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

● ARCHIVED · READ-ONLY
Started by Lady-Elise 349 posts Page 6 of 18 View original ↗
  1. Uzuki said:
    So it's working perfectly now?
    Yes, though the only thing I need to figure out now is how to use character models for enemies rather than the pictures.
  2. Are you using animated battlers or the chibi characters from Ace? If it's the latter there's someone who asked the same question a page or two back.
  3. Uzuki said:
    Are you using animated battlers or the chibi characters from Ace? If it's the latter there's someone who asked the same question a page or two back.
    I'm using the chibi monsters from ace... like this:



    Just the regular ingame model but animated in battle rather than a picture.
  4. Loving this so far. I was wondering, for the KO animation, is it possible to rotate the actor? (i.e like in VX, the actor was just tilted upwards when they were downed) I didn't want to make a flipped actor for each character since they don't have downed animations.
  5. Yeah you have to make your own sprite sheet for that. What I did was edit my actor sprites on their backs, drew their eyes closed, and greyed them out. It's not super impressive, but it gets the job done.
  6. So I got this problem...

    Basically the enemies won't start animating...

    Until they get low health.

    I don't know whats causing it. Also when they return from attacking, when they are animated, they face the opposite way...

    And my slime enemy seems to attack the player with a weapon icon like the party members do...

    :( I am having so many issues with this.

     
  7. Wow Thank Usuki you help me a lot when I am gone ~

    EDIT : I work on the tankentai V.0.4 for adding new feature! and also the possibility to use text instead of graphic's when it about dealing damage 

    EDIT2 : Tankentai tutorial chapter 1  should be disponible soon this week aprox
  8. Wow Thank Usuki you help me a lot when I am gone ~

    EDIT : I work on the tankentai V.0.4 for adding new feature! and also the possibility to use text instead of graphic's when it about dealing damage

    EDIT2 : Tankentai tutorial chapter 1  should be disponible soon this week aprox

    Korten12 said:
    So I got this problem...

    Basically the enemies won't start animating...

    Until they get low health.

    I don't know whats causing it. Also when they return from attacking, when they are animated, they face the opposite way...

    And my slime enemy seems to attack the player with a weapon icon like the party members do...

    :( I am having so many issues with this.

     
    it is because you don't settle correctly the Wait_fix method they are settle for facing right change the row and it will be correcte

    and for the weapon it is because the first enemy have a weapon attach to him go the the line 

    def enemy_weapon1_id case id when -1 return 10 else return 0 end endand modify this 

    Code:
     def enemy_weapon1_id    case id    when -1      return 0     else      return 0    end  end
  9. So I have another problem. I have a skill called sigil throw, where you throw an animation at the enemy, similar to the Water Gun move in the demo...but instead it throws the weapon at the enemy like a boomerang...I copied the Water Gun skill and tried to use that instead, but the results are the same. Here's my code for the animation throw which starts at line 342:

    "SIGIL_ATTACK" =>["m_a", [113,113], 0, 6, [ 0, 0], [ 0, 0], 10, 2, [ 0, 0], true, [ true, true], true, true, true, true, false, ""], 

    and here's my animation for the sigil attack:

    "SIGIL_THROW" => ["MAGIC_ACTIVATE", "SIGIL_ATTACK", "CO_RESET"],Also, the skill isn't doing the magic_wait and magic_activate commands as it should as well..I'm not sure if it's just me though...
  10. did you input the skill in the configuration part?
  11. yeah, i did. but it still causes the weapon to be thrown

    Code:
        when "Sigil Throw"      return "SIGIL_THROW"
  12. huh...can you pass me a copy of your script data (Pm me) because I need to see how you input this...)
  13. nio kasgami said:
    it is because you don't settle correctly the Wait_fix method they are settle for facing right change the row and it will be correcte
    Thanks for help on the weapon, though I'm still a bit confused on this part... Are you referring to the issue where the enemy's won't

    animate until they have lower health and that they face the wrong direction when they stop after having attacked while in said

    low health animated phase?

    Or to better explain it:

    When they have full health the enemies:

    -not animated

    -Face Right

    -Return from attack and still face right when not attacking

    When they have low health:

    -Animated

    -Face Right

    -Return from attack and face left when not attacking
  14. def max_patterncase id#blabla you don't need to touch this)when -1 return [3,4]else #blabla don't need to touch thisendendand for the fact it facing right you have to change this

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

    by this 

    "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],
  15. nio kasgami said:
    def max_patterncase id#blabla you don't need to touch this)when -1 return [3,4]else #blabla don't need to touch thisendendand for the fact it facing right you have to change this

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

    by this 

    "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],
    Sorry. :( I'm still a bit confused.

    So I changed the "STANDBY_FIX" as you said but it didn't fix it and I have this:

     def max_pattern

    case id

        when  1 

          return [ 3, 4]

        when -1 

          return [ 3, 4]

        else 

          return [ 3, 4] if id > 0 

          return [ 3, 4] if id < 0 

        end

      end 
    Still having the issue. 
  16. because you don't fix the id 

    the 1 = the actor id

    the -X (number) equal the id of the enemy it is why is not work
  17. nio kasgami said:
    because you don't fix the id 

    the 1 = the actor id

    the -X (number) equal the id of the enemy it is why is not work
    Ugh... I'm such a burden.

    But the first line:

    case id

        when  1 

          return [ 3, 4]
    Refers to the actor, not enemy.

    The second part is referring to the enemy  and is -1.

    when -1 

          return [ 3, 4]

        else 

          return [ 3, 4] if id > 0 

          return [ 3, 4] if id < 0 
  18. yep and 

    if you want to add a another ''enemy'' animated you do this 

    when (id you enemy)

    return [3,4]

    but put it before else!
  19. nio kasgami said:
    yep and 

    if you want to add a another ''enemy'' animated you do this 

    when (id you enemy)

    return [3,4]

    but put it before else!
    Is there way to make all enemies animated?

    If I did: (when id < 0)

    Would that work? 
  20. else 

    return [3,4] if id < 0

    just edit this line~