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

lolshtar

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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?
If you're talking about the v1.4 demo with a single map, no, there aren't any others.
 

Siul

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Hello there Theo!
 

IMBA AWESOME SCRIPT for sure. I'm thinking on using it on my proyect but I have a question first: Is there any way to change de battleground dimensions and/or battle resolution? I mean: I wan't to use battlers with higher resolution but I don't wanna lose space in the screen. Is that possible?

Thanks in advance
 

Siul

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Sorry for re-post but i had to say that MogHunter has a "zoom" (in an out) for the battlers in one of his latest scripts (something similar to a sideview battle system wih just few features), so I was wondering if is it possible to implement this feature in your awesome battle system.

If it's able, it would be a nice feature and my first post about increasing resolution and in-battle details would be solved.

Thanks for your attention.
 

Ninkoro

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<problem solved>
 
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Endymion

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Hi Theo,

like i posted earlier here ( http://forums.rpgmakerweb.com/index.php?/topic/38453-ace-need-help-with-mr-bubbles-auto-life-effect/ ) i can't get a couple of auto-life scripts to work. The work well in a plain, new project. So it must be some kind of conflict.

I made a spell wich applies a reraise state. The reraise state has the notetag <autolife>.

Once the actor under the effect of reraise dies, just gets the death effect at the end of the round.

It works perfectly when applied to actors or items. But i can't make a reraise spell!

Any clues how i can fix this, if at all?

Thanks in advance!
 

Jaymonius

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Hey boss! I got a quick question!

For skills and stuff and making the preparation animation, is there a way I can have multiple preparations on the same skill without the need to copy the skill and make seperate preparation animations for each person?

I don't know how long it'll be before you reply, since from what I last recall, collage caught up and gave you one hell of a workload these days, hopin' that's workin' well for ya.

Thanks boss!
 

Ninkoro

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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
Have you patched this in yet? Because I can't seem to get it to work...
 

Ninkoro

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I don't know if you know of this bug already, but I can't seem to stop an enemy from death when they have an immortal state applied.

EDIT:

Please Please anyone who has used this script please help. After calling a battle process and completing it, back on the map when I try to save, it just plays a buzzer and doesn't allow me to save!!!

Saving works flawlessly before battling, but after a battle it isn't working. I've taken out every script and left only theo's in there, but this solves nothing. Theo's script is causing the bug 100%. Please tell me I'm not the only one experiencing this, someone??

EDIT2:

I figured out the true culprit! The basename changer addon script is whats preventing the save function!

For those using the Basename changer, here is where someone was kind enough to solve the problem: http://www.rpgmakervxace.net/topic/31613-something-in-this-short-addon-is-messing-up-the-save-functionhelp/
 
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NeonBlade47

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Is there any chance of someone making an RGSS2 version of this, or can somebody direct to one like this? This looks great but I have RMVX
 

Kensoloko

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Ninkoro

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So, when I use :anim_follow, instead of following the battler the animation immediately flys off the screen downward. Has anybody been able to use this command?
 

Vanilla Cheesecake

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I must say, I'm incredibly impressed with this script so far. After spending nearly 3 days contemplating on which battle script to use, I've come to the conclusion I'll be using this one. Thank you, TheoAllen.

Though I must ask two things: is there a direct way to rotate icons so they appear to spin (I intended to make a spinning attack with a scythe, you see) but I may have missed it in the script settings, and is there also a way to show shields when I use the defend command or when I block an attack completely if the character has one?
 

Ninkoro

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I must say, I'm incredibly impressed with this script so far. After spending nearly 3 days contemplating on which battle script to use, I've come to the conclusion I'll be using this one. Thank you, TheoAllen.

Though I must ask two things: is there a direct way to rotate icons so they appear to spin (I intended to make a spinning attack with a scythe, you see) but I may have missed it in the script settings, and is there also a way to show shields when I use the defend command or when I block an attack completely if the character has one?
I personally don't use icons, so I can't help you with the first problem, but I can with the second. When you defend, allow the block skill to add a guard state. That state will have a anim_guard which will play whenever an enemy attacks it. This would work if you want a general shield animation.

However, if you want a sequence to play so that you can actually show the icon of the shield equiped, i don't know if you can create a state anim_guard sequence, but you can create a state idle sequence. basically when the player hits the defend command, the character will just have their shield icon up the whole turn, and then you can have an anim_guard for the impact against the shield.

If you have any questions, i'll be happy to go into more detail. Not sure how long it will take for Theo to read your post, since rumor has it he's focused on school and doesn't check his threads much lately.

Hey boss! I got a quick question!

For skills and stuff and making the preparation animation, is there a way I can have multiple preparations on the same skill without the need to copy the skill and make seperate preparation animations for each person?

I don't know how long it'll be before you reply, since from what I last recall, collage caught up and gave you one hell of a workload these days, hopin' that's workin' well for ya.

Thanks boss!
If I understand you correctly, you could probably have one preperation sequence with a :case that checks which character is using that skill, and then have it force an action based on who it is.

These aren't the real script calls, since I don't really know how to call the turn actor, but I'm sure you or someone on the "RGSSX questions that don't deserve their own thread" would know.

[:case, {

     "actor.turn == 1" => "Eric_Prep",

     "actor.turn == 2" => "Noah_Prep",

<and continue down as far as you need>

}],

If this doesn't address what you're asking about then sorry, just trying to help people on this thread since Theo isn't around much and I've been using this system for 2 months now.
 
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NeoPGX

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Oh so this was the battle script used for Skyward temple? Since I really enjoyed that game and seen it's battle system, I'm SO going to use this in my game! :D
 

Kensoloko

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I developed my Fighting Style Mechanic using this impressive script:




 
 

Daemonium

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Theo, all your setups are flagged as malware for AVG Internet Security 2015, which kind of setup are you using?
 

Jaymonius

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Yeah, I've been using it for some time now. And I figured my question hasn't been answered yet, so I have to make due, don't worry about it. I'll just wait for the destined day for Theo to return. :3
 

Ninkoro

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Yeah, I've been using it for some time now. And I figured my question hasn't been answered yet, so I have to make due, don't worry about it. I'll just wait for the destined day for Theo to return. :3
I didn't solve your multiple preparations problem? How come it didn't work?
 
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Vanilla Cheesecake

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I personally don't use icons, so I can't help you with the first problem, but I can with the second. When you defend, allow the block skill to add a guard state. That state will have a anim_guard which will play whenever an enemy attacks it. This would work if you want a general shield animation.

However, if you want a sequence to play so that you can actually show the icon of the shield equiped, i don't know if you can create a state anim_guard sequence, but you can create a state idle sequence. basically when the player hits the defend command, the character will just have their shield icon up the whole turn, and then you can have an anim_guard for the impact against the shield.

If you have any questions, i'll be happy to go into more detail. Not sure how long it will take for Theo to read your post, since rumor has it he's focused on school and doesn't check his threads much lately.
Once I get some of my work done I'll have a proper trial and error with these methods and get back to you if you're avaliable. Many thanks.
 

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