Theolized Sideview Battle System (Now with EDITOR!)

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by TheoAllen, Jun 30, 2014.

  1. Shyno19

    Shyno19 Villager Member

    Messages:
    16
    Likes Received:
    0
    First Language:
    fr
    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 ? 
     
  2. Ebanyle

    Ebanyle Veteran Veteran

    Messages:
    265
    Likes Received:
    150
    Location:
    Brazil
    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?
    [​IMG]


    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],
     
  3. ThisIsRavi

    ThisIsRavi Villager Member

    Messages:
    8
    Likes Received:
    2
    First Language:
    Filipino
    Primarily Uses:
    RMVXA
    Help!! Im having this problem when I place Basename changer Add-on
     

    Attached Files:

    • dsd.png
      dsd.png
      File size:
      4.1 KB
      Views:
      3
  4. Evil_Nazgul0616

    Evil_Nazgul0616 Veteran Veteran

    Messages:
    79
    Likes Received:
    0
    First Language:
    English
    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?
     
  5. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    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
     
  6. Jaymonius

    Jaymonius Veteran Veteran

    Messages:
    232
    Likes Received:
    74
    Location:
    Calgary Alberta
    First Language:
    English
    Very nice, boss! This can be helpful. But I'm just more comfortable just doing things from the script. :p
     
    TheoAllen likes this.
  7. Countyoungblood

    Countyoungblood Sleeping Dragon Veteran

    Messages:
    532
    Likes Received:
    294
    First Language:
    English
    Primarily Uses:
    RMVXA
    Do all actors have to be the same size?
     
  8. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    First Language:
    Indonesian
    Primarily Uses:
    RMVXA
    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
     
  9. Countyoungblood

    Countyoungblood Sleeping Dragon Veteran

    Messages:
    532
    Likes Received:
    294
    First Language:
    English
    Primarily Uses:
    RMVXA
    As in 4x4 frames? So one could be bigger as long as its 4 frames across
     
  10. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    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
    [​IMG]
     
  11. Jaymonius

    Jaymonius Veteran Veteran

    Messages:
    232
    Likes Received:
    74
    Location:
    Calgary Alberta
    First Language:
    English
    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.
     
  12. Starmage

    Starmage Veteran Veteran

    Messages:
    566
    Likes Received:
    640
    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!!
     
  13. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    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
    [​IMG]
    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 likes this.
  14. Starmage

    Starmage Veteran Veteran

    Messages:
    566
    Likes Received:
    640
    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
     
  15. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    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 likes this.
  16. Starmage

    Starmage Veteran Veteran

    Messages:
    566
    Likes Received:
    640
    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
     
    TheoAllen likes this.
  17. Jaymonius

    Jaymonius Veteran Veteran

    Messages:
    232
    Likes Received:
    74
    Location:
    Calgary Alberta
    First Language:
    English
    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.)
     
  18. TheoAllen

    TheoAllen Self-proclaimed jack of all trades Veteran

    Messages:
    4,455
    Likes Received:
    5,046
    Location:
    Riftverse
    First Language:
    Indonesian
    Primarily Uses:
    RMVXA
    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
     
  19. Jaymonius

    Jaymonius Veteran Veteran

    Messages:
    232
    Likes Received:
    74
    Location:
    Calgary Alberta
    First Language:
    English
    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!
     
    TheoAllen likes this.
  20. Diamond Star

    Diamond Star Diamond Star Veteran

    Messages:
    46
    Likes Received:
    15
    Location:
    A World of Imagination
    First Language:
    Arabic
    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
     

Share This Page