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 Question about ACBS (Atoa Custom Battle System)
#1
Hello guys! First things first, just wanna you guys to know that english is not my native language so please, also, not sure if I am posting in the right place, so forgive me for any mistakes.
This is the battle system: https://save-point.org/thread-2136.html
So, For three months now I have been using this battle system, I found on this forum and it's quite amazing! Everything has been ok, except one error or another, but I found some solutions here as well (invisible target) .
My question here is quite simple, but can anyone explain me how to configure voice acting in this system? Like, I was all excited, hired a good voice actress, edited the sounds, then I've read all the instructions how to use "Intro", "Guard" etc sounds for Actor #1, but really, like, everytime that I try to use the same thing, it just doesn't work. Just the "collapse" sound and there's nothing in the demo using any voice acting so that's a shame. I know must be something very simple but for two days I couldn't figure out for myself so I am begging any good soul here for help, like, a template or just an example so I could understand and do it myself, please. I can't do it myself xD

thanks in advance!
"Once an assassin, always an assassin."
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#2
FIRST.... I was wondering 'what the hell is going on???'

I found the following code in ACBS | Config 2 - Advanced, on line 696:
Code:
Pose_Battle_Cry['Leon'] = {7 => {2 => ['064-Swing03',100,100]},
     5 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},
     6 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},}

But I did not see any 'Leon' in the Actor database. Confused

So I played around and discovered that the Atoa Actor in the database (Actor #1) had a spriteset battler named 'Leon'. In fact, both his characterset and battler graphics are BOTH named Leon. But it is the Battler graphic to be concerned. With the above code, the attack (pose #7) begins playback of a sword swing "064-Swing03'" before the actual default weapon strike sounds.

For FUN... I changed it to this, replacing the sound of the poie7 strike with a dog bark. Laughing + Tongue sticking out
Code:
Pose_Battle_Cry['Leon'] = {7 => {2 => ['066-Animal01',100,100]},
     5 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},
     6 => {1 => ['016-Jump02',80,100], 3 => ['016-Jump02',80,100]},}
And with this, you hear a DOG BARK before the final sword strike from weapon '001: Bronze Sword' is played.

Now ....

The Pose_Battle_Cry and Pose_Sprite systems are meant to use the name of your battler graphic as a key. So if you decide to change Atoa's battler from 'Leon' to 'SuperLeon', you can have another set of audio for Atoa with the changed battler graphic.

And now about the Actor_Battle_Cry and Enemy_Battle_Cry system. These are keyed to the actor or enemy ID.

You have a list of Actor_Battle_Cry hashes from 1-8. Each of these are attaching sound effects to the 'COLLAPSE' animation. Fine by me. But what if I wanted to make a special sound effect for Atoa (Actor #1) when he defends himself?

Code:
Actor_Battle_Cry[1] = {'DEFENSE' => [['007-System07',80,100]]}

Here, I just put in a stupid little sound effect when he goes into DEFENSE posture as listed in the settings.
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]

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#3
Ohhhh, I knew it should be you here! xD Hey man, how's it going?
Let me just thank you a lot for your goodwill. I've been working in the original graphical assets of this project for months and i figured that out, with some headscratches after I changed that "Leon" battler, it was a hella nuisance but yeah xD
Now about the sound, I used  this "Pose_Battle_Cry" for my character screaming when she attacks.
But I figured out how to more or less use this "Actor_Battle_Cry" thing last night, and I'm having some issues, lemme show you:


Code:
Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]],
  'INTRO' => [['001-ThayINTRO01',80,100]], 'DEFENSE' => [['001-ThayGuard01',80,100]],
  'DAMAGE' => [['001-ThayDMG01',80,100],['001-ThayDMG02',80,100],['001-ThayDMG03',80,100]],
  'EVADE' => [['001-ThayDodge01',80,100],['001-ThayDodge02',80,100]],
  'VICTORY' => [['001-ThayWin02',80,100],['001-ThayWinB01',80,100],['001-ThayWin03',80,100],['001-ThayWinB03',80,100]],
    'SKILLUSE' => {
         'BASE' => [['001-ThayATK03', 100, 100],['001-ThayATK04', 100, 100]],
         10 => [['001-ThaySKILL02B', 100, 100],['001-ThaySKILL02B', 100, 100]], #Relâmpago
         13 => [['001-ThaySKILL01B', 100, 100],['001-ThaySKILL01B', 100, 100]]},} #Gelo


Not sure if I'm using everything correctly but bear with me here.

I realized that the "Intro/Victory" for some reason keeps being silent and I was like, wtf! Everything is working just fine. Damage has multiple sounds that play, Defense and Evade are just fine the way you put.
I tried these "advanced effects" as well, called "Skilluse". So from my perspective and the instructions the "base" sounds are just sounds that will play if my character has some unspecified skill.  By putting those values right there in #10, #13, I am giving those skills personal voice phrases instead of a generic "grunt" let's say that. However when I try other skills they are just fine. But these ones, 10, 13, they don't use the personal phrases, they just use the "base" ones like the rest of the others. 

Sorry for taking your time, but I'm going really mad with this system, it's like 2321739371239723 systems inside a system.  Can you please, please, please see if I'm using the Intro/victory correctly or is it really bugged? If yes, also please can you see that "Skilluse" command as welll, what am I doing wrong? Because these are just test ones. By what I understood of other command like "Skillcast", this would be useful as well to use "Chants" before said character use the skiill in "Skilluse". If I don't learn this one, I don't think my plan is going to be right xDD

Thanks a lot DerVVulfman. You are the best!
"Once an assassin, always an assassin."
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#4
Honestly, I'm trying to figure out his system too. Tongue sticking out For example, I went into the Pose_Sprite array for [Leon] and added this:
'Intro' => 7
to the end of the hash array of poses. When I did that, I was able to make Atoa (using the Leon sprite) the 7th pose (aka the attack pose) as his introduction pose.

Now while the Phantom (aka 'Ghost 1' battler) has an attack pose being pose #7 as well, the same addition to its Pose_Sprite hash array does nothing....... confusing as hell! As far as I am aware, it should have worked.

As far as setting up a cry for the intro... I got a headache. Mebby tomorrow????? I've been working on it since I saw today's notice just 90 minutes ago.
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]

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#5
(07-31-2019, 04:25 AM)DerVVulfman Wrote: Honestly, I'm trying to figure out his system too.  Tongue sticking out  For example, I went into the Pose_Sprite array for [Leon] and added this:
'Intro' => 7
to the end of the hash array of poses.  When I did that, I was able to make Atoa (using the Leon sprite) the 7th pose (aka the attack pose) as his introduction pose.

Now while the Phantom (aka 'Ghost 1' battler) has an attack pose being pose #7 as well, the same addition to its Pose_Sprite hash array does nothing.......  confusing as hell!  As far as I am aware, it should have worked.

As far as setting up a cry for the intro...  I got a headache.  Mebby tomorrow????? I've been working on it since I saw today's notice just 90 minutes ago.

For graphics I guess I have lots of freedom with this system, it's insane. I don't know what is with that as well, I assume you went to the basic config Intro_Pose and changed the intro value from 9 to 7, right? I didn't try to use enemy intros but from what I recall it said you should configure the line Enemy_Settings[1] = ["ENEMYINTRO"], 1 = ghost, no? Uuuuuuuuuuugh I got you, it's confusing D: at least my hero got some intro pose tho xD

Man, get some rest. I'm so done messing this around today. This voice thingy has been draining me here as well!!
take it easy, and again, thank you!!
"Once an assassin, always an assassin."
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#6
uh... bump?
"Once an assassin, always an assassin."
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#7
I GOT IT!!!!!!!

At the BOTTOM of the system, the READ ME.....

There are script call commands, one 'ENABLES INTRO BATTLE CRIES!!!!!' It's disabled by default!!!??? Like... he couldn't make it a configurable too???

The content is lines 80-81 of the READ ME chapter in the demo which allows INTRO cries... and 84-85 to allow victory cries.

After that, I made THIS little sucker

Code:
Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]],
                         'INTRO'    => [['007-System07',80,100]],
                         'DEFENSE' => [['007-System07',80,100]]   }
THIS way works.....

When I tried it THIS way....
Code:
Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]]}
  Actor_Battle_Cry[1] = {'INTRO'    => [['007-System07',80,100]]}
  Actor_Battle_Cry[1] = {'DEFENSE'  => [['007-System07',80,100]]}
.... nope, that way didn't work. But my bad as I was rewriting the value of Actor_Battle_Cry for actor 1 each iteration instead of compiling them into one as I did in the above version.

BUT... I had to activate intro cries in a script call first.
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]

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#8
Code:
Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]]}
Actor_Battle_Cry[1]['INTRO']  = [['007-System07',80,100]]
Actor_Battle_Cry[1]['DEFENSE'] = [['007-System07',80,100]]

That version would also work since the Actor_Battle_Cry[1] hash already exists by then.
"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]

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

Give me a free copy of your completed game if you include at least 2 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
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#9
(08-07-2019, 05:10 AM)DerVVulfman Wrote: I GOT IT!!!!!!!

At the BOTTOM of the system, the READ ME.....

There are script call commands, one 'ENABLES INTRO BATTLE CRIES!!!!!'  It's disabled by default!!!???    Like... he couldn't make it a configurable too???

The content is lines 80-81 of the READ ME chapter in the demo which allows INTRO cries... and 84-85 to allow victory cries.

After that, I made THIS little sucker

Code:
 Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]],
                        'INTRO'    => [['007-System07',80,100]],
                        'DEFENSE' => [['007-System07',80,100]]   }
THIS way works.....

When I tried it THIS way....
Code:
 Actor_Battle_Cry[1] = {'COLLAPSE' => [['011-System11',80,100]]}
 Actor_Battle_Cry[1] = {'INTRO'    => [['007-System07',80,100]]}
 Actor_Battle_Cry[1] = {'DEFENSE'  => [['007-System07',80,100]]}
.... nope, that way didn't work.  But my bad  as I was rewriting the value of Actor_Battle_Cry for actor 1 each iteration instead of compiling them into one as I did in the above version.

BUT... I had to activate intro cries in a script call first.

YOU ARE A FREAKING GENIUS, THANK YOU!
I feel dumb cuz I never found this "read me" down there and I should have read before asking anything D:
Now I can hear my character saying different stuff in several different battles and that's hella cool!  How one would know it was "deactivated" by default?!

I tried to do the same with the "Victory" one as I called this similar script:

Code:
$game_temp.no_actor_victory_bc = false


I go through the normal battle with everything playing nice, however when my character wins, I get this error, which is attached below.

Man, I can't understand, like, I get this I don't use XP for years and this is advanced, but some stuff should be just... working... I guess?
Sorry for all the trouble man D: I am almost giving up all this thing


Attached Files
.png   AF TESTBUILD.png (Size: 18.18 KB / Downloads: 3)
"Once an assassin, always an assassin."
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#10
That... is NOT your fault. BUG ALERT!!!! ALERT!!!! BUG ALERT!!!!!

Yeah, I found that there IS a bug in the scripts, particularly what sets up the Victory Cries for both actors or enemies. So, I figured out what it was, and made THIS PATCH!

ACBS FIX SCRIPT #1: Victory Cries Patch
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]

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