Scripts updateds: (if you have an older version of the script, replace these script)
SBS Config XP
Sideview 1
Sideview 2
Bubs' Bow Add-On
Atoa ATB
Damage Limit
Battle Windows
- Orginal VX Version By Enu
- Original VX English Translation by Kylock and Mr.Bubble
- XP Translation to english by cairn
Finally! The SBS Tankentai XP is fully translated (thank cairn).
For the ones that don't know this script, this is an highly customizable side view battle system.
The most importante feature of this script, is that you can use normal chasets instead of Special Battlers.(you can configure it to use Special Battlers, but it's up to you :lol: )
It was originally made by Enu for the RMVX. Enu made an RMXP version too, but it really outdated.
This version is very different from Enu's XP version.
One of the main differences is that this script is 90% compatible with VX add-ons (most of them just need an few adjustment, due to the XP char height).
And more: i've added lot's of new features for the XP Version.
instalation
It highly recomended that you use the demo as Base for your projetc.
But if that not possible, there's somethings you must be careful:
You must copy from the demo the flowing things:
- in database
Status: from 17 to 20
Animations: 102 and 103
If you having problems in opening the projetc, copy the data, graphics and audio folders, create an new project, and paste it on the new project.
Need Support?
First, post your doubts in this topic,please don't ask for help with this script vai PM.
If you need support give many info as possible:
Here's some infos that would help to find out what is causing errors:
A image of the error message or at last *everithing* shown on the error message, not only the line wich the error occured (if an error message pops)
All info about the situations that the error occurs, like info of party and enemies troop, wich action they were doing.
A list of custom scripts and/or add ons used, in the same order they are on the editor.
If you have a problem with enemies animated battlers check the useful links, theres a topic that can helps you.
Excuse me, i have a little trouble with this script. The actors, when they are died, (with the atb) stand up and fall back if an enemy or an actor still alive uses a skill! I don't know why... Can you help me please? :)
Ok! Thank you very much! :)Excuse me again... But I have a big problem! Until now the script doesn't give me problem but I don't know why some monsters, even if I kill, they remains on the battle and continues to fight! The same things happens with the actors sometimes... they have Hp = 0 and continue to fight! I have tryed to see if there is a custom thing that do this... but nothing! I've already tryed to see if there are some incompatibles but I don't think this because the problem is only with some monster or troop... I hope you can help me! Thanks! :)
Hi, I have two questions:
1) I wish that the heroes instead of walking are stationary. How do I do???
2) I wish that the weapon's icon of the hero appear when the hero is already stationary and not when only attack!
@Levanth
1 -
Look for this line in the SBS | Config
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
Change the -1 (in red) to 0.
2 -
It's possible, but not easy.
First of all, you need to set with action will show the weapon, for the idle anim this one:
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
The part on red is where the weapon action goes.
Now take a look in this part of the script
Code:
#--------------------------------------------------------------------------
# ? 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.
Quote:@Levanth
1 -
Look for this line in the SBS | Config
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
Change the -1 (in red) to 0.
2 -
It's possible, but not easy.
First of all, you need to set with action will show the weapon, for the idle anim this one:
"WAIT" => [ 0, 1, 15, 0, 0, -1, 0, true,"" ],
Thank you :cheery:
I try to do this and functionally
I have another question:
- It's possible that the point 1 and the point 2 required in the previous question can be set hero from hero?.... Example:
Hero 1: Stationary
Hero 2: (Only trasformation-Cat Form) Walking
The same thing for show the weapons...Example:
Hero1: VERT_SWING
Hero2: UNDER_SWING
Hero3: OVER_SWING
Hero4: RAISED