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It was originally made by Enu for the RMVX. Enu made an RMXP version too, but it really outdated.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) 2,923 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.

tavoeltav said 2 years ago

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... :\

Polraudio said 2 years ago

Thats because EXP Share is turned on. Go to * SBS Config - XP on Line 53 and change

EXP_SHARE = true

To

EXP_SHARE = false

tavoeltav said 2 years ago

Thank you so much! I've been looking through the scripts and couldn't figure out what it was. Guess I must have missed that. Thanks again. :)

Polraudio said 2 years ago

No problem. Need anything else just ask :)

emperor foohaha said 2 years ago

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...

Polraudio said 2 years ago

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 Posted Image

Jon Bon said 2 years ago

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.

SpriteZilla said 2 years ago

Hey this isn't the same script as Atoa's CBS is it? And if not can someone link me to it please?

Polraudio said 2 years ago

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.

Bigace360 said 2 years ago

Thats not what he's talking about Pol he means this: http://www.hbgames.o...0fe83417631df4a

The Tankentai wasn't created by Atoa, he just translated it.

toonnooness said 2 years ago

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. Posted Image
Unless I'm n00b at it, too.

Posted Image

FatYogi said 2 years ago

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

dkr724 said 2 years ago

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.

FatYogi said 2 years ago

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

Posted Image

toonnooness said 2 years ago

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. :(

dkr724 said 2 years ago

jeez I was looking in the wrong place. thanks.

FatYogi said 2 years ago

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 Image


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

toonnooness said 2 years ago

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.

woodymfnwood said 2 years ago

RGSS102E.dll not found when i try to launch the demo???

Kirhi said 2 years ago

Easy peasy. Just means the game requires a specific file name to run it. I think I dealt with something similar. All I did was google the error and what do you know tons of interesting things came up. For one the file it self and where it should go.

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.

ElliotWyvern said 1 year ago

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?

Bigace360 said 1 year ago

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

ElliotWyvern said 1 year ago

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

FatYogi said 1 year ago

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.

ElliotWyvern said 1 year ago

Okay kwl thanks alot

EnshroudingDarkness said 1 year ago

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?

Rajaat99 said 1 year ago

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.

EnshroudingDarkness said 1 year ago

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?

Rajaat99 said 1 year ago

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?

EnshroudingDarkness said 1 year ago

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.

FatYogi said 1 year ago

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?

EnshroudingDarkness said 1 year ago

have you tried it in a new project and see if it does the same error?

Yep, same problem


have you added any other scripts?

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.

EnshroudingDarkness said 1 year ago

Sorry for the doublepost but i found a solution for my problem. There is a certain part in the script which caused the error:

# 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 ^^.

feeders said 1 year ago

nevermind, figured it out! thanks!

Rajaat99 said 1 year ago

Is there a way to equip an enemy with a bow and arrow and have them hold the bow correctly? I use the enemy equipped weapons option, but the enemy holds the bow backwards and fires backwards arrows.

dart360 said 1 year ago

  • 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?

Saltome said 1 year ago

Well Raj it looks like the bow animation is coded as an addon for some reason, my guess is it doesn't flip the bow sprite when an enemy uses it. I'll have a deeper look later to see if that's really the case and how to fix it.

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.

dart360 said 1 year ago

It seems like it is only happening with Stun.

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?

Saltome said 1 year ago

... 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.

albertibay said 1 year ago

This is quite a great script too bad its not that stand alone (putting it to your project)
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

Bigace360 said 1 year ago

... 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.

dolarmak said 1 year ago

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?

SpriteZilla said 1 year ago

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 ?

SpriteZilla said 1 year ago

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?

chibijay said 1 year ago

i keep getting an error it keeps saying unable to find file graphics/characters/shadow01.

chibijay said 1 year ago

nvm i fixed it i feel like an idiot now but great script

sombi02 said 1 year ago

I can put two swords in a character in this script?

Polraudio said 1 year ago

I dont think you can dual wield if thats what you mean.

Bigace360 said 1 year ago

I dont think you can dual wield if thats what you mean.

Uh yes you can. :huh2:

Polraudio said 1 year ago

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.

Bigace360 said 1 year ago

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?

sombi02 said 1 year ago

I check the Actor Advanced Status, but I get this error

 

 

 

Polraudio said 1 year ago

Did you place the script under all scripts and directly above main?

sombi02 said 1 year ago

yep, or is in somewhere else more specific?

Polraudio said 1 year ago

That should be fine. Im not sure why its nagging that thats undefined. Mine works fine and its right here.

NRViVZs.png

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.

sombi02 said 1 year ago

thanks, but is the same

Skitzen said 1 year ago

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? :/

Bigace360 said 1 year ago

That should be fine. Im not sure why its nagging that thats undefined. Mine works fine and its right here.

NRViVZs.png

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.

Rajaat99 said 1 year ago

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.

http://www.4shared.c.../Test_Area.html

Najee said 1 year ago

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

dolarmak said 1 year ago

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.

Jason217 said 1 year ago

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

dolarmak said 1 year ago

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

Bigace360 said 1 year ago

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

Rajaat99 said 1 year ago

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.

yusei said 11 months ago

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:

Polraudio said 11 months ago

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.

yusei said 11 months ago

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

Polraudio said 11 months ago

Cool. If you need anything else just ask :)

EnshroudingDarkness said 10 months ago

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?

Marked said 10 months ago

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

Metaclaw said 10 months ago

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.

Polraudio said 10 months ago

This doesnt use SDK.

Bob423 said 10 months ago

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

Bob423 said 10 months ago

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 >.<

Marked said 10 months ago

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.

BlueHonor said 8 months ago

Someone help, How can one download the script??

Polraudio said 8 months ago

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.

Galahir950 said 6 months ago

Sorry for the double post.

Galahir950 said 6 months ago


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.

Nights-Rune said 5 months ago

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!

Metaclaw said 5 months ago

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.

black mage said 5 months ago

num 1) AFAIK, yes, you can. :)
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 :)

Rajaat99 said 5 months ago


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.

Nights-Rune said 5 months ago

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?

black mage said 5 months ago

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.

Nights-Rune said 5 months ago

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

deHiraga said 4 months ago

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

Polraudio said 4 months ago

Did you install the RTP?

legacyblade said 1 month ago

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.

Polraudio said 1 month ago

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.

Casey Carson said 2 weeks ago

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?

dolarmak said 2 weeks ago

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

Casey Carson said 2 weeks ago

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

Bob423 said 2 weeks ago

Actor Advanced Status maybe?

Casey Carson said 2 weeks ago

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.

black mage said 2 weeks ago

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.

black mage said 2 weeks ago

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.

Ovan35 said 2 weeks ago

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.

black mage said 2 weeks ago

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

Priscilla Dimitriou said 1 week ago

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!



Edited by Priscilla Dimitriou: Lack of data

Goldendawn said 2 days ago

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?

black mage said 2 days ago

@ 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. :)



Edited by black mage: Add some explanation.

Goldendawn said 2 days ago

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 :D

--------------------------------------------------------------------------------------------
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 :)

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