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

● ARCHIVED · READ-ONLY
Started by Lady-Elise 349 posts Page 4 of 18 View original ↗
  1. Question here!

    I use 8-frames spritesheets, instead of 3-frames. Example below:

    94Y71Hu.png

    Could the script be acommodated by someone to adapt this, or am I the only one using them? :c
  2. Uzuki said:
    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!
    fiou who me was thinked i was wrong xD!

    you are welcome xD!
  3. kiedisticelixer said:
    Question here!

    I use 8-frames spritesheets, instead of 3-frames. Example below:

    94Y71Hu.png

    Could the script be acommodated by someone to adapt this, or am I the only one using them? :c
    modify the line def max patern in the configuration script

    unless to put [3,4] for your actor put this  [8,3]

    no need of script adaptation for that
  4. Thanks for replying, but it doesn't seem to be working.

    I tried with setting the ID to 1 and 11(my actor's ID) and both don't reflect any changes, not even for Eric

    #=============================================================================== def max_pattern#===============================================================================# ► Actor setting# When ► The database ID of the actor.# Return ► The character-set dimensions.#=============================================================================== case id when 1 # I tried using different ids for my different actors but no changes at all return [8, 4]98f811f962535bb982d9f7dcdc20b609.png
  5. hum put it to 9  (or 7 ) if is not work it is the sprite inself is not working
  6. 885dc0ce8a28c08ae1b95f9f4cff7965.png

    Now it affects Eric : ( Guess Im not using this then. Thanks though.
  7. huh? what did you do ? is not supposed to touch eric...
  8. The venom tutorial does not make any sense to me can somebody please help explain to me step by step how I can use my charsets as battlers like in this video https://www.youtube.com/watch?v=8C4Y446fJnA I have tried but cannot figure out how. I dont want holders battlers or anything just to be able to use standard charsets like the guy who made this video did. I feel like its something so simple im missing I would appreciate any and all help.
  9. You are already set up like that be more specific is your monster you want animated ?

    Btw i will soon post a complete suit of tutorial for help people to understand tankentai
  10. Hmm I am? what do you mean im already set up like that? I want my charsets to be able to be used just like that guy in the video with the stepping forward and throwing arrows and the movement they display when they are about to die just like how that guy who uses tankentai in the link I posted did
  11. The characters should already be doing that. If not there might be something wrong with your set-up.
  12. Uzuki said:
    The characters should already be doing that. If not there might be something wrong with your set-up.
    I mean as enemies see how he is using the actors sprite sheet for the enemies he is battling in the video thats what I mean when I put an actor sprite sheet as a battler even with the $ in front of the name it displays the entire sprite sheet instead of the enemies the way that guy does in his video. Im talking about the guys with the hats hes fighting in that video to be more specific.

    also let me just say wow you guys respond with help and suggestions very fast lol i went to get a glass of water and come back and there was a new post thanks lol
  13. Hoooo i understand well you see the -1 in the def max pattern?

    Well is equal the enemy id so you changw the [1, 1] By this 3, 4 dont forget arrays

    And you add a numbef for each monster you want animated

    Exemple : when -2

    Return [3, 4]

    and your are welcome me uzuki and elise are the principal supporter for tankentai so is normal we answer fast ~
  14. okay i found the line of code you are refering to but im confused it says

     when -1 

          return [ 1, 1]

        else 

          return [ 3, 4] if id > 0 

          return [ 1, 1] if id < 0 

        end

      end 

     

    so if my enemy is id 3 if place a 3 where it says if id >0 in the same row as the 3,4 will it animate my sprites the proper way when I set them as battlers?

     

    Hmm looks like i should just change the > and < signs to accommodate my needs i think

     

    nope I keep changing it and nothings working.
  15. Nop dont touch the line just add a another when above the else ( copy the first when and paste it before else and change the array

    Should look like that

    When -1

    Return [3, 4]

    When -3

    Return [3, 4]

    Else

    Blabla dont touch this part
  16. um lol now they face the opposite way how would I fix that? and how would I make them wield bows and arrows or nunchuks or whatever lol. I could probably figure the weapon part out on my own ill stop being lazy lol but what about making them face the correct way they always face left when they should face right.
  17. you have to edit this short key in the setup part :

    "STANDBY_FIX"      => ["motion",   "",    1,   1,   0,   12,   0, true, true, "" ],

    by this

    "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],
  18. I keep getting this error... Not exactly sure what's causing it, I have everything that is needed...

  19. Did you remove moghunter weather ex?
  20. nio kasgami said:
    Did you remove moghunter weather ex?
    I removed it and got the same error.   :(

    But for reference of the change: