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

TheoAllen

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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.
 

ShinGamix

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I wasn't asking you to do it. I was saying that your battle camera was so nice I wish it was.
 

TheoAllen

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Oh haha ...

Welp, it was implying "that would be nice if the battle camera can be used in another SBS" 

Sorry, I was a bit sentiment, perhaps because I was sleepy
 

Jaymonius

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Hey mang, me again with yet another question in regards to your battle system.

Is there a way for me to change the damage and hits thing so it keeps counting the more my allies attack the enemy and resets the moment the enemy will attack my characters?

And second to follow that up, is there also a way to make a shield type thing for enemies that won't get damaged by normal attacks, but with multiple hit attacks it will eventually break the shield? Or would that all be too complex? :s
 

TheoAllen

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I'm not quite understand, but there is reset function to reset the damage counter by calling [:reset_counter]. Perhaps, you could work around on it?

And the second question, it may not related to my battle system since you asked for changing how the damage flow. While my script only focus on making action sequence itself.
 
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Sixth

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Ahoy, Theo!


I'm not exactly sure where to ask this...


It's about one of your module which conflicts with KGC's Bitmap Extension script which makes my Battle QTE script "incompatible" with your TSBS.


So, you named a method the same way as KGC did. The method is 'draw_polygon'.


My QTE system works in your battle system if I rename the method in KGC's script and the method call's name in my script without any issue.


But there are many scripts using KGC's Bitmap Extension (most importantly Luna Engine, but some others too, like Blackmorning's Advanced Status), so if I do this, I will kill off those scripts...


So, I was wondering where do you actually use that method, and would it be hard for you to change the name of it in the scripts you are using it?


I searched in your TSBS demo (in both demos), but none of them uses that method, so I am guessing your other scripts might use it.


I am just asking, because I would really like my QTE system to work with your battle system without any issues, and the only thing preventing that to happen is that single method and it's name. :D


If it is too bothersome for you, I can understand it, no problem. I will do a little patch for my QTE system than for your battle system, but that will kill off any other script using the 'draw_polygon' method from KGC's script, unfortunately. :(


Thanks for the answers in advance!
 

TheoAllen

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Not my TSBS that have draw_polygons. But my basic module.

Try this to my basic module. It *should* fix the problem

 

Sixth

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Yeah, found that thing, thanks!


But that module will break KGC's Bitmap Extension script regardless, so you can add that to the incompatibility list for your Basic Module.
 

TheoAllen

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That's why I put true/false config just in case if there's incompatibility. You could disable certain functions without breaking entire module
 

Jaymonius

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Yeah, the system is great. But now if there was a way for you to change your battle positions and actually walk up to enemies and just hang there like in the real Lunar games, but then it would be absolutely AMAAAAAAAAAAZING!!

But not a bad look to this Lunar fan game. Good show!
 
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TheoAllen

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He asked me back then, and I said it can't by default.

However, these is a way to change the position that I havent tried myself.

By putting this at the end of action should do

Code:
[:script, "@ori_x = self.x; @ori_y = self.y"],
 

Punisher699

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It actually works , but there is no way to hang there if we don't have the option to move somewhere else . It'll just look weird to be all at the same spot :)

One day , I hope to get my hands on this movement script !! Im willing to pay for it :p

Thx for ur comments tho !
 

Kensoloko

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Hi everyone, ive updated my Fighting Battle System to v1.2. Gameplay was changed totally, in order to get more interesting :D
 

Biwinningism

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Theo I have a question for you. I don't know if I'm overlooking something or just thinking about this the wrong way. I'm hoping to have my game start out with character creation and giving the options of gender, appearance and class. Such as Female, dark skin, archer and so on. I'm just not sure how to tag or name the battlers to make sure they match up correctly with the choices. Especially when I would like there to be so many options. Is this something beyond what your system can do? Hopefully I haven't missed something small lol. Thanks for your time though!
 

TheoAllen

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The "easiest" way would be.

For gender option, you could use different actor for different gender

For class option, you could use <classname: name> tag

For example

You have 2 actors in database named Male and Female

You have 3 class named Fighter, Mage, Thief. You put tag <classname _fighter> in fighter class

Then you need to provide

Male_fighter_1.png

Male_fighter_2.png

Male_fighter_3.png

Female_fighter_1.png

Female_fighter_2.png

Female_fighter_3.png

All is about naming. Of course you need to provide all possible choices

If you plan to use character generator, no, my script wont work with character generator
 

Biwinningism

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The "easiest" way would be.

For gender option, you could use different actor for different gender

For class option, you could use <classname: name> tag

For example

You have 2 actors in database named Male and Female

You have 3 class named Fighter, Mage, Thief. You put tag <classname _fighter> in fighter class

Then you need to provide

Male_fighter_1.png

Male_fighter_2.png

Male_fighter_3.png

Female_fighter_1.png

Female_fighter_2.png

Female_fighter_3.png

All is about naming. Of course you need to provide all possible choices

If you plan to use character generator, no, my script wont work with character generator
Ahhhh that makes sense! I thought it might be something like that. Thank you so much for your help! I love what you've created here! 
 

Sixth

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Am I the only one getting random crashes?


I am using version 1.4, the direct downloaded project, I changed nothing in it, except the actor command window's visuals, and yet I get random crashes on random lines at random intervals. Even before I changed the actor command window, I got these errors.


I have 3 lines reported:


1. self.z = battler.screen_z + (@above_char ? 1 : -1)


2. return screen_z - additional_z


3. @dur_flash = [@dur_flash - 1,0].max


The first two is in the Implementation script, while the third is in Basic Modules.


The first two happened only in battle so far, the third happens even on the map, outside battles.


All error reports look like this:


"Undefined method + for Nil class..."


"Undefined method - for Nil class..."


They happen randomly, literally. Even if I don't do anything, just waiting on actor/party command selection in battle, the error sometimes happen.


I have placed nil checks everywhere, where I got these errors, and they stopped happening. I hope I did not brake anything else. :D
 

AwesomeCool

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Am I the only one getting random crashes?

I am using version 1.4, the direct downloaded project, I changed nothing in it, except the actor command window's visuals, and yet I get random crashes on random lines at random intervals. Even before I changed the actor command window, I got these errors.

I have 3 lines reported:

1. self.z = battler.screen_z + (@above_char ? 1 : -1)

2. return screen_z - additional_z

3. @dur_flash = [@dur_flash - 1,0].max

The first two is in the Implementation script, while the third is in Basic Modules.

The first two happened only in battle so far, the third happens even on the map, outside battles.

All error reports look like this:

"Undefined method + for Nil class..."

"Undefined method - for Nil class..."

They happen randomly, literally. Even if I don't do anything, just waiting on actor/party command selection in battle, the error sometimes happen.

I have placed nil checks everywhere, where I got these errors, and they stopped happening. I hope I did not brake anything else. :D
I have no issues...

Did you download the demo?
 

Sixth

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Yeah, I use the demo project, the latest one, non-edited, which includes a bunch of other scripts by default. Is there any demo out which got only the necessary scripts for TSBS?
 

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