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

● ARCHIVED · READ-ONLY
Started by Lady-Elise 349 posts Page 7 of 18 View original ↗
  1. nio kasgami said:
    else 

    return [3,4] if id < 0

    just edit this line~
    Seems nothing has been fixed... :( In fact it's worse now.

    Enemies are now facing the wrong way normally, and they don't animate until they have low health still... 

    And now the actors when they guard face right.

    I don't want to but i'm about to give up... :(
  2. huh but how did you edit this??? it is not supposed to do this ._.'
  3. nio kasgami said:
    huh but how did you edit this??? it is not supposed to do this ._.'
    Okay here is all the parts I have edited:

       case id

        when  1 

          return [ 3, 4]

    #===============================================================================

    # ► Enemy setting

    # When ► The database ID of the enemy.

    # Return ► The character-set dimensions.

    #===============================================================================       

        when -1 

          return [ 3, 4]

        else 

          return [ 3, 4] if id > 0 

          return [ 3, 4] if id < 0 

        end

      end 

    =====================

     def graphic_mirror_flag

        return false if id > 0 

        return true if id < 0 

      end

    =====================

     def normal

        return "NORMAL_STANDBY"   if id > 0 

        return "STANDBY_FIX" if id < 0 

      end

    ======================

      "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],

     
    Nothing else in the scripts have been changed.
  4. hey im new to the forum, trying to dl this just now, but the only time it let me click the download it said its for win32bit? is there a way to dl for 64 bit? thanks
  5. Korten12 said:
    Okay here is all the parts I have edited:

    Nothing else in the scripts have been changed.
    okai now are you sure your graphic's are really put in good way? like you put your enemy battler in battler stuff?

    Exsaris said:
    hey im new to the forum, trying to dl this just now, but the only time it let me click the download it said its for win32bit? is there a way to dl for 64 bit? thanks
    huh......not sure naturally this not make a difference...
  6. It downloads but it won't let me open the file, do I need drop box?
  7. nop you just need to have a good zip decompressor or use winrar wich type of computer you use?
  8. PC, maybe I don't have zip thing, will download if and try
  9. nio kasgami said:
    okai now are you sure your graphic's are really put in good way? like you put your enemy battler in battler stuff?

    huh......not sure naturally this not make a difference...
    Here are the battlers:

  10. "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],

    error from me you should put 1 instead of 2 
  11. I'm wondering, how come I am getting this error from Part 3 of the Script? This happens when I try to talk to an npc and do a battle processing event (fighting just 1 mob) 2yd2wZo.png

    Could it be scripts causing problems? The error is something with the zooming, but it pinpoints the error on the Asterik *
  12. did you set your battle back in the map setting?
  13. nio kasgami said:
    "STANDBY_FIX"      => ["motion",   "",    2,   1,   0,   12,   0, true, true, "" ],

    error from me you should put 1 instead of 2 
    Okay, okay. So I decided to "start over" with all of this, redownloaded the Journey demo and replaced all of the scripts.

    I then followed:

    http://www.rpgmakervxace.net/topic/5607-jet-animated-battlers-sbs-tankentai-error/#entry47612

    This post to try and get back to where I was before... I changed nothing, but what was listed in this post.

    Yet, now suddenly the enemies are still facing the wrong way (now facing left by default.)

    I just don't get it... 
  14. nevermind I will fix this for you XD...it will show how you configure him so you will be able to understand now

    now it animated and also show in the good way 

    "STANDBY_FIX"      => ["motion",   "",    2,   1,   4,   12,   0, true, true, "" ],

    def max_pattern
    #===============================================================================
    # ► Actor setting
    # When ► The database ID of the actor.
    # Return ► The character-set dimensions.
    #===============================================================================
        case id
        when  1
          return [ 3, 4]
    #===============================================================================
    # ► Enemy setting
    # When ► The database ID of the enemy.
    # Return ► The character-set dimensions.
    #===============================================================================      
        when -1
          return [ 3, 4]
        else
          return [ 3, 4] if id > 0
          return [ 3, 4] if id < 0
        end
      end
  15. nio kasgami said:
    did you set your battle back in the map setting?
    Oh my what a stupid mistake X.x Thanks!
  16. omfgkevin said:
    Oh my what a stupid mistake X.x Thanks!
    you are welcome~ me to in begin I was do a lot of time this mistake
  17. Ah is there a way to fix cut-ins? For some reason, after even changing the graphics file name

    "CUT_A1"    => ["pic",  0, [-300,   8], [ 100,   8],  30, 90, [  0, 10],        [],  true, "Kiyori-1"],

    It requires Actor4-1 for actor 1 still? I tried searching for the keyword of actor4-1 but it doesn't show up anywhere in the 3 scripts?

    EDIT: It seems my script has its own errors. Trying the demo and changing the actor names affects it. Gonna just replace the scripts.
  18. nio kasgami said:
    nevermind I will fix this for you XD...it will show how you configure him so you will be able to understand now

    now it animated and also show in the good way 

    "STANDBY_FIX"      => ["motion",   "",    2,   1,   4,   12,   0, true, true, "" ],

    def max_pattern

    #===============================================================================

    # ► Actor setting

    # When ► The database ID of the actor.

    # Return ► The character-set dimensions.

    #===============================================================================

        case id

        when  1

          return [ 3, 4]

    #===============================================================================

    # ► Enemy setting

    # When ► The database ID of the enemy.

    # Return ► The character-set dimensions.

    #===============================================================================      

        when -1

          return [ 3, 4]

        else

          return [ 3, 4] if id > 0

          return [ 3, 4] if id < 0

        end

      end
    I don't get it... This is my results:

     
  19. How do I set this up so that I don't have to have a dead sprite for every character when they get knocked out? I really do not feel like making a bunch of dead sprites.
  20. sorry if I was late  for answer

    but you need to set the death State's in the configuration part