◄Journey Battle System v.03►(Tankentai translation project)

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Started by Lady-Elise 349 posts Page 13 of 18 View original ↗
  1. huh? just do the find option and write zoom and it will redirect you a the good place...
  2. Is it one of these?

    Spoiler




  3. gosh...it say : resize and the key is zoom..so it is a little obvious...
  4. Okay, so here is what I've done so far...

    I changed the time to 0:

      "BEFORE_TURN"   => ["camera",   6, [  40,   0],  0, 40],  "TURN_END"   => ["camera",   6, [   0,   0], 0, 40],  "END_COMBAT"     => ["camera",   6, [ 100,   0], 0, 50],And no matter what I do, nothing changes when I change any of this part:

    Code:
      "H_SHRINK"         => ["zoom",  12,  [1.0, 1.0],  [0.5, 1.0],  0],  "V_SHRINK"         => ["zoom",  12,  [1.0, 1.0],  [1.0, 0.5],  0],

    And I have not touched this at all:

    Code:
      "CAM_RESET"=> ["camera",   6, [   0,   0], 100,  40, false],  "ZOOM_IN"    => ["camera",   6, [   0, 100], 120,  40, false],  "ZOOM_OUT"  => ["camera",   6, [   0,   0],  80,  40, false],  

    What am I doing wrong here?
  5. huh...did you know how to input a keyword in action before? just for be sure
  6. No I don't.
  7. ho my ....

    goo check the section FULL_ACTION  and examine how it seem to work....

    and create new key not edit the one ...key don't work if you don't input them in FULL_ACTION things....
  8. Okay, so I've searched down all of the full_action lines and found lines 132, 283, 339, 340, 343, 385, 391, 1012, 1186, 1188, 1240, 1262, 1268, 1278, 1290, 1298, 1305 in "Journey System."

    Do I type "zoom" in the brackets of the relevant full_action lines? Like I notice some say "Action branch" or "Loop Termination."
  9. not what I meaned before begin to edit the system try to understand how he works in the setup part because you will have dificulty to understand what I mean I just say to look in the full action things and check how it seem to works
  10. I don't want to be that guy again, but I ran into a problem with the Yanfly Core Engine.

    When I use this script, Yanfly's, Moghunter's battle hud ex, and Moghunter's atb (or any atb), I'm not able to do anything in the second turn because nothing happens when I click an action.

    There's nothing that can be done about this right now right?
  11. sleepingnamja said:
    I don't want to be that guy again, but I ran into a problem with the Yanfly Core Engine.

    When I use this script, Yanfly's, Moghunter's battle hud ex, and Moghunter's atb (or any atb), I'm not able to do anything in the second turn because nothing happens when I click an action.

    There's nothing that can be done about this right now right?
    weird bugs.... what it is the order you have your system?
  12. Yanfly Core

    Journey

    Moghunter battle hud ex

    Atb (every atb has the problem)
  13. hum ....you can wait for elise to answer this bugs seem unknow to me
  14. I just tried out another ATB. C Winter's ATB is the only ATB that I found to work with all of those scripts combined.
  15. C winter ATB is simply the atb compatible with tankentai is normal it work ;3
  16. Can you use 4x4 spritesheets? And if so, how?
  17. How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
  18. absolute zeero said:
    How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
    You'll need a script to change an actor's or weapon's to use a skill other then attack. Check Yanfly's site for attack replace script.
  19. absolute zeero said:
    How can I create a weapon animation that throws the weapon and returns it to the user, such as a boomerang or a shuriken? I know there's a skill and an animation for thrown weapons, but I want the weapon to be thrown when selecting the Attack command and not have a cast animation.
    hey absolute zero...

    you can check my alternate demo in imperfect indonesia tankentai version...

    here...

    https://www.dropbox.com/s/lh2xtue4qbzodtd/Kaduki%20Indonesia.rar

    the password is : Deempty

    NB : i already make some weapon types in tankentai... such as... Gun(not really),Magical Staff, Boomerang, and Spear :)
  20. people all these attack can be made easely

    you have first to go in tyhe skill setting in configuration part 

    and after you do this

    when 1return weapon_persoendenddef weapon_persocase weapon_idwhen 1 return "boomerang"endendand after you do yourself the key word no need of extra script all of these option are integrate in the system