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

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Started by Lady-Elise 349 posts Page 3 of 18 View original ↗
  1. Lady-Elise said:
    It really is a personel choice :3 I tried many other systems and they all had some sort of

    special feature that was fun or interresting to use. I just enjoy Tankentai because of the skill

    creation,camera and the custombility! 

    Still trying to figure out how some parts work. not all is easy ^_^
    Well I think you're doing a great job, Lady-Elise. I've been tinkering with the script for the couple of days and I find it way easier to learn and edit. I wish you good luck with the rest. :3 
  2. Lady-Elise said:
    It really is a personel choice :3 I tried many other systems and they all had some sort of

    special feature that was fun or interresting to use. I just enjoy Tankentai because of the skill

    creation,camera and the custombility! 

    Still trying to figure out how some parts work. not all is easy ^_^
    well some part seem really weird of how to use...but a lot a of time it is just need to use a lot of graphics ;w;! (like moghunters XAS)

    the fact who can a little make the people lost in journey it is the configuration~

    it is the only place I think we need a manual because me to who are a average script maker was lost a little with how to configurate them~ but after...it is pretty easy~
  3. I won't lie I love this system's setup, but having to manually configure an action tag for each skill is really wonky for me.  My project would be absolutely fantastic display wise with this system but for my testers and the current system, it'd be just graphically unnecessary.  I may use this system for my second game in the trilogy but for consistency's sake I may not.  Either way, fantastic job on this Lady Elise.  I love it, and am using it for a secondary side, free to play game, but for my main project which has 8/40 hours playable already, I can't justify reprogramming everything again.  XD
  4. Lady-Elise said:
    Bug-fixes:
    Fixed an issue that caused the MP numbers to pop-up twice when using an item

    or skills that regenerates/damages HP & MP at the same time. (~special thanks to Yami!)
    Where was the line to edit to fixe this bug?
  5. So, is there a way to make it to where the developer can just have a dead actor vanish or otherwise leave the battlefield, so that those who can't edit their sprites/don't wish to can use this script?  
  6. Just take out the dead actor events and your good to go. Or you can just make a blank one and that'll do it too.

    Edit: And events I meant character sheets.
  7. you can use this way : BLINK_ACTOR, OPACITY-= 0)

    when you put dead state's

    but you have to create yourself the shortkey if you gave me some time i can create you this shortkey~
  8. hi everyone , first  Lady Ellise ty for translating tankenkai for ace !!! alwayse was my fav battle script !! nice job XD

    I have a question though.

    did anyone tried to add animated battlers yet and i would appreciate if someone can make guide on how to add them and possibly fix some errors (if there are any) it would be very helpfull for everyone using this script XD

    Iam using high fantasy resorce pack and i really like the animated battlesheet but i cant figure out how to add them :/
  9. hum welll you have to edit this line : def max pattern but how row have the high fantasy charset?
  10. @ nio kasgami

    ty for your answer ! high fantasy animated battlers have 4,14 rows .I found Venoms tutorial for adding animated battlers to tankenkai ace on passive lions topic...everything works great except one thing...When i use atack command in battle my characters just stay iddle and not moving , atacking or damaging the enemies. https://www.youtube.com/watch?v=gJprJMh5aGE&feature=youtube_gdata

     as you can see in vid they are showing guard or pose when they get hurt and idle pose.. but they do not atack enemies or damage them when i issue the atack command. il play around with a script and see if i can fix that.
  11. bebetoc said:
    @ nio kasgami

    ty for your answer ! high fantasy animated battlers have 4,14 rows .I found Venoms tutorial for adding animated battlers to tankenkai ace on passive lions topic...everything works great except one thing...When i use atack command in battle my characters just stay iddle and not moving , atacking or damaging the enemies. https://www.youtube.com/watch?v=gJprJMh5aGE&feature=youtube_gdata

     as you can see in vid they are showing guard or pose when they get hurt and idle pose.. but they do not atack enemies or damage them when i issue the atack command. il play around with a script and see if i can fix that.
    welll you have two way to fix problem first : edit the current shortkey

    or  create another one (is easy )

    well for not complicated you  only replace this :

    "SWING_R"       => ["motion",   "",    1,   0,   1,    2, 200,false, true, "V_SWING"],

    by this :  "SWING_R"       => ["motion",   " ",    (the number of your attack row),   0,   1,    2, 200,false, true, ""],

    can you just make a screenshot of you high ressource spritesheet i can't make you the edit if i don't see pose~
  12. @nio kasgami hmm its from resource pack store,  so i think i cant show it here ...think its forbiden. i think i understand the code you made for me il try it out in my project . Again tywm for helping i really appreciate it XD
  13. You might want to take that down. Resources from the store packs aren't to be shown on the forum like this.

    Edit: Also is there a way to take off the skill activation animation? I've been messing with it, but no matter what I do the animation still plays. I've had weapons use some skills as normal attacks and the animation kinda takes you out every time you use it.
  14. I get this error "Script 'Journey System' line 1519: NoMethodError occurred.

    undefined method 'frame_max' for nil:NilClass" when actor or enemy using magic or special attack
  15. Uzuki said:
    You might want to take that down. Resources from the store packs aren't to be shown on the forum like this.

    Edit: Also is there a way to take off the skill activation animation? I've been messing with it, but no matter what I do the animation still plays. I've had weapons use some skills as normal attacks and the animation kinda takes you out every time you use it.
    Like I said to bebetoc I mean take a screenshot of the screen for help to show a part of the ressource not the whole package~

    and i am not sure of what you mean you want to use only the weapon graphics or you want to use different skill for each actor?

    if is for each skill for actor you need to use

    this

    section

    def weapon_action case weapon_id when 0 return "SURPRISE_ATTACK" when 1 return "SWORD_ATTACK" end case weapon_type when 1 return "SWORD_ATTACK" when 4,5,7,8,9 return "SWORD_ATTACK" when 2 return "FIST_ATTACK" when 3 return "THRUST_ATTACK" when 6 return "BOW_ATTACK" end endand add this

    somewhere or rewrite it totally (if you want)

    case idwhen 1 #actor 1"Larc_Attack"when 2"Lea Attack"elsewhen id >`0"classic attackend
    bebetoc said:
    @nio kasgami hmm its from resource pack store,  so i think i cant show it here ...think its forbiden. i think i understand the code you made for me il try it out in my project . Again tywm for helping i really appreciate it XD
    when I say screenshot I mean you take a screenshoot of your screen xD! not distributed the whole ressource~ if you do a screenshoot of you screen whe can't copy the ressource aniway or the guy is crazy to try to remove each pixel for steal the ressource XD!

    fedorgamer said:
    I get this error "Script 'Journey System' line 1519: NoMethodError occurred.

    undefined method 'frame_max' for nil:NilClass" when actor or enemy using magic or special attack
    it is because you don't copy past the animation from the demo is why you have bugs
  16. Sorry, I was talking about the animation that plays when you activate a skill. I want to turn that off.
  17. Uzuki said:
    Sorry, I was talking about the animation that plays when you activate a skill. I want to turn that off.
    HOOO you mean the delay...

    well you can change the Normal Skill shortcut or the delay shortcut  (I guess you want to replace them by a pose sprite right?)

    Or you recreate a skill wihout delay~
  18. Nope didn't work. The beginning animation still plays.
  19. Ho I think I understand now you mean when you use a skill they alway appear a weird animation when you cast the skill (like a flash)?

    If i am righ it is because you need to edit this keyword~

    "NORMAL_SKILLS"      => ["SKILL_ACTIVATE","SWING_R","DAMAGE_ANIME","CO_RESET"],
      "NORMAL_MAGIC"        => ["MAGIC_ACTIVATE","SWING_R","DAMAGE_ANIME","CO_RESET"],

    simply remove the skill and magic activate~

    or replace it by what you want  for make you skill more cool~

    and normally when you create a new skill you not supossely have this kind of problem because you create a new chain of skill it is because you don't input them in the configuration~

    and if you want to remove the horrible delay animation when you use skill or magic (and the actor wait)

    "COMMAND_MAGIC"  => ["STANDBY","MAGIC_WAIT"],
      "COMMAND_SKILL"  => ["STANDBY","SKILL_WAIT"],

    remove the magic_wait it is a anime setting~ who use animation
  20. I figured it out! Turns out I had your setup right the entire time! I forgot I had a different casting animation script I'm using and that's what was causing the animation to still play. I think this might be a good time to go through my script list and see what I really need and what I don't :3 Thanks for the help, Nio!