Introduction

Finally! The SBS Tankentai XP is fully translated (thank cairn).
For the ones that don't 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It was originally made by Enu for the RMVX. Enu made an RMXP version too, but it really outdated.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: I've added lots of new features for the XP Version.

Screenshots

Demo

Download enu-sbs-tanketai-xp-1.zip (619.98KB) 3,629 Downloads

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

Terms, Conditions & License

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)

Attribution 3.0 Unported

You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

Comments

2 Posts
0 Points

Najee  said 24th March 2013

I wanted to ask if anyone else has this problem. I downloaded the demo and was testing some things and I found that when States that I want to do Slip Damage like Poison, wont deal damage at on the characters turn. That animation and icons are there they just wont deal damage

662 Posts
653 Points

dolarmak  said 24th March 2013

If i remember correctly the base system does damage at the end of the turn, unless you're using the ATB system. I did find the the latest Atoa translation version of this has had a lot of bug fixes, I recommend it over this version.

3 Posts
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Jason217  said 5th April 2013

Is there any way to add enemy skills for this script? (Yeah I made a thread about this before coming across this. Newbie Mistake).

662 Posts
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dolarmak  said 5th April 2013

don't worry about it Jason, I already posted in your thread,

1,354 Posts
1,122 Points

Bigace360   said 6th April 2013

I should really start my update on this. So lazy though....

85 Posts
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Rajaat99  said 25th July 2013

I fixed it. If anyone else has the same problem, I'll post what I did wrong.
Line 306: "ULRIKA_ATTACK" => ["SEQUENCE", 21, "COORD_RESET", "ULRIKA_ATTACK_1"],
21 is the state of the 2 man attack in my game. Not recognizing Ulrika Attack as the 2 man attack, I changed the state ID to another number. I looked at the original script and saw my error. Changing it to the correct State ID fixed the problem and now the correct characters attack together.

0 Posts
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yusei  said 30th July 2013

i have a little problem with the script.When i enter a battle and choose atack this message appears
script '*sideview' 2 line 382 : NoMethodEror occured
undefined method []' for nil:NilClass
please help! *frown*

4,117 Posts
1,398 Points

Polraudio   said 30th July 2013

That part looks like its for the commands attack, item, etc... Are you using the ATB and CTB? cause you can only use one and check to make sure you have the core scripts and they are below Scene_Debug. Make sure there are no addon scripts above *Sideview 2.
Posted Image

If you havent i would suggest you use this demo to start a new game.

0 Posts
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yusei  said 2nd August 2013

i have checked it and found and deleted a script,now it is working,thanks!!

4,117 Posts
1,398 Points

Polraudio   said 2nd August 2013

Cool. If you need anything else just ask *1-smile*

5 Posts
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EnshroudingDarkness  said 20th September 2013

Hey there, I have two problems with this script:

1. Is there any way to change the max face size? 96x96 seems a bit little, but I did not find any part where that could be changed.

2. The Add-On: Atoa's Conditional Turn Battle works, but certain battle commands do not and freeze the fight. Why is that?

4,824 Posts
1,989 Points

Marked   said 24th September 2013

Can the person who posted here today please make an account and repost their question.

128 Posts
427 Points

Metaclaw  said 25th September 2013

hey, this is kinda random, but I have to ask: does this battle system use the SDK script? (Standard Developement Kit)
last time I searched a custom battle system, I couldn't find one that didn't use it. hopefully this system doesn't use it.. the SDK changes RMXP's basic scripts, and then any other script you have in your game may no longer work.

4,117 Posts
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Polraudio   said 25th September 2013

This doesnt use SDK.

1,615 Posts
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Bob423   said 25th September 2013

No it doesn't. I've actually never found a script that needed it.

1,615 Posts
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Bob423   said 25th September 2013

Crap, I can't edit posts here!
I went to this page a while ago, but didn't post until I had gone through the many tabs on imgur I had open, and then Pol posts before me, but it didn't tell me until I had already posted and it refreshed the page >.<

4,824 Posts
1,989 Points

Marked   said 26th September 2013

Lol Sorry big B. I'm literally doing a test as we speak, but I have very nice plans for these posts indeed. Including edit and the rest. Just pressed for time right now such is the life of an admin.

5 Posts
16 Points

BlueHonor  said 16th November 2013

Someone help, How can one download the script??

4,117 Posts
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Polraudio   said 16th November 2013

The download button is under "Demo". Download the demo and the script is inside the demo. Theres lots of scripts to make this battle system work so i would just start your project with the demo or transfer your stuff to the demo.

0 Posts
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Galahir950  said 25th January 2014

Sorry for the double post.

0 Posts
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Galahir950  said 25th January 2014


How do I move the target selector so it is lower? All the current target selector are positions are too high for my sprites. Also, how do I prevent the characters from running up to a person to attack, even with a ranged weapon like a gun? I am also Getting an error at Line 1745 and 915 in Sideview 2.

11 Posts
37 Points

Nights-Rune  said 18th February 2014

This looks amazing!

I have a few questions though.... They may have been answered already (I looked and could not see) but...
1) Can you use custom sprites? Monsters / char's etc
2) Is there a way to move the face graphics to the side of the stat bars?

I am really new to the coding but I desperately want this for my game idea so many thanks!

128 Posts
427 Points

Metaclaw  said 19th February 2014

num 2) should be an easy fix.
but there's a reason why it's like this: there's simply not enough room for the face-picture, the 2 bars, and the Level, inside the 'blue box'. you can choose to give up on the HP/SP numbers above the bars, so the bars will fit under the face-picture.

138 Posts
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black mage  said 19th February 2014

num 1) AFAIK, yes, you can. *1-smile*
num 2) you can re-arrange the position of health bar and the pic as you see fit. You could also erase the "HP" "SP" and just left the bar and the numbers, since the bar already have them printed out in the picture. Though I haven't tried them myself yet, but it shouldn't be that hard *1-smile*

85 Posts
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Rajaat99  said 19th February 2014


How would one go about deleting the HP and SP and just leaving the bars?
Edit: Wow, I feel silly. I was looking in the script, when you can just delete the HP and SP from the database.

11 Posts
37 Points

Nights-Rune  said 23rd February 2014

Thanks guys I got it running and its looking pretty good. Still not decided on weather to use the faces as I would need someone to draw them because I really can't draw...

I have however run up against a new problem. In the shop window where it should say "number owned" or some such it says "Voce tem" I have been trawling through all the new code and the existing shop code for HOURS... but I have yet to find where I can fix/edit the text...

Any ideas/help?

138 Posts
602 Points

black mage  said 23rd February 2014

The SBS comes with additional script, the "Advance Actor Status" script
Open the "Advance Actor Status" script on the script editor, make sure you open the one above main script, since there's two of them.
find line 2592, it should be like this :

self.contents.draw_text(4, 0, 200, 32, 'Voce Tem')
Now change the Voce Tem to anything you'd like.

11 Posts
37 Points

Nights-Rune  said 24th February 2014

Oh my god, thank you so much! I drove myself bonkers looking for it! Thank you! Thank you!
*excited*

deHiraga said 13th March 2014

i was download the demo, but when i run it, it says rgss103j.dll not found ,can someone tell me why ?

4,117 Posts
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Polraudio   said 13th March 2014

Did you install the RTP?

0 Posts
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legacyblade  said 10th June 2014

Hello! Loving the script, but there's an error I run into when using Atoa's ATB addon. If an enemy attacks the player during target selection, the player will not attack upon selecting their target.

If this isn't a bug (but a setting I can change somewhere), can you point me to the line in the code where I can disable this? It comes up quite frequently, and I feel it'll be very frustrating for the player.

4,117 Posts
1,398 Points

Polraudio   said 11th June 2014

Its a bug. I havent found a way to prevent it from happening yet. If you dont mind turn-based CTB is an awesome addon also that seems to be almost bug free.

0 Posts
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Casey Carson  said 9th July 2014

First off, this is an amazing battle system and I want to thank you for releasing it to the public.
I do seem to be having one issue though.
I am using the demo as a base so I didn't copy and paste scripts. The problem I am having is with the bow animation. It is swinging the bow like a sword instead of shooting the bow. The bow is set to Bow and Arrow and that Element Efficiency is ID 17 so I am not sure what is messing it up. The only other script I have added is a caterpillar script. I wouldn't think that it would cause an incompatibility issue, but I could be wrong. Besides the scripts interfering with one another is there any other possible problem that could be causing this issue?

662 Posts
653 Points

dolarmak  said 9th July 2014

shouldn't cause problems. You may need to activate the script "New Status" by moving it from under main to over main.

0 Posts
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Casey Carson  said 9th July 2014

I don't see a script called New Status? Here is a screenshot of my script list. http://i.imgur.com/eDc7hgN.png

1,615 Posts
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Bob423   said 9th July 2014

Actor Advanced Status maybe?

0 Posts
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Casey Carson  said 9th July 2014

I have figured out what the issue was, but I was wondering if there is a way to fix it, because it just creates more issues.
In order for the bow animation to be used by the character they have to start the game off with a bow.
I don't want my characters to have weapons other than their fists when they start the game. How can I make the animation still work even if the character doesn't start with a bow and arrow?

**Sorry for the double post.

138 Posts
602 Points

black mage  said 9th July 2014

The script only check the armed/unarmed state and the weapon equipped once at the beginning of the game. A method to do an update on this should resolve the problem. I'll try to do something when I'm on break at work.

138 Posts
602 Points

black mage  said 9th July 2014

Bob is right. The problem occurs on Actor Advanced Status script. It does the equipment updating to some new variables Instead of updating the default equip variables while the SBS using the default one. You can fix this by adding :
@weapon_id = id
after @equip_id[equip_type] = id on about line 1542 on Actor Advanced Status script.

Remember that this will only do update for the weapons equipment default variable, not the armors and other equipments default variable. You can remove the Actor Advanced Status script to avoid further error just in case.

29 Posts
76 Points

Ovan35  said 9th July 2014

Ok I'm having a little problem that I think is script related. Alright for some strange reason my sword is only hitting a certain enemy for about 4 or 5 damage when in battle on the actual game. The reason I think it is script related is because when I do it through battle test the sword hits for the right amount 30 -40 hp. Is there some part of this script that controls weapon damage? I've been looking through it but so far I'm not seeing anything like that.

138 Posts
602 Points

black mage  said 9th July 2014

Yes, there are. It's on Sideview 2 script, on game_battler section.

0 Posts
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Priscilla Dimitriou  said 18th July 2014

Hi all!
First of all, thank you for keeping this updated. Good RMXP resources are getting harder to find these days.

I have a problem with the system though.
When I use a specific character:
http://i397.photobuc...zps4945c52f.png

it gives the error:
Script '* Sideview 2' line 1745: TypeError occured.
no implicit conversion from nil to integer

(for the Earth attack) And other similar errors for what ever attack I want the enemy to perform. All the errors originate from the * Sideview 2 script and depending on the type of attack the lines where the errors originate from are all over the place.

I don't have this problem with other (smaller) enemy sprites so I was wondering if there is a problem with the width/height of this specific sprite? I tried opening the Animations data to copy the lines mentioned but every time I try to open it the program force closes (tried several programs) Please help!

Thanks in advance!

0 Posts
0 Points

Goldendawn  said 25th July 2014

Hi,

I have hit a little bit of an issue with the script which I can't seem to resolve. I have a few battles where NPCs will tranform into a more powered up version, and in other SBS I have used (not as good as this one for functionality) when I do a Actor Change command, the actor graphic changes right away. However, in this version it take until the next turn to upgrade the graphics.

I have looked though the code, but I can not seem to figure out what is needing to be changed to get this functionality working.

Anyone able to off any help?

138 Posts
602 Points

black mage  said 25th July 2014

@ Priscilla Dimitriou
It seems that I can't replicate your error. You might want to upload some demo that have the error so I can find what's wrong with it.

@Goldendawn
Was it Change Actor Graphic command? It works fine when it triggered by common event in battle. I also tried to change the actor graphic at specific turn. It works well enough though the graphic change at the beginning of battle phase rather than the beginning of turn on the specified turn.
Maybe you can explain more about your problem. *1-smile*

0 Posts
0 Points

Goldendawn  said 25th July 2014

Hi Black mage,

Okay this is what I have setup, however I have also tried on the Battle Event also - however this really isn't what I am after since it is a Transformation of Actor that can happen in any different time, using Skills etc.

On Battle Event:
Condition Turn 2: Span Battle
Added "Show Battle Animation Actor No2
Change Actor Graphics [name] Battle Form

Now the show battle animation does work
But the Actor Graphics only changes once the turn is over, or if the sprite moves for some reason (so for example, attacks, or dodges , or hit) So it only changes when the sprite is refreshed, but doesn't refresh the sprite after the Event to change the Actor Graphic.

I have noticed that this is a problem when you "Defend" if you attack in the action of the turn, it does update.

Now in other scripts I have tested, the refresh happens the moment that the Actor Graphics command is run, so I suspect that in this script that is being missed, and therefore it only refreshes then the script is doing a update to the sprite.

Now the way I really want to do this is through Common Event, so that when the skill is used it will call the common event, and the logic for the use of the skill is in that event

I have tried the same thing in common event, and it doesn't work there either.

I have also tried this in the Demo download above, and I have also tried it on my own project, so I did check that out first.

Common Event is pretty much the same
Added "Show Battle Animation Actor No2
Change Actor Graphics [name] Battle Form

-------------------------------------------------------------------------------------------
EDIT:
In fact I have just noticed this isn't the same problem in Minkoff/DerVVulfman version because when you defend with them it still continues to update the battler - which is okay - I don't need the battler to "stop" when defending, moving all the time is fine.

Soooo - I am going to look in the script to see if there is a way to change the animation for defend and keep the animation moving (refreshing) all the time. If you know where this is doable, or another option - can you please let me know - thank you *grin*

--------------------------------------------------------------------------------------------
Edit again:

Okay I have found the "reason" and it is because of the animation actions that happens
# Action Name No. Row Speed Loop Wait Fixed Z Shadow Weapon
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 0, 1, 10, 2, 0, -1, 0, true,"" ],
"RIGHT(FIXED)" => [ 0, 2, 10, 1, 0, -1, 0, true,"" ],
"DAMAGE" => [ 0, 3, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 0, 3, 10, 1, 8, 1, 0, true,"" ],

I have changed the WAIT so that it will never stop the animation, and the animation continues.

This means that the sprite is updated, because the animations are not frozen.

Better way to do this would be to have something that overrides the animation wait when a action is being forced. My coding is a little limited on this area *1-smile*

0 Posts
0 Points

Goldendawn  said 29th July 2014

Hi,

Sorry any comments/help on what i posted at all?

138 Posts
602 Points

black mage  said 29th July 2014

I got some stuff to do first for my works. I'll do check on this as soon as I'm free from works. I already got the gist of it, just need to try some stuff so that I can start fixing it. But in case you need a fast solutions, maybe someone can help you in the mean time. *1-smile*

138 Posts
602 Points

black mage  said 31st July 2014

@Goldendawn
Find def start_phase4 on sideview 2 script. It should located on line 180.
put @spriteset.update below it. I haven't tested it for all kind of possible actor graphic change command due work constraint, but it would help your problem, everything at most, or at least for the battle event. *1-smile*
Feel free to ask again if anything goes wrong.

Regards,
Black mage.

Guest_goldendawn said 13th August 2014


I have just tried that and it appears to work ... I will look some more into it (I have noticed that effects don't always kick in right away either - like for example confusion - but I can accept that mostly)

This seems to be working great - so thank you.

Guest_motonari said 30th August 2014

I'm new to this scripting thing so i don't really know how could i do some thing
I want to make a skill that take the target into the air and then spears would pierce them .
is this possible with this script?

Guest_masterdu said 29th September 2014

Does anyone know how to place the main characters on the left side facing right?

29 Posts
76 Points

Ovan35  said 12th November 2014

I have a character with dual weapons and I find my damage is all over the place for some reason. I'm sure it's script related because when I test it using the default testing option the numbers come out ok but when I play the game that's when I have the problem. Any idea where in the script the problem could be?

Well I think I see the parts that pertain to my damage done when I wield a weapon but I'm at a loss as far as what to do about it. How do I get it to just use the Database numbers?

11 Posts
2 Points

Arushu  said 6 days ago

-APOLOGIES IF THIS IS IN WRONG SECTION-
2 major issues I'm struggling with:
1. I am using this script and have suddenly noticed that one of my characters that can use 'Guns' as well as other weapons, now is running up to enemies to shoot them. My other two characters (also able to use guns, swords etc) are fine... its just the one guy! Any ideas?
Gun element, Animation and Scripts to database all appear to be matching.
2. One of my characters that uses magic won't cast any of the Fire, Water, Thunder or Ice spells, but all others fine. My only other magic using character can cast all of them no problem.
Thoughts anyone?
Again, all spells 'learned' have been placed, they show up i battle but are grayed out.

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