I want to add an Atoa Custom Battle System command cut-in.
#1
it's a good night! The place where I live is very cold now. 
Everyone, watch out for the flu!  Laughing



Going to the point, I need the help of my friends. 
I got the Atoa Custom Battle System (https://save-point.org/thread-2136.html) from the forum, 
and I want to add something different here, which is impossible with my knowledge.

[Image: I5gNG73.png]
(The information in the photo is a Moghunter (VXA)script!)

When the actor's command window pops up, I'd like to see the actor's dedicated cut-in image. We hope to be able to support Atoa ATB...
Can you give me some advice or help with this? Sorry for the lack of English!
Reply }
#2
Hey yeodongsaeng ( 여동생 ) !!! It's getting cold here too! Blushing + Cheery

Aren't you lucky that you joined a forum where you can find help with Atoa's battle system? He now goes by the name of Victor Sant, but it seems like he has ignored RPGMaker XP.

But, I still have bis battle system. We were competing for a while at times... Winking

So I spent about 10 or so minutes, and made .... THIS! lCick here for ZLSL's Battle Portraits
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#3
(11-10-2019, 04:20 AM)DerVVulfman Wrote: Hey yeodongsaeng ( 여동생 ) !!!   It's getting cold here too!  Blushing + Cheery

Aren't you lucky that you joined a forum where you can find help with Atoa's battle system?  He now goes by the name of Victor Sant, but it seems like he has ignored RPGMaker XP.

But, I still have bis battle system.  We were competing for a while at times...  Winking

So I spent about 10 or so minutes, and made .... THIS!    lCick here for ZLSL's Battle Portraits



wow
First of all, I want to say thank you for investing time. Thank you so much! Laughing Very cheery
I was a little embarrassed because my name was in credit. I only asked, and I didn't do anything to climb credit. Your achievement! :->




This is a bug report.


[Image: db0b92S.png]

235 lines)
return_value = $game_party.party_size if $game_party.party_size != nil ◁ in this part

I had the same error as the photo.
There was no error when the 235 line was removed and applied, but the Atoa Custom Battle System had no effect.

In the original battle, it works without problems!
However, the portrait is not a photo in the BPortrait folder, but a photo designated as a battler. 
Finally, I want to thank you again! It's getting cold, so watch out for colds! Sweat
Reply }
#4
There are two easy ways to solve that issue.

First Option

Use $game_party.actors.size instead of $game_party.party_size to get the actual size. (Yeah, I admit the name he has chosen for the method is kind of redundant. Laughing )

Second Option

Define party_size like this:

Code:
class Game_Party
  def party_size() @actors.size end
end

Paste it in any script section or just below Wulfo's script.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
#5
(11-10-2019, 01:47 PM)kyonides Wrote: There are two easy ways to solve that issue.

First Option

Use $game_party.actors.size instead of $game_party.party_size to get the actual size. (Yeah, I admit the name he has chosen for the method is kind of redundant. Laughing )

Second Option

Define party_size like this:

Code:
class Game_Party
 def party_size() @actors.size end
end

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

Thanks to you, the first crash seems to have been completely fixed!<3  Laughing  Grinning
I would have been messing up the explanation using the translator ... Sorry and thank you again. 

I'm sorry but can I ask more questions?
I hope you are not offended by my actions.

I'm worried about the second problem (butler image), as I said before. Battle portrait
self.load_bitmap ("Graphics / BPortrait /", filename, hue) <What is the 'filename' in this section?
I tried my own solution but it was impossible..... Please help me.:'(
Reply }
#6
self.load_bitmap requires 3 arguments, path, filename and hue. The first argument is the directory where you should find the image, the second parameter is the image's name like "clown" or "Aluxes" or "Basil_worried" and the last one is a numeric value to alter its colors a little bit...

Still... why are you calling self.load_bitmap directly? Or why do you want to alter that line in his script? O_o?

As far as I know based on your posts, you would need to call RPG::Cache.battler(filename, hue) where you replace filename and hue with its respective values. Perhaps 0 could be a good value for hue. This way you would be able to load the bitmap that represents your battler ingame. Since it is an existing method, you do not need to add it anywhere to any script nor define it yourself, you would only need to call it by adding that line or altering a line in Wulfo's script.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
#7
(11-10-2019, 02:49 PM)kyonides Wrote: self.load_bitmap requires 3 arguments, path, filename and hue. The first argument is the directory where you should find the image, the second parameter is the image's name like "clown" or "Aluxes" or "Basil_worried" and the last one is a numeric value to alter its colors a little bit...

Still... why are you calling self.load_bitmap directly? Or why do you want to alter that line in his script? O_o?

As far as I know based on your posts, you would need to call RPG::Cache.battler(filename, hue) where you replace filename and hue with its respective values. Perhaps 0 could be a good value for hue. This way you would be able to load the bitmap that represents your battler ingame. Since it is an existing method, you do not need to add it anywhere to any script nor define it yourself, you would only need to call it by adding that line or altering a line in Wulfo's script.


'm understanding the script as you describe.

I've put the same file name in the BPortrait folder as the battler name and character name.
However, combat portraits do not appear in the Atoa Custom Battle System. (⌒_⌒;

Perhaps it has something to do with Battleler's animation files.
I will be worried about this for a while :(
Thank you for investing your time until late and sorry!  Laughing
Reply }
#8
Battler's animation files!? O_o? What animations are you talking about here?
I got to admit I am no expert on Atoa's CBS so I do not know if it already includes them and how it does that...

The script call would be RPG::Cache.bportrait(filename, hue) where the comma and hue are optional, meaning RPG::Cache.bportrait(filename) should also work normally.

Any call to RPG::Cache methods should be assigned to a bitmap variable like self.bitmap = RPG::Cache.bportrait(filename) or @sprite.bitmap = RPG::Cache.bportrait(filename) and so on.

Err, nope, down here in Costa Rica it is quite early, like 9:30 a.m. and I cannot say it is cold, perhaps you could find it temperate.
"For God has not destined us for wrath, but for obtaining salvation through our Lord Jesus Christ," 1 Thessalonians 5:9

Maranatha!

The Internet might be either your friend or enemy. It just depends on whether or not she has a bad hair day.

[Image: SP1-Scripter.png]
[Image: SP1-Writer.png]
[Image: SP1-Poet.png]
[Image: SP1-PixelArtist.png]
[Image: SP1-Reporter.png]

My Original Stories (available in English and Spanish)

List of Compiled Binary Executables I have published...
HiddenChest & Roole

Give me a free copy of your completed game if you include at least 3 of my scripts! Laughing + Tongue sticking out

Just some scripts I've already published on the board...
KyoGemBoost XP VX & ACE, RandomEnkounters XP, KSkillShop XP, Kolloseum States XP, KEvents XP, KScenario XP & Gosu, KyoPrizeShop XP Mangostan, Kuests XP, KyoDiscounts XP VX, ACE & MV, KChest XP VX & ACE 2016, KTelePort XP, KSkillMax XP & VX & ACE, Gem Roulette XP VX & VX Ace, KRespawnPoint XP, VX & VX Ace, GiveAway XP VX & ACE, Klearance XP VX & ACE, KUnits XP VX, ACE & Gosu 2017, KLevel XP, KRumors XP & ACE, KMonsterPals XP VX & ACE, KStatsRefill XP VX & ACE, KLotto XP VX & ACE, KItemDesc XP & VX, KPocket XP & VX, OpenChest XP VX & ACE
Reply }
#9
There are a number of scripts that actually define the party_size value within Game_Party. These usually involve the increase of the size of the party beyond the default four maximum. The inclusion of $game_party.party_size is meant to take advantage of this feature... by OTHER scripts. The size of the party isn't defined by zlsl's Battle Portraits.

I have used this type of system in other scripts that affect the battle system, one such system being AnimBat!. This way, it can use a large-party script that lets you have 8 beroes in your party and AnimBat! can adapt. However, if no large party script is in use, the 'party_size' value defaults to nil and assumes the default party size. limit.

I just neglected to put a very simple Game_Party class block within the script.... until now.

Check the thread again. Winking
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)

[Image: QrnbKlx.jpg]
[Image: sGz1ErF.png]    [Image: liM4ikn.png]    [Image: fdzKgZA.png]    [Image: sj0H81z.png]
[Image: QL7oRau.png]    [Image: uSqjY09.png]    [Image: GAA3qE9.png]    [Image: 2Hmnx1G.png]    [Image: BwtNdKw.png%5B]
  Above are clickable links
Reply }
#10
(11-10-2019, 04:30 PM)kyonides Wrote: Battler's animation files!? O_o? What animations are you talking about here?
I got to admit I am no expert on Atoa's CBS so I do not know if it already includes them and how it does that...

The script call would be RPG::Cache.bportrait(filename, hue) where the comma and hue are optional, meaning RPG::Cache.bportrait(filename) should also work normally.

Any call to RPG::Cache methods should be assigned to a bitmap variable like self.bitmap = RPG::Cache.bportrait(filename) or @sprite.bitmap = RPG::Cache.bportrait(filename) and so on.

Err, nope, down here in Costa Rica it is quite early, like 9:30 a.m. and I cannot say it is cold, perhaps you could find it temperate.


After a day, I was able to organize my thoughts.
I asked a stupid question. Sorry. And thanks for the answer.  Blushing + Cheery Blushing + Cheery
Sorry to keep bothering you. Please help me a little more. (<I wanted to be polite in this part but the translator doesn't seem to work well)

I
self.bitmap = RPG :: Cache.battler (@battler_name, @battler_hue) <I would like to make this part of the Battler call a different command.
yes! I want to make a battler and a battle portrait a different illustration!

For example, if the name of the Battleter image is followed by the word '_r', I want to load the 001-Fighter01_r file in the BPortrait folder into the Battle Portrait.
I made some changes last night but I don't know where I'm making a mistake.  Confused




++ Costa Rica! Wow! (Based on where I am now) It's the other side of the earth! lol *
Reply }


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