While admittedly the translation is not yet 100%, all the important stuff to get you up and running with all the fun combo moves you see on youtube and the ability to create your own moves is there (good luck with that btw).
The enemy status bar addon is now included in the demo.
My ranged weapons addon is now included in the demo. It adds 2 custom animation and an animation sprite. We now have animated projectiles.
If you don't wanna read all my crap, here's the link: DEMO.
Screenshots:
Installation instructions, various credits and release notes are included in the header of the configuration portion of the script (part one).
Please note that to fully incorporate this script into an existing game requires copying image files and game database entries. Once again - specifics are listed in the header on the first part of the script in the demo.
Compatibility may possibly be an issue with other scripts that directly affect the battle system since many battle system functions are rewritten in this. If you need to make this script work with another, please post your request in the appropriate forum. I didn't write this script myself, so I am not confident that I can provide answers to all the questions, but I have been studying it for quite some time, so I believe I have a firm grasp on it's functionality.
Changelog:
1.0 - 4.12.08 - Rough release of only scripts with lots of broken-ness.
1.1 - 4.22.08 - Release with retranslated hashes and a retranslated database. Distributed as a demo.
1.2 - 4.24.08 - Corrected some missing Kanji translations that broke the functionality of some "chained" Skills. (thanks to Eolirin@rmxp.org) Also added the picture for the 'cut-in' move.
1.3 - 5.9.08 - Updated Translation to Version 2.6 of the original script.
As you can see in my screen shots, this DOES work with animated battlers with a few configuration modifications.
Configuration changes for animated battlers
To use Minkoff's Animated Battlers styled battler sprites, change to these settings in your module script:
I also suggest using SHADOW = false since most battlers have shadows drawn into them, but this is not required to make them work. Since most battlers are also drawn with their weapons, the weapon animations are disabled in this configuration edit.
You will need to put your standard format animated battler sprites in the Characters folder and use the following naming convention: "$charname_1.png"
ADDONS
Updated: 5.11.08
My Ranged Weapons addon has been updated and is now included with the demo because it adds new animations and a spritesheet.
These restore the original first 3 skills that no longer work with the new battle system in all of their awesome glory!
Dual Attack Addon
Code:
#==============================================================================
# ? Dual Attack for RPG Tankentai Sideview Battle System
# 5.10.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Dual Attack.
#==============================================================================
module N01
# Creates a new hash with a new action sequence
new_action_sequence = {
"DUAL_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
# Merges new hash with the script
ACTION.merge!(new_action_sequence)
end
module RPG
class Skill
alias k_dual_attack_base_action base_action
def base_action
if @id == 1 # Dual Attack is Skill ID 1
return "DUAL_ATTACK"
end
k_dual_attack_base_action
end
end
end
Double Attack Addon
Code:
#==============================================================================
# ? Double Attack for RPG Tankentai Sideview Battle System
# 5.10.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Double Attack.
#==============================================================================
module N01
# Creates a new hash with a new action sequence
new_action_sequence = {
"DOUBLE_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
# Merges new hash with the script
ACTION.merge!(new_action_sequence)
end
module RPG
class Skill
alias k_double_attack_base_action base_action
def base_action
if @id == 2 # Double Attack is Skill ID 2
return "DOUBLE_ATTACK"
end
k_double_attack_base_action
end
alias k_double_attack_extension extension
def extension
if @id == 2
return ["?????????"]
end
k_double_attack_extension
end
end
end
Triple Attack Addon
Code:
#==============================================================================
# ? Triple Attack for RPG Tankentai Sideview Battle System
# 5.10.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Adds an animation sequence for the RTP Triple Attack.
#==============================================================================
module N01
# Creates a new hash with a new action sequence
new_action_sequence = {
"TRIPLE_ATTACK" => ["PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","WAIT(FIXED)","16",
"PREV_STEP_ATTACK","WPN_SWING_VL","OBJ_ANIM_WEAPON","Can Collapse","COORD_RESET"],}
# Merges new hash with the script
ACTION.merge!(new_action_sequence)
end
module RPG
class Skill
alias k_triple_attack_base_action base_action
def base_action
if @id == 3 # Triple Attack is Skill ID 3
return "TRIPLE_ATTACK"
end
k_triple_attack_base_action
end
alias k_triple_attack_extension extension
def extension
if @id == 3
return ["?????????"]
end
k_triple_attack_extension
end
end
end
Addon to enable Animated Battlers for the Enemies (Configuration required-see script header)
Enemy Animated Battlers
Code:
#==============================================================================
# ? Enemy Animated Battlers for RPG Tankentai Sideview Battle System
# 5.10.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Easy to implement interface to specify animated battlers for enemies. Note
# enemy batters must be formatted THE SAME as your character battlers. Also,
# you must have 2 copies of your enemy battler:
# <game folder>\Graphics\Battlers\$<enemy name>.png
# <game folder>\Graphics\Characters\$<enemy name>_1.png
# When you set up your "troops" for the encounter, you may need to tweak the
# positioning of the enemy as the sprites look funny and the actual placement
# may be slightly off. A few battle tests should be sufficient.
#==============================================================================
module K_ENEMY_BATTLERS
ENEMY_ID = [] # list of enemies with batter sprites(ex. [1,24])
end
class Game_Enemy < Game_Battler
alias keb_anime_on anime_on
def anime_on
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_anime_on
end
alias keb_action_mirror action_mirror
def action_mirror
for x in K_ENEMY_BATTLERS::ENEMY_ID
return true if @enemy_id == x
end
keb_action_mirror
end
alias keb_position_plus position_plus
def position_plus
for x in K_ENEMY_BATTLERS::ENEMY_ID
return [0,0] if @enemy_id == x
end
keb_position_plus
end
end
Addon to make some enemies not move to attack. I guess this can be useful on bosses, or anything that shouldn't be moving around =p See script header for installation instructions and details.
Stationary Enemies
Code:
#==============================================================================
# ? Stationary Enemies for RPG Tankentai Sideview Battle System
# 5.11.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Should be pretty straighforward. Add the Enemy ID to the array and it
# won't move. Create a "dummy" weapon, to minimise confusion, might wanna call
# the weapon "DONT MOVE" but it doesn't matter. The only part of the weapon
# that makes any difference is the attack animation. That will be displayed on
# that targeted party member. Make sure to verify DONT_MOVE is set to your
# dummy weapon's number. That should be all.
#==============================================================================
module K_STATIONARY_ENEMY
ENEMY_ID = [] # list of enemies that shouldn't move to attack(ex. [1,24])
WEAPON_ID = 32 # Weapon ID of "Don't Move" Weapon
end
module N01
# Creates a new hash with a new action sequence
new_action_sequence = {
"DONT_MOVE" => ["WPN_SWING_V","OBJ_ANIM_WEIGHT","Can Collapse","FLEE_RESET"],}
# Merges new hash with the script
ACTION.merge!(new_action_sequence)
end
class Game_Enemy < Game_Battler
alias k_stationary_enemy_weapon weapon
def weapon
for x in K_STATIONARY_ENEMY::ENEMY_ID
return K_STATIONARY_ENEMY::WEAPON_ID if @enemy_id == x
end
k_stationary_enemy_weapon
end
end
module RPG
class Weapon
alias k_stationary_enemy_base_action base_action
def base_action
return "DONT_MOVE" if @id == K_STATIONARY_ENEMY::WEAPON_ID
k_stationary_enemy_base_action
end
end
end
Introducing my EPIC BATTLES addon. Meant to easily define boss battles, It easily implements the custom collapse or death animation for an enemy and allows you to define special Battle BGM and Victory ME based on the Troop ID from your game database. ITS TRULY EPIC!!!! (note that this added functionality does NOT work in the battle test).
EPIC BATTLES
Code:
#==============================================================================
# ? EPIC BATTLES 1.1 for RPG Tankentai Sideview Battle System
# 5.12.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# This little script provides EPIC functionality to your battle system - The
# ability to easily define and create boss encounters. Or any other noteworthy
# battle as you will see. The first function is to define special collapses or
# death animations for special enemies. Instead of the normal fade, they make
# some popping sounds as they fade, or something... The second function allows
# you to specify special battle BGM and victory ME for certain battles. This
# is set up by using the Troops ID in your game database. You can set up as
# many special battle BGM's as you can imagine. Just add to the existing
# arrays. It's not too hard, just look below for the example.
#==============================================================================
# ? Change Log
#------------------------------------------------------------------------------
# 1.0 - Original Release.
# 1.1 - Fixed a huge problem where the script would only work in random map
# encounters. It turns out theres no easy way (that I can find) to read
# the troop id. So instead, I hate doing this, but until I figure it
# out, the boss fight needs to set a variable before the fight to tell
# the script what music and me to use. What's imporant though is that
# this script is now useable and functional for practical use.
#==============================================================================
# ? Shameless Plug
#------------------------------------------------------------------------------
# I STRONGLY suggest using my Fade Battle End ME script if you use custom
# fanfares. It is distributed on a plethora of forums, or you can find it
# here: (http://rmvxpuniverse.com/forum/showthread.php?t=1434)
#==============================================================================
module K_EPIC_BATTLES
ENEMY_ID = [19,30] # list of enemies that collapse like EPIC FOES!!!(ex. [1,24])
EPIC_VARIABLE = 10 # Set this variable in your game databse in your event
# before starting the epic battle. If the variable is set
# to 1, then the game will use EPIC_TUNE[1], etc...
# EPIC_TUNE[x] = The name of a truly EPIC TUNE(BGM) for your EPIC BATLE!!!
# EPIC_FANFARE[x] = The name of truly EPIC VICTORY MUSIC(ME) for your battle.
# You can add more for variety by making EPIC_TUNE[2],[3],etc...
EPIC_TUNE[2]= "Battle6"
EPIC_FANFARE[2] = "Victory2"
end
#==============================================================================
# EPIC DEATHS!!!
#==============================================================================
class Game_Enemy < Game_Battler
alias k_epic_battles_collapse_type collapse_type
def collapse_type
for x in K_EPIC_BATTLES::ENEMY_ID
return 3 if @enemy_id == x
end
k_epic_battles_collapse_type
end
end
#==============================================================================
# EPIC TUNES!!!
#==============================================================================
class Scene_Map < Scene_Base
alias k_epic_battles_call_battle call_battle
def call_battle
$k_epic_battles_bgm = $data_system.battle_bgm.name
$k_epic_battles_me = $data_system.battle_end_me.name
if $game_variables[K_EPIC_BATTLES::EPIC_VARIABLE] != 0
$data_system.battle_bgm.name = K_EPIC_BATTLES::EPIC_TUNE[$game_variables[K_EPIC_BATTLES::EPIC_VARIABLE]]
$game_system.battle_end_me.name = K_EPIC_BATTLES::EPIC_FANFARE[$game_variables[K_EPIC_BATTLES::EPIC_VARIABLE]]
end
k_epic_battles_call_battle
end
end
class Scene_Battle < Scene_Base
alias k_epic_battles_battle_end battle_end
def battle_end(result)
k_epic_battles_battle_end(result)
$game_variables[K_EPIC_BATTLES::EPIC_VARIABLE] = 0
$data_system.battle_bgm.name = $k_epic_battles_bgm
$game_system.battle_end_me.name = $k_epic_battles_me
end
end
This new addon, I made at the request of gend0 (rpgrevolution.com). Since making ranged weapons addon very bow-centric, he lost the ability to use guns. So this new addon give a neat animation for guns. Details are in the script header - along with tips on making good gun type weapons.
GUNS Addon
Code:
#==============================================================================
# ? Guns Action Sequence Addon 1.1 for RPG Tankentai Sideview Battle System
# 5.12.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# Requested by gend0 (rpgrevolution.com)
# This is a script that adds new functionality to the Sideview battle System
# in the way of an additional animation for gun weapons.
# To use this script, simply add it below the Sideview Battle System scripts
# and make sure your gun have element 6(Whip) checked in the game database on
# the weapons tab. This can be changed below if you like your whip element.
#==============================================================================
# ? Release Notes
#------------------------------------------------------------------------------
# 1.0
# ? Original Release.
# 1.1
# ? Fixed a "Stack Level" error when used with the Bow script.
#==============================================================================
# ? Installation Notes
#------------------------------------------------------------------------------
# Since you cannot add NEW elements to the game, you have to choose something
# to replace. By default, this script uses element 6: Whip since it's most
# unlikley that any game will have many whips, or monsters vulnerable to whips.
# You can however change it to something else if whips are important to you.
# Also, any whips you have must lose their "gun" attribute, or they will be
# whips that shoot.
# When you make your gun weapons, you can obtain a nice effect by making the
# Animaiton 79, or any single target elemental aniation. For normal guns, you
# may want to consider making a custom hit animation in the game database.
# Sicne the script uses the weapon icon to draw the weapon, I also suggest you
# find a good RTP-styled "gun" icon. By RTP-styled, I mean the
# "diagonal-looking" style.
#==============================================================================
module N01
# Element used to define a weapon as a gun
GUN_ELEMENT = 6 # Default is 6: Replaces Whip
module RPG
class Weapon
alias kylock_guns_base_action base_action
def base_action
# If "Gun" Element is checked on the weapons tab in the database,
# the new ranged attack action sequence is used.
if $data_weapons[@id].element_set.include?(N01::GUN_ELEMENT)
return "GUN_ATTACK"
end
kylock_guns_base_action
end
end
end
If you have problems let me know, while I admit that I don't have all the free time in the world to help you out, I'll do what I can. As far as distribution goes, post this everywhere you want, just make sure everyone gets their fair share of credit. See the script header for credits - as a matter of fact, since it's all in the header, you should be safe. If you profit commercially from this script, good for you!