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[VX] Trouble with Tankentai

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I'm using  Tankentai 3.4 e & ATB 1.2c , I cut and pasted all the scripts in order to my project other than the Obsolete Patch List. In the proper place and with the same spacing as in Tankentai 3.4 e & ATB 1.2c Demo Game.


Yet when I try to play it on my thing I get all the Actor Graphics of every possible Player character in the game, constantly Shifting through all of them, and they are Loop form Facing the Right, Up, Left, Down, Repeat. With a Massive Army of PC's behind them.

When I change:

 143   # true: Allow the appearance shadows under battlers.
  144  # false: Disable the appearance of shadows in all cases.
  145   SHADOW = true
  146  # true: Use actor's Walking Graphic assigned in the Database.
  147  # false: Actor's Walking Graphic from the Database is not used.
  148  #        If false, battler file with "<filename>_1" is required in the
  149  #        Graphics/Characters. "<filename>_1" and subsequent files
  150  #        ("_2", "_3", etc.) must have the same image length and width as
  151  #        the "<filename>_1" file.
  152  WALK_ANIME = true
  153  # Number of columns in an animated battler graphics file.
  154  ANIME_PATTERN = 3
  155  # Number of rows in an animated battler graphics file.
  156  ANIME_KIND = 4


--------------------

to

156  ANIME_KIND = 1

I get no Graphics for the Player Party, but they do get a shadow.

--------------------------


How can I get a Normal SBS graphics on there?

or is the Problem from [SBS] Battle Configuration, or one of the two Sideveiw Scripts?

I've looked online for a solution and can't find it.

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RESIDENT ADONKADONK
Make sure the graphics have a $ in front of them like $Ralph and $Ralph_3 first off.

I'm back.

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Spoiler for One Set of $Party.what.nots::
def necessary
    nece1 = @active_action[3]
    nece2 = @active_action[4]
    # ?????????
    case @active_action[1]
    # 0?? 1????? 2??? 3????
    when 0
      target = [$game_party.members[@battler.index]] if @battler.is_a?(Game_Actor)
      target = [$game_troop.members[@battler.index]] if @battler.is_a?(Game_Enemy)
    when 1
      target = @target_battler
    when 2
      target = $game_troop.members
    when 3
      target = $game_party.members
    end
    # ?????????????????
    return start_action(@battler.recover_action) if target.size == 0
    # ??????
    case @active_action[2]
    # ????ID???????
    when 0
      # ??????????????????????????????????
      state_on = true if nece2 > 0
      # ???????
      state_member = nece2.abs
      # 0???????
      if nece2 == 0
        state_member = $game_party.members.size if @battler.is_a?(Game_Actor)
        state_member = $game_troop.members.size if @battler.is_a?(Game_Enemy)
      end 

and

Spoiler for Says $Ralph:
#--------------------------------------------------------------------------
 # ++ Battler Movement
 #--------------------------------------------------------------------------
  # Command a battler to move to a specified point on the battle field.
  #
  # Origin - Defines the origin of movement based on an (x,y) coordinate plane.
  #             [0: Battler's Current Position]
  #             [1: Center of Battler's Selected Target]
  #             [2: Screen; (0,0) is at upper-left of screen]
  #             [3: Battler's Start Position]
  #             [4: Head of Battler's Selected Target]
  #             [5: Feet of Battler's Selected Target]
  # X - X-axis pixels from origin.  1 unit = 1 pixel
  # Y - Y-axis pixels from origin.  Please note that the Y-axis is
  #     inverted. This means negative values move up, positive values
  #     move down.  1 unit = 1 pixel
  # Time - Total travel time from starting to end point. 
  #        Larger numbers are slower.
  # 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 Frame Animation utilized during moving.
 
  # ANIME Key                  Origin  X   Y  Time Accel Jump  Pose
  "NO_MOVE"                 => [  0,   0,   0,  1,   0,   0,  "STAND_POSE"],
  "BATTLE_ENTRANCE"         => [  0,  54,   0,  1,   0,   0,  "MOVE_POSE"],
  "STEP_FORWARD"            => [  3, -32,   0, 18,  -1,   0,  "MOVE_POSE"],
  "STEP_BACKWARD"           => [  0,  32,   0,  8,  -1,   0,  "MOVE_POSE"],
  "4_MAN_MOVE-RALPH"         => [  2, 444,  96, 18,  -1,   0,  "MOVE_POSE"],
  "4_MAN_MOVE-ULRIKA"        => [  2, 444, 212, 18,  -1,   0,  "MOVE_POSE"],
  "4_MAN_MOVE-BENNETT"       => [  2, 384,  64, 18,  -1,   0,  "MOVE_POSE"],
  "4_MAN_MOVE-YLVA"          => [  2, 384, 244, 18,  -1,   0,  "MOVE_POSE"],
  "KNOCKBACK"               => [  0,   2,   0,  4,  -1,   0,  "HURT_POSE"],
  "LIGHT_KNOCKBACK"         => [  0,  12,   0,  1,   1,   0,  "HURT_POSE"],
  "FLEE_SUCCESS"            => [  0, 300,   0,300,   1,   0,  "MOVE_AWAY_POSE"],
  "FLEE_FAIL"               => [  0,  48,   0, 16,   1,   0,  "MOVE_AWAY_POSE"],
  "VICTORY_JUMP"            => [  0,   0,   0, 20,   0,  -5,  "MOVE_POSE"],
  "MOVE_ON_TARGET"          => [  1,   0,   0, 18,  -1,   0,  "MOVE_POSE"],
  "MOVE_ON_TARGET_FAST"     => [  1,   0, -12,  8,   0,  -2,  "MOVE_POSE"],
  "MOVE_TO_TARGET"          => [  1,  24,   0, 12,  -1,   0,  "MOVE_POSE"],
  "MOVE_TO_TARGET_FAST"     => [  1,  24,   0,  1,   0,   0,  "MOVE_POSE"],
  "MOVE_RIGHT_OF_TARGET"    => [  1,  96,  32, 16,  -1,   0,  "MOVE_POSE"],
  "MOVE_LEFT_OF_TARGET"     => [  1,  96, -32, 16,  -1,   0,  "MOVE_POSE"],
  "JUMP_FORWARD"            => [  0, -32,   0,  8,  -1,  -4,  "MOVE_POSE"],
  "JUMP_BACK"               => [  0,  32,   0,  8,  -1,  -4,  "MOVE_AWAY_POSE"],
  "JUMP_TO_TARGET"          => [  1,  12, -12, 12,  -1,  -6,  "MOVE_POSE"],
  "MOVE_THROWING_ALLY"      => [  0, -24,   0, 16,   0,  -2,  "MOVE_POSE"],
  "TRAMPLE"                 => [  1,  12, -32, 12,  -1,  -6,  "HIGH_PRIORITY"],
  "JUMP_ATTACK"             => [  0, -32,   0, 12,  -1,  -2,  "WPN_SWING_V"],
  "STEP_ATTACK"             => [  1,  12,   0, 12,  -1,  -5,  "WPN_SWING_VS"],
  "REAR_SWEEP_ATTACK"       => [  1,  12,   0, 16,   0,  -3,  "WPN_SWING_V"],
  "LONG_JUMP_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"],
  "MOVE_TO_TARGET_HEAD"     => [  4,  24,   0, 12,  -1,   0,  "MOVE_POSE"],
  "MOVE_TO_TARGET_FEET"     => [  5,  24,   0, 12,  -1,   0,  "MOVE_POSE"],
 


Those are the Graphic codes that either talk about a Party Members as a whole [not All of the game.party ....] but the Movement one. and the $Ralph was the only one to pop up.

Thanks to all who give this time to look at I'm very appreciative.

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Did you succeed?

I'm back.

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not at all. You just mentioned to look for the $ Character things.


I look at those and they look like Greek to me, but the Demo version still works fine, it just fails to work when I move it to another project. And I'd like to know where it went wonky so I can touch it up and add onto it later.

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I think I know what problem you are having, but I'm not totally sure. Do you think you could post a screenshot? I'll see if I can help. I've sucessfully used a few tankentais in my days, but I'm no scripter. :P
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Ok didn't really capture the shift. But those are two different Pics of the same problem. 3 Rows of 4 [why I thought if I changed ANIME_KIND and ROWS I could get one image rather than Invisible and a Shadow lol.

Do those pictures help at all?

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RESIDENT ADONKADONK
You need to create a character graphic file that supports only 1 character like this



Remember that you need to put a $ at the beginning of the file ( $ralph.png ). Then you must reassign the actor to this file in your Database under the Actors tab. You cannot assign a Character Graphic to an actor from a character sheet with 8 different actors on it.

I'm back.

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Remember that you need to put a $ at the beginning of the file ( $ralph.png ). Then you must reassign the actor to this file in your Database under the Actors tab. You cannot assign a Character Graphic to an actor from a character sheet with 8 different actors on it.

^ That's exactly what I was thinking was the problem & solution :). Also, I would re-copy the script over in a clean version, or undo any edits you made to it, just in case.

Either way, thanks for helping him, Adon! +rep :)
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I'm going to have to do my Race Graphics first. This may take a bit of time [1 -3 weeks approx.] I'll re-go back on when I test out that advice. Until then thanks for your comment, and I can't wait to get back to you on it.