Theolized Sideview Battle System (In Game Editor + Version 2 Coming Soon)

Engr. Adiktuzmiko

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Normally attacks dont miss alot like that, maybe its was unlucky fight...
The engine's default flow is actually meant to make you not hit a lot... It checks for miss then checks for evade afterwards if you didn't miss...

Or if you prefer to do it on the actor / attacker side


[:script, "target.tp += 1"],
It looks counter intuitive to me, calling it target when it's for the attacker side. :)
 

Jaymonius

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Quick question, I'm trying to make an enemy who self destructs upon physical contact, I got some of it down, and he does self-destruct upon death, inflicting damage, now I just gotta figure out the physical contact thing. And it will not inflict damage if hit by a magical attack.

I'm guessing I have to use the If command, my only problem what do I input for that? physical attack in the if part?

A little guidance would be most helpful, boss! :D Thanks muchly.
 
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TheoAllen

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Quick question, I'm trying to make an enemy who self destructs upon physical contact, I got some of it down, and he does self-destruct upon death, inflicting damage, now I just gotta figure out the physical contact thing.

I'm guessing I have to use the If command, my only problem what do I input for that? physical attack in the if part?

A little guidance would be most helpful, boss! :D Thanks muchly.
Of course you can! Something like this eh? I already put this idea on my list. 

However, in my newer version of Skyward Temple didnt happened, since I made mistake in my own sequences, and it's already released lol.

Here is the way.

You need to do custom sequence for collapse effect for your enemy. Like I did in my poison slime.

The custom collapse sequence should call these commands.

[:change_skill, ...],[:target_damage],Change skill command is to change the carried dummy skill to be applied to attacker. Call it before the target damage

On the attacker side, you need to call [:check_collapse]

So, after the attacker perform an attack, it will check if the target is dead. If the target is alive, it wont do anything. If the target dead, then target will perform collapse sequence. And it will do damage the attacker.

Hope these helps.
 

Jaymonius

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Yes! I got it now! Awesome, thanks once more! :D
 

Pugh95Bear

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Okay, so I tested out the script a few days ago like I said I would on my laptop. To be honest, there was a lot of lag that was totally unexplainable other than my laptop's hardware, so I thought I would give it another shot on my gaming desktop. Still a lot of lag. The main issue I have now is that it takes forever to boot the game, often crashing/not responding, and this is after several downloads/installs. I looked at the script editor and saw a lot of overlapping scripts (Indonesian and English variations), so I decided to delete all the Indonesian ones that appeared to be identical to the English scripts, thinking that would get rid of the latency problems because then the processing speed would be better since it isn't trying to run the same scripts twice. Then I got this:

NameError Window.png
These are the two Indonesian to English spots that I tried to change:

Deleted Indonesian.png

and

Deleted Indonesian 2.png
This would imply that the Indonesian copies have things in them the English ones don't, making the English ones incomplete. I haven't tried working it the other way yet. I noticed a few other things though. You have two spots talking about disabled scripts:

Disabled 1.png

and

Disabled 2.png
Perhaps the first part was a harmless mistake that wasn't fixed? I mean, there is nothing there although it implies there should be, so I didn't see the point in it being spread out like that.

Lastly, what is with all the hashes (#) in the names? Like in the second "Disabled scripts" image, it shows next to the first three scripts in the list. Is this a typo, or does it actually cause problems?

I don't mean to come off the wrong way; I am simply trying to clean up the code with what programming knowledge I have. I am VERY new to Ruby, but I know C++, and I am noticing they aren't a lot alike lol. Thank you for your time.
 

TheoAllen

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Read EST Script controls.

Your problems are similar with Archeia had.

# is the way how to disable script.

To enable the script, just remove # from the script name. You will be fine

I use # to enable and disable script just to test if there's any script give me issue and I want to disable it anytime.
 

Haydeos

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yeah it's from all the extra music that I need to take out of it...
 

Jaymonius

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Hey boss, for your animated heroes on the menu thing, is it possible to also have it on the equipment screen and the status screen too?
 

TheoAllen

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Hey boss, for your animated heroes on the menu thing, is it possible to also have it on the equipment screen and the status screen too?
I tried yesterday and somehow failed. Dunno why, I havent found the cause yet, might try later if I have time
 

Kensoloko

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Hi Theo, can i ask how to force defender use a skill X while in a attacker's sequence ?

I used [:com_event, x] but it didnt work, when it run the battle just stopped....
 
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TheoAllen

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You want a counterattack?
 

Kensoloko

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It similar to a counterattack but because i use Input Combo script from Yanfly (compatible with your script) so i want when an enemy attack, actor would invoke a skill (for player to start input combo string), not just a sequence. 
 

TheoAllen

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To counter the enemy, right?

I mean, not just only use skill, but actor has target.

Because skill with no target cant be used.

I was thinking about to use forced action, but forced action has no target, only perform sequence.

But I can try to patch it
 

Kensoloko

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OK, there a still 1 problem that i dont understand: Why we need a tag counter: X when we have this tag <counter skill: X> because skill X already has its predefined sequence ?
 

TheoAllen

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OK, there a still 1 problem that i dont understand: Why we need a tag counter: X when we have this tag <counter skill: X> because skill X already has its predefined sequence ?
Actor may have same counter skill.

But their sequence could be different

Or maybe, counterattack skill is same as attack skill

Basically, sequence for counterattack SHOULD be different than skill sequence

Edit: 

Also, if you're using custom sequence for counterattack, you can do the damage penaltly

Let say, by using counterattack, the damage is 50% from the normal attack. You can put this for example

Code:
[:target_damage, 0.5],
 
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emkuga123

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i need change location camera  beginning  battle .

 
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TheoAllen

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Answered by pic

 

ShinGamix

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@TheoAllen

Wish your battle camera was usable with Yami's Symphony too. I epic <3 TBS Camera but all my project's scripts (115+) are worked into symphony at this time. That be hell to change to TBS.
 

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