Sideview Battle System Tankentai XP RPG Maker XP
- RPG Maker XP
- Submitted By Atoa
- Posted in Custom Battle Scripts
- Created 2nd March 2013
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It was originally made by Enu for the RMVX. Enu made an RMXP version too, but it really outdated.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) 1,060 DownloadsInstructions
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.BubblesTerms, 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 (64)
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Posted 1 year
(
#1
)
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... :\
Posted 1 year
(
#3
)
Posted 1 year
(
#5
)
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...
Posted 1 year
(
#6
)
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
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Posted 1 year
(
#7
)
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.
Merlin The RPG
Legend of Zelda: The Aibara Desert
RMXP RTP 2.0
Link To The Past Graphics Redux

Posted 10 months
(
#8
)
Posted 10 months
(
#10
)
The Tankentai wasn't created by Atoa, he just translated it.







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Posted 10 months
(
#11
)
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.
Unless I'm n00b at it, too.
Posted 10 months
(
#12
)
"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
Posted 10 months
(
#13
)
Posted 10 months
(
#14
)
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
Posted 10 months
(
#15
)
in your scripts youll see
"Enemy Animated Battlers"
and
"Stationary Enemies"
in Enemy Animated Battlers look for this linemodule 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 Enemiesmodule 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.
Posted 10 months
(
#17
)
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.
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
Posted 10 months
(
#18
)
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.
Posted 10 months
(
#20
)
http://www.dll-files....shtml?rgss102e
Anyway I downloaded this but while installing I made sure to unchecked and disable all those annoying addons. For I simply wanted the file. Which I'm sure is all you want to. If it doesn't let you uncheck them and install the file go ahead and install then go to control panel and remove the addons there.
I can't remember If I had to put it in a special spot but I'm pretty sure just installing this will get rid of your problem as it did for me.
Funny this almost sounds Like a VX issue. I'm not sure as I can not remember what I downloaded the file for.
Posted 9 months
(
#21
)
Story:5%(Saving the best for last)
Mapping:56%
Battle System:Tankentei SBS
Sprites:100%
Database:37%
Music:100%
Story
In the small village of Ventro 4 people leave on a small expedition only to find there home destroyed when they return.They seek answers and find a thing they never thought existed:An organisation who are secretly ruling the world.Everywhere places are being destroyed,but why?Why are these people ruling the world?How did it happen?
They will ask these questions.
They will find answers.
They will lead a rebellion.
Last updated:30 August 2012
Posted 9 months
(
#22
)







Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.
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Posted 9 months
(
#23
)
Story:5%(Saving the best for last)
Mapping:56%
Battle System:Tankentei SBS
Sprites:100%
Database:37%
Music:100%
Story
In the small village of Ventro 4 people leave on a small expedition only to find there home destroyed when they return.They seek answers and find a thing they never thought existed:An organisation who are secretly ruling the world.Everywhere places are being destroyed,but why?Why are these people ruling the world?How did it happen?
They will ask these questions.
They will find answers.
They will lead a rebellion.
Last updated:30 August 2012
Posted 9 months
(
#24
)
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.
Posted 9 months
(
#25
)
Story:5%(Saving the best for last)
Mapping:56%
Battle System:Tankentei SBS
Sprites:100%
Database:37%
Music:100%
Story
In the small village of Ventro 4 people leave on a small expedition only to find there home destroyed when they return.They seek answers and find a thing they never thought existed:An organisation who are secretly ruling the world.Everywhere places are being destroyed,but why?Why are these people ruling the world?How did it happen?
They will ask these questions.
They will find answers.
They will lead a rebellion.
Last updated:30 August 2012
Posted 8 months
(
#26
)
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?
Posted 8 months
(
#27
)
Posted 8 months
(
#28
)
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?
Posted 8 months
(
#29
)
Posted 8 months
(
#30
)
Posted 8 months
(
#31
)
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.
that is really odd.
have you tried it in a new project and see if it does the same error?
have you added any other scripts?
Posted 8 months
(
#32
)
Yep, same problemhave you tried it in a new project and see if it does the same error?
Well, just a few so far. Deleted all of them, but the problem is still there. Seems to be a problem in the script itself. But i really have no idea what causes that.have you added any other scripts?
Posted 8 months
(
#33
)
# true: Use actor's walking graphic.
# false: Don't use actor's walking graphic.
# If false, battler file with "_1" is required since walking file is not used.
# "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
WALK_ANIME = true
This was on false for some reason, and that is why the maker wanted another walking graphic with a _1 at the end. Really stupid -.-. But oh well, now it works fine like before ^^.
Posted 7 months
(
#35
)
Posted 7 months
(
#36
)
- The appear halfway feature isn't working for me when i use this script. I can make enemies in the troop transparent but they still appear when i actually battle i just can't attack them until the event trigger. I need them to be invisible until the trigger.
- I'm also having a problem where the enemy misses my peeps but they still inflict a state somehow. Why is that?
Posted 7 months
(
#37
)
Dart, ill see what i can do about your problems too. Are you sure they really receive the state despite being missed, does it happen to just some states and how often does it happen? That could be a bug in the script.

Previous works:
Personal:
Games:
Battle tournament
http://www.mediafire...941ko2ym02w9wm4
Project pocket universe
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Online Novels:
Lost legends
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Comunity projects:
Games:
Sim brothel(18+)
Posted 7 months
(
#38
)
Something else has been bugging me too... I'm trying to make a physical attack that is also considered "Magical" and skills that just add states but are NOT Magic. Normally i could do this without the script, but with the script when the ATK F is set to 1 or higher it is automatically a Physical Attack and NOT Magic at all. If it is 0 it is always magic no matter what. Without the script you simply set the INT-F to 0 and it is not Magical. In the Config it says something about "checking" Physical Attack for Skills and Items in the Options of the Database to make them physical, if it is not "checked" they are magic. Where is this at?
Posted 7 months
(
#39
)
I quit, this is not a battle system its a bloody animation tool, and i mean bloody! After spending two days on it i still cant figure out how the animation is supposed to affect the given bugs. Despite the fact that tankentai xp is version 2.2 and tankentai vx is 3.4b, the xp bow script works better than its vx counterpart. It's powerful but very complicated, buggy and disorganized. it's not as "customizable" as its supposed to because it conflicts with many of the scripts out there. Further more the script is discontinued as far as i know, and finding support for it will become harder and harder, as it becomes more and more outdated. Bottom line is, I recommend staying away from this script. You are better off writing your own combat system from scratch. And there are enough simpler sbs out there.

Previous works:
Personal:
Games:
Battle tournament
http://www.mediafire...941ko2ym02w9wm4
Project pocket universe
http://www.mediafire...t1jzve5d5aw29db
Online Novels:
Lost legends
http://www.fictionpr...22/Lost_Legends
Comunity projects:
Games:
Sim brothel(18+)
Posted 7 months
(
#40
)
good thing i have my own CBS not actually a full one but its like this but simpler
it has guages, side view, stuff like that
+ its too complex for me

~ I Don't want to hear you tell other people what i'm anxious to hear from you...
don't click this link...
Posted 7 months
(
#41
)
... Physical attack is an option in rpg maker VX. Ill look into that too.
I quit, this is not a battle system its a bloody animation tool, and i mean bloody! After spending two days on it i still cant figure out how the animation is supposed to affect the given bugs. Despite the fact that tankentai xp is version 2.2 and tankentai vx is 3.4b, the xp bow script works better than its vx counterpart. It's powerful but very complicated, buggy and disorganized. it's not as "customizable" as its supposed to because it conflicts with many of the scripts out there. Further more the script is discontinued as far as i know, and finding support for it will become harder and harder, as it becomes more and more outdated. Bottom line is, I recommend staying away from this script. You are better off writing your own combat system from scratch. And there are enough simpler sbs out there.
Well I actually like this battle system and once I finish this 3 annoying scripts, start designing my own version of the SBS, using this one as a base. That probably won't be until November or December though.







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Posted 6 months
(
#42
)
What I mean is, instead of using the same sprite I have for movement on maps, I want different battle sprites to be used in battle.
I also want to change the attack to that of a animation (ie the character don't move to the enemie, and sword icon doesn't happen. Each character has only 1 attack animation, or magic animation)
does that make sense at all?
Posted 5 months
(
#43
)
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?
Hey are you using Tankentai or Atoa's script ?
Posted 5 months
(
#44
)
I was wondering if any one could help me set this up to look more like breath of fire 2?
What I mean is, instead of using the same sprite I have for movement on maps, I want different battle sprites to be used in battle.
I also want to change the attack to that of a animation (ie the character don't move to the enemie, and sword icon doesn't happen. Each character has only 1 attack animation, or magic animation)
does that make sense at all?
Did you ever get any help with your request?
Posted 4 months
(
#45
)
Posted 3 months
(
#49
)
I dont think you can dual wield if thats what you mean.
Uh yes you can. ![]()







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Posted 3 months
(
#50
)
As far as i can see looking through all the scripts and optional scripts it comes with you cant. Theres so many scripts that i could be missing something. If you do figure it out do let us know.
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Posted 3 months
(
#51
)
No offense but, are we talking about the same battle system, because I'm using this in my game and I can dual wield? Did you look at "Actor Advanced Status" script?







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Posted 3 months
(
#55
)
That should be fine. Im not sure why its nagging that thats undefined. Mine works fine and its right here.

Try it there and if you get the error message again i would ask someone like bigace cause im not good with error message like those.
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Posted 3 months
(
#57
)
Question, (Love the scripts btw)
I am trying to get the characters to use skills (Ones I have made) But it's only making the character "throw a sword" instead of the animation I made to appear.
Any help on this? :/
Posted 3 months
(
#58
)
That should be fine. Im not sure why its nagging that thats undefined. Mine works fine and its right here.
Try it there and if you get the error message again i would ask someone like bigace cause im not good with error message like those.
Sorry I am not fixing errors with this script. read here for more info why. I would like to start a new next month, hopefully.







Use Dropbox to upload your files. Much simpler than other upload sites, you can simply place a folder on your desktop that will sync with your DropBox account.
My Scripts
Dictionary of RPG Cliches
Posted 3 months
(
#59
)
I've been using this script for awhile and I think it's great. Most of the issues I find I can work out on my own, but right now I'm a bit stuck. I set up the 2 Man Tech Attack and it worked great. I added the Example Skills and now it doesn't seem to be working correctly, but the thing is, I can't figure out why.
The problem is that the characters are not fighting together. It's one the characters and one of the monsters that move to attack.
Here's a copy of my Test Area, so you can see what I'm talking about.
Posted 2 months
(
#60
)
Posted 2 months
(
#61
)
Posted 1 month
(
#62
)
Posted 1 month
(
#64
)







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