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Autor Thema: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)  (Gelesen 34156 mal)

Offline tobiasruf

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  • Beiträge: 126
  • Eine Zeit Inaktiv wegen Computer
Tankentai Skript Help
« Antwort #195 am: Oktober 15, 2009, 20:53:07 »
Ich brauche Hilfe!!!

Ich habe das genannte Skript aber wen ich etwas mit den Actors in der Database verändere kommen beim Battle
immer beim Actor ganz viele Actors die immer blinken .

bitte dringend um Hilfe Tobiasruf...

pls.

~Sowas bitte immer ins Thema von dem Script!

Danke!
MfG, Colo
« Letzte Änderung: Oktober 15, 2009, 21:04:33 von Colonios »
Habe längere Zeit keinen Compuer mehr .

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Seth

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #196 am: Oktober 15, 2009, 21:37:02 »
Ok, da sich eugene sich nicht zurückmeldet, poste ich mein sript mal allgemein hier rein. (Ich habe die Positonen vertauscht, aber sonst habe ich mich an die Instructionen (Minkhoffs animated Battler) von Seite 1 gehalten.

Spoiler for Hiden:
#==============================================================================
# ¦ Sideview Battle System Configurations (English Translation v2.1)
#------------------------------------------------------------------------------
#  Original Script by:
#               Enu (http://rpgex.sakura.ne.jp/home/)
#  Original translation versions by:
#               Kylock
#  Translation continued by:
#               Mr. Bubble
#  Special thanks:
#               Shu (for translation help)
#               Moonlight (for her passionate bug support for this script)
#               NightWalker (for his community support for this script)
#==============================================================================

#==============================================================================
# ¦ module N01
#------------------------------------------------------------------------------
#  Sideview Battle System Config
#==============================================================================
module N01
 #--------------------------------------------------------------------------
 # ? Settings
 #--------------------------------------------------------------------------
  # Battle member starting positions
  #                   X   Y     X   Y     X   Y     X   Y
  ACTOR_POSITION = [[430,150],[460,200],[490,250],[400,100]]
  # Maximum party members that can fight at the same time.
  # Remember to add/remove coordinates in ACTOR_POSITION if you adjust
  # the MAX_MEMBER value.
  MAX_MEMBER = 4
 
  # Delay time after a battler completes an action in frames.
  ACTION_WAIT = 12
  # Delay time before enemy collapse (defeat of enemy) animation in frames.
  COLLAPSE_WAIT = 12
  # Delay before victory is processed in frames.
  WIN_WAIT = 70
 
  # BattleFloor display options: FLOOR = [ X-pos, Y-pos, Opacity]
  FLOOR = [0,96,128]
  # Animation ID for any unarmed attack.
  NO_WEAPON = 82
  # Damage modifications when using two weapons.  Values are percentages.
  #               1st Wpn, 2nd Wpn
  TWO_SWORDS_STYLE = [100,50]
  # Auto-Life State, Revivial Animation ID
  RESURRECTION = 41
 
  # Damage POP image file name located in the System folder.  Numbers are
  # arranged 0 to 9.
  DAMAGE_GRAPHICS = "Number+"
  # Image file for recovery numbers.
  RECOVER_GRAPHICS = "Number-"
  # Distance between Damage POP display numbers.
  NUM_INTERBAL = -3
  # Duration (in frames) numbers are displayed.
  NUM_DURATION = 68
  # true: Disable Window graphic behind state names.
  NON_DAMAGE_WINDOW = false
  # POP Window indicator words.  For no word results, use "".
  POP_DAMAGE0 = ""            # Attack results 0 damage
  POP_MISS    = "DANEBEN"        # Attack missed
  POP_EVA     = "AUSGEWICHEN"       # Attack avoided
  POP_CRI     = "KRITISCH"    # Attack scored a critical hit
  POP_MP_DAM  = "MP VERLOREN"   # Attack caused MP loss
  POP_MP_REC  = "MP BEKOMMEN"  # Attack restored MP
 
  # Set to false to remove shadow under actors
  SHADOW = true
  # true: Use actor's walking graphic.
  # false: Don't use actor's walking graphic.
  # If false, battler file with "_1" is required since walking file is not used.
  # "_1" and subsequent files ("_2", "_3", etc.) should be uniform in size.
  WALK_ANIME = false
  # Number of frames in a battler animation file. (horizontal frames)
  ANIME_PATTERN = 4
  # Number of types of battler animation file. (vertical frames)
  ANIME_KIND = 11
 
  # Set true to enable back attacks.
  BACK_ATTACK = true
  # Set true to reverse actors in event of back attack.  Not functional.
  BACK_ATTACK_NON_BACK_MIRROR = true
  # Set equipment and skills to protect against back attacks
  # Equipment must be equipped for effect, skills must be aquired
  # and switches must be ON.
  # For a single weapon: = [1]  or Multiple Weapons: = [1,2]
  # WEAPON IDs
  NON_BACK_ATTACK_WEAPONS = []
  # SHIELD IDs
  NON_BACK_ATTACK_ARMOR1 = []
  # HELMET IDs
  NON_BACK_ATTACK_ARMOR2 = []
  # BODY ARMOR IDs
  NON_BACK_ATTACK_ARMOR3 = []
  # ACCESSORY IDs
  NON_BACK_ATTACK_ARMOR4 = []
  # SKILL IDs
  NON_BACK_ATTACK_SKILLS = []
  # SWITCH Number (takes precedence)  If switch is ON, Back attack ensured.
  BACK_ATTACK_SWITCH = []
 
#==============================================================================
# ¦ Single Action Engine
#------------------------------------------------------------------------------
# These are utilized by sequenced actions and have no utility alone.
#==============================================================================
 # A single-action cannot be used by itself unless it is used as part of a
 # sequence.
  ANIME = {
 #--------------------------------------------------------------------------
 # ? Battler Animations
 #--------------------------------------------------------------------------
  # No.    - Battler graphic file used.
  #             0: Normal Battler Graphic.  In the case of Actors, 0 refers to
  #                 default walking graphic.
  #             n: "Character Name + _n", where n refers to the file number
  #                 extension.  An example file would be "$Ralph_1".  These
  #                 files are placed in the Characters folder.
  #                 Use "1" for non-standard battler, like Minkoff's.
  #
  # Row    - Vertical position (row) of cells in battler graphic file. (0~3)
  # Speed  - Refresh rate of animation. Lower numbers are faster.
  # Loop   - [0: "Round-Trip" Loop]    Example: 1 2 3 2 1 2 3 2 ...
  #          [1: "One-Way" Loop]       Example: 1 2 3 1 2 3 1 2 ...
  #          [2: One Loop, no repeat]  Example: 1 2 3 .
  # Wait   - Time, in frames, before animation loops again.
  #          Does not apply if Loop=2
  # Fixed  - Defines loop behavior or specific fixed cell display.
  #          -2: Reverse Loop Animation
  #          -1: Normal Loop Animation
  #           0: No Loop Animation
  #         1~3: Refers to cell on character sprite sheet starting
  #                where 1 = left-most cell.
  # Z      - Set battler's Z priority.
  # Shadow - Set true to display battler shadow during animation; false to hide.
  # Weapon - Weapon animation to play with battler animation.  For no weapon
  #          animation, use "".
 
  # Action Name          No. Row Speed Loop Wait Fixed  Z Shadow  Weapon
  "WAIT"                 => [ 1,  0,  15,   0,   0,  -1,   0, true,"" ],
  "WAIT(FIXED)"         => [ 1,  0,  10,   2,   0,   1,   0, true,"" ],
  "RIGHT(FIXED)"       => [ 1,  5,  10,   1,   2,   1,   0, true,"" ],
  "DAMAGE"              => [ 1,  9,   4,   2,   0,  -1,   0, true,"" ],
  "ATTACK_FAIL"         => [ 1,  1,  10,   1,   8,   0,   0, true,"" ],
  "MOVE_TO"              => [ 1,  4,   1,   1,   0,  -1,   0, true,"" ],
  "MOVE_AWAY"           => [ 1,  5,   2,   1,   0,  -1,   0, true,"" ],
  "ABOVE_DISPLAY"     => [ 1,  0,   2,   1,   0,  -1, 600, true,"" ],
  "WPN_SWING_V"         => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
  "WPN_SWING_VL"       => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
  "WPN_SWING_VS"       => [ 1,  6,   6,   2,   0,  -1,   2, true,""],
  "WPN_SWING_UNDER"   => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
  "WPN_SWING_OVER"    => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
  "WPN_RAISED"         => [ 1,  11,  2,   2,  28,  -1,   2, true,""],
 #--------------------------------------------------------------------------
 # ? Weapon Animations
 #--------------------------------------------------------------------------
  # Weapon Animations can only be used with Battler Animations as seen
  # and defined above.
  #
  # Xa - Distance weapon sprite is moved on the X-axis.
  # Ya - Distance weapon sprite is moved on the Y-axis.  Please note that
  #      the Y-axis is inverted. This means negative values move up, positive
  #      values move down.
  # Za - If true, weapon sprite is displayed over battler sprite.
  #      If false, weapon sprite is displayed behind battler sprite.
  # A1 - Starting angle of weapon sprite rotation.  Negative numbers will
  #      result in counter-clockwise rotation.
  # A2 - Ending angle of weapon sprite rotation.  Rotation will stop here.
  # Or - Rotation Origin - [0: Center] [1: Upper Left] [2: Upper Right]
  #                        [3:Bottom Left] [4:Bottom Right]
  # Inv - Invert - If true, horizontally inverts weapon sprite.
  # Xs - X scale - Stretches weapon sprite horizontally by a factor of X.
  #                Values may be decimals. (0.6, 0.9, etc.)
  # Ys - Y scale - Stretches weapon sprite vertically by a factor of Y.
  #                Values may be decimals. (0.6, 0.9, etc.)
  # Xp - X pitch - For adjusting the X axis. This number changes the initial
  #                X coordinate.
  # Yp - Y pitch - For adjusting the Y axis. This number changes the initial
  #                Y coordinate.
  # Weapon2 - If set to true, Two Weapon Style's Weapon 2 sprite will be used
  #           instead.
 
  # Action Name        Xa   Ya  Za    A1    A2  Or  Inv  Xs  Ys   Xp   Yp Weapon2
  "VERT_SWING"   => [  6,   8,false,-135,  45,  4,false,   1,  1,  -4,  -6,false],
  "VERT_SWINGL"  => [  6,   8,false,-135,  45,  4,false,   1,  1,  -4,  -6, true],
  "UNDER_SWING"  => [  6,   8,false, 270,  45,  4,false,   1,  1,  -4,  -6,false],
  "OVER_SWING"   => [  6,   8,false,  45,-100,  4,false,   1,  1,  -4,  -6,false],
  "RAISED"       => [  6,  -4,false,  90, -45,  4,false,   1,  1,  -4,  -6,false],

 #--------------------------------------------------------------------------
 # ? Battler Movements
 #--------------------------------------------------------------------------
  # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
  #          1 unit = 1 pixel
  #             [0: Battler's Current Position]
  #             [1: Battler's Selected Target]
  #             [2: Screen; (0,0) is at upper-left of screen]
  #             [3: Battle Start Position]
  # X - X-axis pixels from origin.
  # Y - Y-axis pixels from origin.  Please note that the Y-axis is
  #     inverted. This means negative values move up, positive values move down.
  # Time - Travel time.  Larger numbers are slower.  The distance is
  #        divided by one frame of movement.
  # Accel - Positive values accelerates frames.  Negative values decelerates.
  # Jump - Negative values produce a jumping arc.  Positive values produce
  #        a reverse arc.  [0: No jump]
  # Animation - Battler Animation utilized during moving.
 
  #                           Origin  X   Y  Time  Accel Jump Animation
  "NO_MOVE"                 => [  0,   0,   0,  1,   0,   0,  "WAIT(FIXED)"],
  "START_POSITION"          => [  0,  54,   0,  1,   0,   0,  "MOVE_TO"],
  "BEFORE_MOVE"             => [  3, -32,   0, 18,  -1,   0,  "MOVE_TO"],
  "AFTER_MOVE"              => [  0,  32,   0,  8,  -1,   0,  "MOVE_TO"],
  "4_MAN_ATTACK_1"          => [  2, 444,  96, 18,  -1,   0,  "MOVE_TO"],
  "4_MAN_ATTACK_2"          => [  2, 444, 212, 18,  -1,   0,  "MOVE_TO"],
  "4_MAN_ATTACK_3"          => [  2, 384,  64, 18,  -1,   0,  "MOVE_TO"],
  "4_MAN_ATTACK_4"          => [  2, 384, 244, 18,  -1,   0,  "MOVE_TO"],
  "DEAL_DAMAGE"             => [  0,  32,   0,  4,  -1,   0,  "DAMAGE"],
  "EXTRUDE"                 => [  0,  12,   0,  1,   1,   0,  "DAMAGE"],
  "FLEE_SUCCESS"            => [  0, 300,   0,300,   1,   0,  "MOVE_AWAY"],
  "FLEE_FAIL"               => [  0,  48,   0, 16,   1,   0,  "MOVE_AWAY"],
  "VICTORY_JUMP"            => [  0,   0,   0, 20,   0,  -5,  "MOVE_TO"],
  "MOVING_TARGET"           => [  1,   0,   0, 18,  -1,   0,  "MOVE_TO"],
  "MOVING_TARGET_FAST"      => [  1,   0, -12,  8,   0,  -2,  "MOVE_TO"],
  "PREV_MOVING_TARGET"      => [  1,  24,   0, 12,  -1,   0,  "MOVE_TO"],
  "PREV_MOVING_TARGET_FAST" => [  1,  24,   0,  1,   0,   0,  "MOVE_TO"],
  "MOVING_TARGET_RIGHT"     => [  1,  96,  32, 16,  -1,   0,  "MOVE_TO"],
  "MOVING_TARGET_LEFT"      => [  1,  96, -32, 16,  -1,   0,  "MOVE_TO"],
  "JUMP_TO"                 => [  0, -32,   0,  8,  -1,  -4,  "MOVE_TO"],
  "JUMP_AWAY"               => [  0,  32,   0,  8,  -1,  -4,  "MOVE_AWAY"],
  "JUMP_TO_TARGET"          => [  1,  12, -12, 12,  -1,  -6,  "MOVE_TO"],
  "THROW_ALLY"              => [  0, -24,   0, 16,   0,  -2,  "MOVE_TO"],
  "TRAMPLE"                 => [  1,  12, -32, 12,  -1,  -6,  "ABOVE_DISPLAY"],
  "PREV_JUMP_ATTACK"        => [  0, -32,   0, 12,  -1,  -2,  "WPN_SWING_V"],
  "PREV_STEP_ATTACK"        => [  1,  12,   0, 12,  -1,  -5,  "WPN_SWING_VS"],
  "REAR_SWEEP_ATTACK"       => [  1,  12,   0, 16,   0,  -3,  "WPN_SWING_V"],
  "JUMP_FIELD_ATTACK"       => [  1,   0,   0, 16,   0,  -5,  "WPN_SWING_V"],
  "DASH_ATTACK"             => [  1, -96,   0, 16,   2,   0,  "WPN_SWING_V"],
  "RIGHT_DASH_ATTACK"       => [  1, -96,  32, 16,   2,   0,  "WPN_SWING_V"],
  "LEFT_DASH_ATTACK"        => [  1, -96, -32, 16,   2,   0,  "WPN_SWING_V"],
  "RIGHT_DASH_ATTACK2"      => [  1,-128,  48, 16,   2,   0,  "WPN_SWING_V"],
  "LEFT_DASH_ATTACK2"       => [  1,-128, -48, 16,   2,   0,  "WPN_SWING_V"],
 
 #--------------------------------------------------------------------------
 # ? Battler Float Animations
 #--------------------------------------------------------------------------
  # These types of single-actions defines the movement of battlers from their
  # own shadows.
  #
  # Type - Always "float".
  # A - Starting float height. Negative values move up.
  #                            Positive values move down.
  # B - Ending float height.  This height is maintained until another action.
  # Time - Duration of movement from point A to point B
  # Animation - Specifies the Battler Animation to be used.
 
  #                   Type     A    B  Time  Animation
  "FLOAT_"      => ["float", -22, -20,  2, "WAIT(FIXED)"],
  "FLOAT_2"     => ["float", -20, -18,  2, "WAIT(FIXED)"],
  "FLOAT_3"     => ["float", -18, -20,  2, "WAIT(FIXED)"],
  "FLOAT_4"     => ["float", -20, -22,  2, "WAIT(FIXED)"],
  "JUMP_STOP"   => ["float",   0, -80,  4, "WAIT(FIXED)"],
  "JUMP_LAND"   => ["float", -80,   0,  4, "WAIT(FIXED)"],
  "LIFT"        => ["float",   0, -30,  4, "WAIT(FIXED)"],
 
 #--------------------------------------------------------------------------
 # ? Battler Position Reset
 #--------------------------------------------------------------------------
  # These types of single-actions define when a battler's turn is over and
  # will reset the battler back to its starting coordinates.  This type of
  # single-action is required in all sequences.
  #
  # Please note that after a sequence has used this type of single-action,
  # no more damage can be done by the battler since its turn is over.
  #
  # Type - Always "reset"
  # Time - Time it takes to return to starting coordinates.  Movement speed
  #        fluctuates depending on distance from start coordinates.
  # Accel - Positive values accelerate.  Negative values decelerate.
  # Jump - Negative values produce a jumping arc.  Positive values produce
  #        a reverse arc.  [0: No jump]
  # Animation - Specifies the Battler Animation to be used.
 
  #                   Type   Time Accel Jump Animation
  "COORD_RESET"   => ["reset", 16,  0,   0,  "MOVE_TO"],
  "FLEE_RESET"    => ["reset", 16,  0,   0,  "MOVE_AWAY"],
 
 #--------------------------------------------------------------------------
 # ? Forced Battler Actions
 #--------------------------------------------------------------------------
  # These types of single-actions allow forced control of other battlers
  # that you define.
  #
  # Type - Specifies action type.  "SINGLE" or "SEQUENCE"
  #
  # Object -    The battler that will execute the action defined under Action
  #          Name. 0 is for selected target, and any other number is a State
  #          number (1~999), and affects all battlers with the State on them.
  #             By adding a - (minus sign) followed by a Skill ID number (1~999),
  #          it will target the actors that know the specified skill, besides
  #          the original actor.
  #             If you want to designate an actor by their index ID number,
  #          add 1000 to their index ID number. If the system cannot designate
  #          the index number(such as if actor is dead or ran away), it will
  #          select the nearest one starting from 0.  If a response fails,
  #          the action will be canceled. (Example: Ylva's actor ID is 4.  A
  #          value of 1004 would define Ylva as the Object.)
  #
  # Reset Type - Specifies method of returning the battler to its original
  #                 location.
  # Action Name - Specifies action used.  If Type is SINGLE, then Action Name
  #               must be a single-action function.  If Type is SEQUENCE,
  #               the Action Name must an action sequence name.

  #                         Type   Object   Reset Type      Action Name
  "LIGHT_BLOWBACK"    => ["SINGLE",     0,  "COORD_RESET",  "EXTRUDE"],
  "RIGHT_TURN"        => ["SINGLE",     0,  "COORD_RESET",  "CLOCKWISE_TURN"],
  "DROP_DOWN"         => ["SINGLE",     0,  "COORD_RESET",  "Y_SHRINK"],
  "IMPACT_1"          => ["SINGLE",     0,  "COORD_RESET",  "OBJ_TO_SELF"],
  "LIFT_ALLY"         => ["SINGLE",     0,             "",  "LIFT"],
  "ULRIKA_ATTACK"     => ["SEQUENCE",   18, "COORD_RESET",  "ULRIKA_ATTACK_1"],
  "4_MAN_ATK_1"       => ["SEQUENCE", -101, "COORD_RESET",  "4_MAN_ATTACK_1"],
  "4_MAN_ATK_2"       => ["SEQUENCE", -102, "COORD_RESET",  "4_MAN_ATTACK_2"],
  "4_MAN_ATK_3"       => ["SEQUENCE", -103, "COORD_RESET",  "4_MAN_ATTACK_3"],
  "ALLY_FLING"        => ["SEQUENCE", 1000, "COORD_RESET",  "THROW"],
 
 #--------------------------------------------------------------------------
 # ? Target Modification
 #--------------------------------------------------------------------------
  # Changes battler's target in battle.  Original target will still be stored.
  # Current battler is the only battler capable of causing damage.
  #
  # Type - Always "target"
  #
  # Object -    The battler that will have its target modified.  0 is selected
  #          target, any other number is a State ID number (1~999), and
  #          changes all battlers with that state on them to target the new
  #          designated target.
  #             If you want to designate an actor by their index ID number,
  #          add 1000 to their index ID number. If the system cannot designate
  #          the index number(such as if actor is dead or ran away), it will
  #          select the nearest one starting from 0.  If a response fails,
  #          the action will be canceled. (Example: Ylva's actor ID is 4.  A
  #          value of 1004 would define Ylva as the Object.)
  #
  # Target - New Target. [0=Self]  [1=Self's Target]
  #                      [2=Self's Target After Modification]
  #                      [3=Reset to Previous Target (if 2 was used)]
 
  # Target Mod name            Type   Object  Target
  "REAL_TARGET"           => ["target",    0,  0],
  "TWO_UNIFIED_TARGETS"   => ["target",   18,  1],
  "FOUR_UNIFIED_TARGETS"  => ["target",   19,  1],
  "ALLY_TO_THROW"         => ["target", 1000,  2],
  "THROW_TARGET"          => ["target", 1000,  3],
 
 #--------------------------------------------------------------------------
 # ? Skill Linking
 #--------------------------------------------------------------------------
  # Linking to the next skill will stop any current action.  Linking to the
  # next skill will also require and consume MP/HP cost of that skill.
  #
  # Type - Always "der"
  # Chance - Chance, in percent, to link to the defined skill ID. (0~100)
  # Link - true: actor does not require Skill ID learned to link.
  #        false: actor requires Skill ID learned.
  # Skill ID - ID of the skill that will be linked to.
 
  # Action Name           Type  Chance Link Skill ID
  "LINK_SKILL_91"     => ["der", 100, true,  91],
  "LINK_SKILL_92"     => ["der", 100, true,  92],

 #--------------------------------------------------------------------------
 # ? Action Conditions
 #--------------------------------------------------------------------------
  # If the condition is not met, all current actions are canceled.
  #
  # A: Type - always "nece"
  # B: Object - Object that Condition refers to. [0=Self] [1=Target]
  #                                           [2=All Enemies] [3=All Allies]
  # C: Content - [0=State] [1=Parameter] [2=Switch] [3=Variable] [4=Skill]
  #
  # D: Condition - This value is determined by the value you set for Content.
  #

    * State: State ID

  # [1] Parameter: [0=HP] [1=MP] [2=Atk Pwr] [3=Def Pwr] [4=Spirit] [5=Agility]
  # [2] Switch: Game Switch Number
  # [3] Variable: Game Variable Number
  # [4] Skill: Skill ID
  #
  # E: Supplement - Supplement for the Condition as defined above.
  #

    * State: Amount required.  If number is positive, the condition is how

  #            many have the state, while a negative number are those who
  #            don't have the state.
  # [1] Parameter: If Object is more than one battler, average is used.
  #                Success if Parameter is greater than value.  If Value
  #                is negative, then success if lower.
  # [2] Switch: [true: Switch ON succeeds] [false: Switch OFF succeeds]
  # [3] Variable: Game variable value used to determine if condition is met.  If
  #               supplement value is positive, Game Variable must have more
  #               than the defined amount to succeed.  If supplement value has a
  #               minus symbol (-) attached, Game Variable must have less than
  #               the defined amount to succeed.  (Ex: -250 means the Game
  #               Variable must have a value less than 250 to succeed.)
  # [4] Skill: Required amount of battlers that have the specified skill
  #            ID learned.
 
  #                       Type  Obj  Cont  Cond   Supplement
  #                         A     B   C    D    E
  "2_MAN_ATK_COND"  => ["nece",   3,  0,  18,   1],
  "4_MAN_ATK_COND"  => ["nece",   3,  0,  19,   3],
  "FLOAT_STATE"     => ["nece",   0,  0,  17,   1],
  "CAT_STATE"       => ["nece",   0,  0,  20,   1],
 
 #--------------------------------------------------------------------------
 # ? Battler Rotation
 #--------------------------------------------------------------------------
  # Rotates battler image.  Weapon Animations are not automatically adjusted
  # for Battler Rotation like with Invert settings.
  #
  # Type - always "angle"
  # Time - Duration duration of rotation animation in frames.
  # Start - Starting angle. 0-360 degrees.  Negative values = counter clockwise.
  # End - Ending Angle. 0-360 degress.  Negative values = counter clockwise.
  # Return - true: End of rotation is the same as end of duration.
  #          false: Rotation animation as defined.
 
  #                           Type   Time Start  End  Return
  "FALLEN"                => ["angle",  1, -90, -90,false],
  "CLOCKWISE_TURN"        => ["angle", 48,   0,-360,false],
  "COUNTERCLOCKWISE_TURN" => ["angle",  6,   0, 360,false],

 #--------------------------------------------------------------------------
 # ? Battler Zoom
 #--------------------------------------------------------------------------
  # Stretch and shrink battler sprites with these single-actions.

Ich hoffe, jemand findet den Fehler.

Mfg,
Seth
Hurra, ich hab nen neuen PC! Party!

Aktuelles Projekt:
Spoiler for Hiden:
Name: Shadows of War (SoW)
Status: Story-, sowie Script-Entwicklungen (mit Eventtests)
Demo: noch keine vorhanden
Fortschritt: ca. 4 maps für Eventtests; Story zu ca. 70% fertig (Groblayout. Die Kleinigkeiten kommen mit dem makern)

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline DarkSun

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #197 am: Oktober 15, 2009, 22:03:54 »
@ tobiasruf: Auf der ersten Seite ( http://www.rpgvx.net/index.php/topic,1626.0.html ) gibt es ein Teil,
der heißt FAQ. Da steht die Lösung für dein Problem.

@ Seth: ich weiß jetz überhaupt nich was du meinst O.o

MFG
DS
« Letzte Änderung: Oktober 15, 2009, 22:04:21 von DarkSun »
MEINE PAINT.NET SEITE GEHT WIEDER ONLINE :D
http://paintnetkreationen.jimdo.com/news/

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Seth

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #198 am: Oktober 16, 2009, 16:41:20 »
Witer oben findest du einen Post, dort steht folgende Fehlermeldung:

Zitat
Unable to find Graphics/Charakters/$ralph_1

Das was ich gepostet habe ist das script, welches ich wie beschrieben umgeändert habe (bloß mit vertauschten Characterpositionen)
« Letzte Änderung: Oktober 16, 2009, 16:56:49 von Seth »
Hurra, ich hab nen neuen PC! Party!

Aktuelles Projekt:
Spoiler for Hiden:
Name: Shadows of War (SoW)
Status: Story-, sowie Script-Entwicklungen (mit Eventtests)
Demo: noch keine vorhanden
Fortschritt: ca. 4 maps für Eventtests; Story zu ca. 70% fertig (Groblayout. Die Kleinigkeiten kommen mit dem makern)

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline BaryK

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #199 am: Oktober 17, 2009, 17:16:55 »
also ähm wenn ich kurz stören darf? :)

also ich hab nen problem damit das ich nicht weiß wo man das einstellen kann, das der erste char mit dem schwert angreift und nicht nur stehen bleibt und mit ihrem schwert fuchtelt :/

RPG Tankentai Sideview(Kadukis Battler, ATB)

Valor

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RPG Tankentai Sideview(Kadukis Battler, ATB)
« Antwort #200 am: November 24, 2009, 04:30:28 »
Hallöchen, ich konnt einfach gerade keinen passenderen Thread- Titel finden, da er, soweit ich denke, wirklich reinpasst.

Ich erkläre wohl am Besten erstmal was gemacht wurde, etc.

- Vorgeschichte :

Nunja, also ich habe jemande aus der Community, mein Projekt in die Hände gedrückt, damit er mir ein Script einbauen soll. (Was er auch wirklich gut gemacht hat.) Heute habe ich dann den Script wiederbekommen, und wollte es erstmal antesten. - Zunächst lief alles optimal, bis zum Kampf mit Monster X. Zunächst hatte er mir angezeigt dass mir Actor3_1.png fehlt, gut.. hab ich mir halt gedacht "Komm, machste eben mal das Charset mit deinem Hauptcharakter in diese Datei." .. Und nun kommen wir zum folgenden Problem!

- Das Problem :

Nachdem ich dies soweit übernommen hatte, erschien mir erstmal ein weiteres Problem mit dem Charakter für den Kampf. Der sieht wie folgt aus ;



Nunja, ich hatte im IRC nach Hilfe gefragt. - Diese kam natürlich auch sehr schnell, mir wurde angeraten das Charset für den Charakter einzeln zu basteln, und dort einzufügen wo mir der Fehler angezeigt wird. - Soweit so gut, Charset überarbeitet, Charakter überarbeitet, in neues Bild eingefügt, Actor3_1.png genannt, gespeichert, gespielt. - Alles lief soweit wie immer wunderbar, bis zum Kampf. - Nur jetzt kam mir komplett ein anderer Fehler ins Spiel hinein... Dieser sieht wie folgt aus ;



Was mir dann angeraten wurde (von Hakui, oder so. - Entschuldige bitte an diese Stelle dass ich entweder den Namen verwechsel, oder falsch schreibe. *g*), was ich dannach auch direkt angestellt habe, ich solle das Charset ungefähr auf der gleichen Größe wie vom 'Schleim' erstellen. - Gemacht, getan. - Und nun ja, das Problem besteht weiterhin. ... Nun bin ich mit einem guten Grund in die Pause des Rpg Maker VX gekommen, weil ich erstmal einen ratsamen Rat brauche, um das komplette Script irgendwie zu überbrücken, oder zu bearbeiten.

- Weitere Infos :

Ich habe mir vom Tankentai Script, die aktuellste Version + ATB System etc. - mit Extra- Script, dazu gepackt.
Dann hat mir halt eine nette Hand aus der Community unter die Arme gegriffen, und das Script eingebaut.

Und auch nochmal hier, ein weiterer Screen von meinem Charakter, der als Hauptheld erstmal alleine durch die Gegend turkelt.. natürlich wie immer, bis zum Battle.



Auf Wunsch würd ich auch nochmal das Projekt hochladen, damit sich jemand das genauer ansehen kann. (Scriptscreen, oder Script überhaupt, lade ich auch auf Anfrage hoch.)

Ich hoffe es ist nicht zu viel verlangt, oder irgendwo falsch angebracht. Diese Unter- Rubrik liegt ja für Scripte, oder nicht? *g*

Mit freundlichen Grüßen,

Valor.

Ps : Monster X = Egal welches Monster es sei, Schleim, Mimic, o.Ä.

Re: RPG Tankentai Sideview(Kadukis Battler, ATB)

Offline PatrickStar

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Re: RPG Tankentai Sideview(Kadukis Battler, ATB)
« Antwort #201 am: November 24, 2009, 13:49:11 »
http://usui.moo.jp/rpg_chadot.html

Hast du schonmal versucht diese Charaktere zu verwenden?
(scroll runter bis actor 7 und importier die Chars in dein Projekt)

mfg


~Fragen zu bestehenden Scripten immer in dem Thread von dem Script stellen!

MfG, Colo
« Letzte Änderung: November 24, 2009, 15:50:17 von Colonios »


Treffen sich 2 stumme sagt der eine: " ".
Darauf der andere: " ".

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Valor

  • Gast
Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #202 am: November 24, 2009, 17:49:19 »
Hab mich schon gewundert wo mein Beitrag/Thread hin ist.

Naja, ich habs soweit ausprobiert, einmal einzeln die Charaktere so einzufügen für den Script.
Und alle zusammen in ein Charakter.

- Beides ohne Erfolg.

Ich hab da absolut 0 Ahnung mehr, wie ich das noch weiter machen soll. ... Da bin ich wirklich verzweifelt.

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Seth

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #203 am: November 24, 2009, 19:10:20 »
Ich bin auch daran gescheitert. Dann hab ich auf das TBKS gewechselt, und finde, dass es wesentlich besser zu meinem Spiel passt.

(Ok, passt nicht so ganz hier her, aber das Script scheint wirklich ein par bugs zu haben.)
Hurra, ich hab nen neuen PC! Party!

Aktuelles Projekt:
Spoiler for Hiden:
Name: Shadows of War (SoW)
Status: Story-, sowie Script-Entwicklungen (mit Eventtests)
Demo: noch keine vorhanden
Fortschritt: ca. 4 maps für Eventtests; Story zu ca. 70% fertig (Groblayout. Die Kleinigkeiten kommen mit dem makern)

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Valor

  • Gast
Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #204 am: November 24, 2009, 22:17:59 »
Hmpf.. Wenn TS + ATB wirklich so verbuggt ist, sollte ich mir ein anderes zulegen, was wesentlich irgendwie läuft.

Das einzige was ich bräuchte sind vielleicht die Sideview Charaktere, und ein anständiges ATB wo halt der Ladebalken für eine Aktion da ist.

Naja, ich versuch noch ein wenig rum, ansonsten könnte mir eben vielleicht jemand ein anderes gutes Script dafür anbieten? *g*

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Neohunter

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #205 am: Februar 28, 2010, 19:11:51 »
Hi ich hab eine Frage ich hab die ganzen Skills halt umbennat und wo anders hin getan und seitdem funktionieren sie nicht mehr der charakter bleibt auf der stelle stehn und macht nix :(


Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

supermany

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #206 am: Juni 27, 2010, 19:09:47 »
Hallo^^ Ich habe alles so kopiert wie es hier stand Aber dennoch habe ich das selbe problem wie "Frosty412" ganz am anfang des Threads hier gepostet hat
Ich sehe mehrere Chars

Aber ich raff nicht was ich jetzt da genau ändern soll oder so^^

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Ðeity

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #207 am: Juni 27, 2010, 19:37:18 »
Hay,
guck doch einfach mal unter FAQ und sofort den ersten Spoiler.

MFG
Deity



Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

supermany

  • Gast
Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #208 am: Juni 27, 2010, 19:44:53 »
ah okay mir fehlt das mit den umstellen bei den einzelnen Chars^^

Aber ich habe irgendwie nur die ersten 4 Chars

Wo bekomm ich jetzt Lorenz Oscar Vera und Elmar her?
Weil selber zuschneiden hab ich schonmal probiert und da kamen dann Chars in Kästschen bei raus :P

Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)

Offline Ðeity

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Re: RPG Tankentai Sideview V. 3.3 (KADUKIS BATTLER, ATB V. 1.1)
« Antwort #209 am: Juni 27, 2010, 20:05:14 »
Ich würd deren Charset einfach exportieren und dann zurecht schneiden.
Das mit den Kästchen kann ich mir eigentlich nicht erklären, ausser du hast ein "fremdes" charset verwendet.

MfG
Deity



 


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