By "dummy" he just means that the file won't be seen in game. He's suggesting making an images file with the emotions written on instead of having actual faces. So that you don't have to remember which emotion is where.


Hope that helps. I have no experience with the battle system in question but hopefully someone else will.
 

Syltti

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Okay, yeah, I figured it'd be with a switch, thanks for confirming that~

Okay, I get the dummy party, but.. First, are you saying I'd have to get a faceset then write what they are on them to be used as variables/calls so they can be used? If that's the case, where would I even put the facesets?
 

Shaz

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Large Collision Script


Next time, please make your thread title meaningful. We KNOW you need help, or you wouldn't be posting a question in this forum. Try to use some keywords from your question to make the title reflect WHAT you need help with.
 

Syltti

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A collision script, huh? That'd make things quicker to do. I'll give this a shot.

I apologize for the title, but since I had several issues I wanted to address, I thought I'd just keep it short. I did, however, add the issues themselves as tags, so... Yeah.
 

Shaz

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Still, please use more meaningful titles in future, even if it means having several topics because you have several issues.
 

Syltti

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I've managed to work in the event switch and it's working nicely~ Shaz, I'm not entirely sure, but if I wanted to use your collision script, would I have to make the other two events, THEN make the comments? I tried adding comments to the main script without making the other two and nothing happened.

I also have another problem right now; When I try to import an iconset, I get this prompt about Transparent and Translucent Colors. I can't, for the life of me, figure out how I'm supposed to work this thing... If I make "white" transparent, anything using white goes black, which screws with many of the icons. Looking at the set in Photoshop shows that it does, in fact, have a transparent background. Is there a way to either bypass this or get the set properly imported?

[Edit] Changed the topic's title. Will be more careful in the future. ^_^; I also managed to get my character to attack, and with the animation I wanted. I just need to work on adding new skills, but I'll take that over to the Tankentai thread at some point.
 
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Shaz

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With icons, if your image already has transparency, just copy it into the System folder and ignore the import process.


For the collision script, I'm not sure what you mean about "I tried adding comments to the main script" - you don't do ANYTHING to the main script, except paste my script into a new slot. What you do in events is NOT script, and you should try to avoid referring to eventing as scripting, because the two things mean very different things in RPG maker, and people will be confused about what you're trying to do.


So, once you've put my script into the list below Materials, you create your event - only one event, and you add this as a comment in your event:

<collision: 96,32>That should make your player collide with the event on the tile that actually contains the event, as well as one tile to the left and one tile to the right.
Make sure there are no spaces between the numbers, just a comma, and only one space after the : - the script is very specific with the format you use.


If it still doesn't work, take a screenshot of your event (include the entire event page, showing how many tabs there are, what the conditions are, what the trigger is, as well as the event commands) and I'll be able to let you know why it's not working.
 
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Syltti

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It seems I'm making a number of mistakes lately. x-x

This is the event I was referring to before, the screenshots I took are the main event, without the switches for the additional two tiles:





 

That's the event I'm trying to copy into the two adjacent tiles. The comment I made for the collision is to make this event happen in the tile to the right of the main event, but nothing happens when I walk over it.
 

Shaz

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The collision values should usually be a multiple of 32, because if it extends into a tile, it's going to make the whole tile impassable. So that would make it trigger if you walked over that tile OR the ones to the right or left, OR any of the three above them (since you used 36 instead of 32).


I don't see anything in there that would make it NOT work. Does your event trigger if you walk ON the tile that contains the event? Did you paste the script into the correct spot? Should be below materials. If it's above any OTHER scripts that overwrite those three methods, it would cause my script to be ignored. So maybe if there are other scripts below it, move this one to the bottom instead, so it's the last one in your Materials section.


If you do that and it still doesn't work, you can load your project up for me to take a look at and I'll see if I can figure it out. You can PM me a link to download it if you don't want to post it here.


Oh ... you're not using a pixel movement script, are you? They're probably not compatible. In that case, my Region Common Events script might be more suitable. You'd have to put the event code into a common event, and condition the whole thing by a switch (that's turned ON at the end), so it doesn't repeat each time you walk over it.
 
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Syltti

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Oh, I see. I'll take a look at that script later on and get back to you about it.

Actually, this is exactly what I was looking for; I originally thought of using Regions for this, but didn't know if I could use Regions to trigger events that were already set up elsewhere.

[Edit] Worked like a charm~ I had to edit the Common Events accordingly, but this did exactly what I wanted~ Thanks, Shaz. Fomar, as well~
 
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Shaz

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If you use that region script, then you don't need to set up an event in that spot at all. And again, if you're using a pixel movement script, you probably want to avoid the case where you're looking to see what region is on the tile the player is facing, and only look at the region of the tile the player is ON.


This thread is being closed, due to being solved. If for some reason you would like this thread re-opened, please report this post and leave a message why. Thank you.
 
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