Jump to content
New account registrations are disabed. This website is now an archive. Read more here.
Guest Tankentai

Sideview Battle System Tankentai XP

Recommended Posts

Guest Tankentai

Note Credit must also be giving to the following: Atoa(Converting to XP), Enu(Orginal VX Version), Kylock & Mr.Bubble(Original VX English Translation), cairn(XP Translation to english)

 

Introduction

 

Update: 02 June 2009

Finally! The SBS Tankentai XP is fully translated (thank cairn).

For the ones that dont know this script, this is an highly customizable side view battle system.

 

The most important feature of this script, is that you can use normal Character Sets instead of Special Battlers.(you can configure it to use Special Battlers, but its up to you)

 

It was originally made by Enu for the RMVX. Enu made an RMXP version too, but it really outdated.

This version is very different from Enus XP version.

 

One of the main differences is that this script is 90% compatible with VX add-ons (most of them just need an few adjustment, due to the XP char height).

 

And more: ive added lots of new features for the XP Version.

 

Screenshots

post-1-0-24795900-1332627404_thumb.jpg post-1-0-75094700-1332627408_thumb.jpg post-1-0-54531500-1332627412_thumb.jpg

 

The Script

Enu SBS Tanketai XP.zip

 

Instructions

 

It highly recommended that you use the demo as Base for your project. But if that is not possible, theres some things you must be careful of:

You must copy from the demo the flowing things:

Database

Status: from 17 to 20

Animations: 102 and 103

 

Graphics

GraphicsAnimationsarco.png

GraphicsCharactersshadow00.png

GraphicsCharactersshadow01.png

GraphicsPicturesBalloon.png

GraphicsPictures?16-Thief01.png

 

Credits & Thanks

Converted to XP by Atoa Translation to english by cairn Original VX translation by Enu VX original translation to English by Kyrlock and Mr.Bubbles

Share this post


Link to post
Share on other sites

I've been getting an "error" with this script, and have absolutely no idea how to go about fixing it...

But I am getting strange amounts of EXP after battles. Example. In the simple setup where you fight three ghosts, you only receive 1 exp instead of the 6 you should be receiving. I changed their exp amount to 17 points each, then the team only received 12 points... This is a great script, but that little detail is really ruining it for me... :\

Share this post


Link to post
Share on other sites

Hello.

I downloaded this and I am very interested. The animations look great :)

 

However, I am still a noob at RMXP, so I don't really understand Ruby Scripting. Will this be a problem? I don't exactly understand how to implement this battle system into the game properly...

Share this post


Link to post
Share on other sites

Nope you dont need RGSS knowledge to do this because it has great comments.

All you really need to do is open the script editor on the demo for the script and copy them scripts into your game exactly how they have it then copy over all the graphics from them demo to your game. It should work perfectly.

 

Theres a script called * SBS Config, and * SBS Config - XP. I would suggest only messing with * SBS Config - XP.

The comments in the script will help you what each thing does. Make sure you read all the green text before messing with anything.

 

I would also make a copy of your project before messing with this incase you dont like it or mess up on the config some how. or just mess with the demo then make the changes on your project.

 

Hope this was helpful biggrin.png

Share this post


Link to post
Share on other sites

This system does use an in game variable, the very first one, named 'Poção'. Make sure to not use this variable for anything in your game.

 

Also the system suggests to build your game into the demo rather than moving it over into your game. I am currently using this system and the first time attempted to move it into my project and ran into multiple issues and errors. After moving my game into the demo, all the errors and issues stopped. I have little scripting knowledge so I would suggest you do the same, and move your project into the demo, or create from the demo, as you will run into exceeding less issues.

 

This is definitely an amazing system, I am using tons of scripts as well as this one and some have caused issues, but I have always been able to find an alternate script that does the same thing, and currently have no compatibility issues. I agree with pol, every time you do any script work create a back up copy of your entire game, I use version numbers to tell the difference. I would also suggest to do all your script work at once, or near each other, and read the through each section a few times before you start, I still read, or understand further new things.

 

If you have any questions about how to do something with this system in the future, feel free to post here, I will help best I can.

Share this post


Link to post
Share on other sites

Theres optional scripts in the demo called Atoa ATB, and Atoa CTB. There add-ons to this script. All you have to do to use them is move them above main.

Share this post


Link to post
Share on other sites

Hi everyone!

I have an minor issue with this system.

You see, I want to make animated enemies work. So I add few more IDs in script. But all the enemies remain in their Battler sprites instead of being Character sprites no matter what!

 

I'm not really good at explaining, but they say a picture can say thousands of words. smile.png

Unless I'm n00b at it, too.

 

b7yvs3.png

Share this post


Link to post
Share on other sites

in your scripts youll see

 

"Enemy Animated Battlers"

and

"Stationary Enemies"

 

in Enemy Animated Battlers look for this line

 

module ENEMY_ANIME_BATTLERS
 ENEMY_ID = [1,2,3,4,5,6,7,8,9,10,] # IDs of the enemies that will have animated sprites
end

 

like i have add the IDs of the monsters you want to be animated (using their sprite sheets)

 

in Stationary Enemies

module K_STATIONARY_ENEMY
 ENEMY_ID = [36, 37, 38, 39, 44, 48, 49, 50, 51, ] # List of movementless enemies

 

make sure you take off the IDs of characters you dont want just a picture as the battler

 

should be good to go

Share this post


Link to post
Share on other sites

okay I have a small problem. how do I move the enemy sprites? I got rid of the battler images (ty yogi) but haven't had any luck gettin them aligned the way they are in the screenshots. help would be appreciated.

Share this post


Link to post
Share on other sites

to align enemies differently just go to your database on your project

 

click on the Troops tab

 

select the group of monsters

 

click the Enemy battler and drag them around on the battle field where you want them to stand in battle

 

monstermovement.jpg

Share this post


Link to post
Share on other sites

in your scripts youll see

 

"Enemy Animated Battlers"

and

"Stationary Enemies"

 

in Enemy Animated Battlers look for this line

 

module ENEMY_ANIME_BATTLERS
 ENEMY_ID = [1,2,3,4,5,6,7,8,9,10,] # IDs of the enemies that will have animated sprites
end

 

like i have add the IDs of the monsters you want to be animated (using their sprite sheets)

 

in Stationary Enemies

module K_STATIONARY_ENEMY
 ENEMY_ID = [36, 37, 38, 39, 44, 48, 49, 50, 51, ] # List of movementless enemies

 

make sure you take off the IDs of characters you dont want just a picture as the battler

 

should be good to go

 

I have taken a look at those two scripts, just like you've said, and I've fixd the ID's, but the problem is still there. :(

Share this post


Link to post
Share on other sites

I have taken a look at those two scripts, just like you've said, and I've fixd the ID's, but the problem is still there. sad.png

 

It should have done it, hmm. If you want PM me or link me to your project if you can so i can take a look at it.

 

jeez I was looking in the wrong place. thanks.

 

no probs duder it happens

Share this post


Link to post
Share on other sites

It should have done it, hmm. If you want PM me or link me to your project if you can so i can take a look at it.

 

Huh. I appriciate your help and all, but I didn't really change heavily my project. I've downloaded the demo, and decided to just test a battle with different enemy (other than ones selected for the demo). So I don't think sending you my project will do anything, really.

Share this post


Link to post
Share on other sites

I really like this CBS..but how do I add my own characters?What I mean is how can I use sprites that I found in the battle?

Share this post


Link to post
Share on other sites

That's basic knowledge of RMXP, you have to go to the database for that.

Share this post


Link to post
Share on other sites

Okay thanks....How do I remove the faces at the hp/sp bars during battle?

 

Go to your scripts and look for

"Battle Windows"

 

look for these lines

 

128	  # Configuration of the Face exhibition
129	  # To use faces, you must create an folder named 'Faces' in the Graphics folder
130	  # The face graphic must have the same as the actor character graphic
131	   # Show Faces? true = show / false = don't show
132	  Show_Faces = true

 

and just change it to false

 

alternatively if youre too lazy

 

you go to Graphics => Faces and delete the pictures

you wont get any errors for not having them

in battle it will just leave them blank

 

In the future if you want to use faces, just make sure they have the same name as the sprite they go to.

Share this post


Link to post
Share on other sites

Hey guys, maybe someone can help me out. I have two questions to this awesome battle system ^^.

 

1. Is it possible to use bigger face graphics or normal battle chars like in the original RMXP Battle system? Since everytime i use graphics bigger then 96x96, they just get cut off >.< .

 

2. I am using regular charsets instead of animated battle chars, but i get an strange error with some of them recently Oo.

 

http://s1.directuplo...01/vjgzaeb7.png

 

 

The strange thing is, the charset is there. Any idea?

Share this post


Link to post
Share on other sites

I have been using this script for awhile and I do not use animated battlers either. I have no idea about the first question, sorry. However, I may be able to help you with the second question. However, is this a character from the game, or an enemy? Does the error show when you start the game, or when you start a battle? The character set is a .png file, correct? I couldn't see the file type, because the name is so long.

Share this post


Link to post
Share on other sites

It is an enemy and happens when i start a battle. Tried an random charset now and named it Guardian. Let us see what happens when i enter a fight:

 

http://s7.directuplo...01/j824msiy.png

 

 

For some reason, the script wants a different file named Guardian_1. without the png at the end. And if i import it with that name again, it works. I really have no idea why that is, never had that before. Maybe another script is causing that?

Share this post


Link to post
Share on other sites

Weird, I've never had the problem. However, you found a fix? You just have to import a file without the extension and it works, correct?

Share this post


Link to post
Share on other sites

Well, it does work. But i need three graphics for every enemy Oo. That mean for example one guardian.png in the battle chars folder, and one guardian_1.png in the graphics folder plus another guardian.png in the same folder . If i delete one of them after importing, it does not work. Might delete and then import the battle system again or search for another one, because having so much charsets really sucks.

Share this post


Link to post
Share on other sites

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...