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

Shyno19

Villager
Member
Joined
Dec 12, 2016
Messages
16
Reaction score
0
First Language
fr
Primarily Uses
I have a question :


When i cast a skill with multiple hit, the hurt sequence of the enemy end when his HP = 0


how i can solve this ? 
 

Ebanyle

açspasl~d~dfflass
Veteran
Joined
Sep 2, 2016
Messages
338
Reaction score
200
First Language
Portuguese
Primarily Uses
RMVXA
I really love this script and it's so well done! The only issue I am having is that when a character enters the battle it gets off the screen. Is there some way to correct this?


I have a question :


When i cast a skill with multiple hit, the hurt sequence of the enemy end when his HP = 0


how i can solve this ?
62) :check_collapse | To perform collapse effect to target if dead
---------------------------------------------------------------------------
Format --> [:check_collapse]

Note :
Used to perform collapse to target if target is dead. In other words,
collapse sequence will be played during action sequence. Collapse effect won't
be played if target still alive

Example :
[:target_damage],
[:check_collapse],
 

ThisIsRavi

Villager
Member
Joined
May 15, 2017
Messages
8
Reaction score
2
First Language
Filipino
Primarily Uses
RMVXA
Help!! Im having this problem when I place Basename changer Add-on
 

Attachments

Evil_Nazgul0616

Veteran
Veteran
Joined
Aug 29, 2013
Messages
79
Reaction score
0
First Language
English
Primarily Uses
My battlers don't start their animations until one of them is either hit or performs an action, after that they work normal for the rest of the battle.

Is there a fix for this?
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
Bumping this post. To everyone who had a question here, please reply back if you still needs some assistance.
I'm not sure how many of you that still use VXAce, but now I want to officially release my in game sequence editor. As I only share to some people that directly asked me to give the link. They're satisfied with it, although I personally prefer to write my own sequences through the editor (the reason why I hold the release for quite long). That said, I guess it's a good tool to learn how my battle system sequence works

Some teasers (some of you might already watched it)



Download link : https://www.dropbox.com/s/nkf0fdkjc3uw68z/TSBS In Game Edit.exe?dl=0
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Very nice, boss! This can be helpful. But I'm just more comfortable just doing things from the script. :p
 

Countyoungblood

Sleeping Dragon
Veteran
Joined
Dec 9, 2017
Messages
622
Reaction score
403
First Language
English
Primarily Uses
RMVXA
Do all actors have to be the same size?
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
Do all actors have to be the same size?
Nope, you just need to have the same dimension. i.e, if you decide to use 4x4 sprite, all sprites must have the same 4x4 format
 

Countyoungblood

Sleeping Dragon
Veteran
Joined
Dec 9, 2017
Messages
622
Reaction score
403
First Language
English
Primarily Uses
RMVXA
As in 4x4 frames? So one could be bigger as long as its 4 frames across
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
Yes, for example I'm using in my game, I'm using 4x6
Since Terra has no 4x6 sheet yet, I just resize it to match with the dimension I'm using
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
I've just been sticking with the 4x4 format. A lot more easier to work with. XD Though I guess going higher would help reduce file size, haha.
 

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
842
First Language
FIlipino
Primarily Uses
N/A
Hello @TheoAllen ! First off, this is an amazing Battle system! I absolutely loved it! ^_^

But I have a question, how can I make it so that the battlers being used are only the Actors' character-sets? Like how Tankentai's SBS worked? I did find an add-on on your script that says "Character as battlers", but it still gives me an error cause it insists that I put an animated battler sheet there. (Ex. Graphics/Characters/Warrior_1 is not found.)

How can I do it that by default, whatever charset my actor is using will automatically become the battler like in Tankentai's? Thanks so much!!
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
hi @Starmage thank u for your interest.

The script character as battler is actually worked as intended. Since it redirected from Graphic/battlers folder to Graphics/characters. And the extra "_1" suffix is automated because how I made the action sequence handler (you probably want to learn how to set action pose before knowing why I made it), and it's also heavily inspired from Tankentai back in VX era when kaduki sprites and Tankentai were a thing.

The addon I made so that you won't be having a copy of these sprites for both in battler folder and character folder since it might also usable in map for whatever reason (mainly for kaduki style sprites), like this

Maybe, the addon name and the description is kinda misleading, if so, sorry about that
But my making a copy of a character in battler folder will also do. Which, unfortunately, there is no automated one for "every character I use it will become a battler" thing.

Try to read the getting started article and see if you get the idea of it. I haven't update the wiki for a while though
 

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
842
First Language
FIlipino
Primarily Uses
N/A
Ohh!! I see that's indeed interesting!! Hmm, so I guess this must mean that I'll have to design the battle sprite-sheets myself? It's going to be quite a challenge but I'll try. ^_^

Thanks so much for the informations! @TheoAllen ! :D
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
You can either design the battler sprite-sheet yourself, or just copy your map sprite in to battler folder, it does not matter :p

What you need to design is the action sequence itself. In my battle system script, there is no an absolute rule like in row 1 will be played in loop for normal attack animation or so. All the rule is designed by yourself. You're free to pick whichever the grid that you want to display for whatever skill / action. You only tied with the sprite dimension. Other than that, you have freedom. Here is the detailed article
 

Starmage

Veteran
Veteran
Joined
Apr 2, 2016
Messages
783
Reaction score
842
First Language
FIlipino
Primarily Uses
N/A
Wow, the things one can do with that freedom!! :D Hmm, I guess it'll take a lot of experimenting for me. :) Thanks a lot TheoAllen. :) xDD
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
ACTUALLY! I do have a question in mind now that I have finally remembered! I have a character who will be going through change, and needs to change his entire battler sprite, is there any possible way for me to do that? (It's mostly just changing his hair color really, haha.)
 

TheoAllen

Self-proclaimed jack of all trades
Veteran
Joined
Mar 16, 2012
Messages
5,573
Reaction score
6,503
First Language
Indonesian
Primarily Uses
RMVXA
ACTUALLY! I do have a question in mind now that I have finally remembered! I have a character who will be going through change, and needs to change his entire battler sprite, is there any possible way for me to do that? (It's mostly just changing his hair color really, haha.)
Hmm.... I never tried this, but I looked back at my code and noticed there is actually a way to do this.
I forgot to put one method, so first you have to put this
Code:
class Game_Actor
  attr_accessor :base_battler_name
end
Then, the usage would be in event script call
Code:
$game_actors[1].base_battler_name = "newname"
OR, you use state name
Create an invisible state with no icon (and no name?). Tag it with, for example <transform: -blue>
So, your new sprite name would be "battlername-blue_1, battlername-blue_2, battlername-blue_3" while the state is in effect
This mainly used for transformation though
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Worked perfectly! Thanks muchly! ^_^ Only hard part now is just changing the hair color of the battle sprite, and there's like 7 pages of it too, haha!
 

Diamond Star

Diamond Star
Veteran
Joined
Nov 20, 2015
Messages
46
Reaction score
15
First Language
Arabic
Primarily Uses
Hello !
I use TSBS Editor, but when I try to add commands like Movement > Move Target and try to click on any parameter to change I get this error message:
Error in Window_ActionEdit line 818. Undefined method "trigger" for input module.

What is the problem ?

I hope that you didn't stop support this script
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts



So I figured out how to put words and pictures in the screen transition. It even wipes away from both the top and bottom. The possibilities are endless! :LZSexcite: I'm going to devise secret messages now for them because I'm a terrible wonderful person like that. :kaopride:
December has arrived and with that, an ¡update for Aletoir Feast! a game made it for the One Map Challenge. I will use some of the remaining switches, variables, and events from the challenge limit to add more content but keep it within the requirements. ¡Have a nice day Everybody!
What I worked on today. :LZSjoy:

No stream today, make a game in MZ is continuing next week!
It seems MOG Weather only has a "clear" function to instantly erase a given weather effect. Probably works well if weather only changes at map transfer, etc, but looks very abrupt if weather effects are continuously changing. So my next challenge: script a "fade" function to gradually fade the sprites and wait to "clear" the current weather until the opacity of all its sprites hits zero... or something like that! XD

Forum statistics

Threads
105,754
Messages
1,016,165
Members
137,439
Latest member
merpmerp
Top