However, it needs translation.
Without the translation, it would be a useless effort.
Attached to this post is the demo.
Credits in the script, I did not make it.
:o It's nice!!!
Love it.
I wish it was translated! lol
Well, I'll take a look at it. I don't know any languages, but maybe I can look at the script and determine what it does. What do you want to know?
There are some modifcations for the skill animations involving the character sprites, I want to know how to modify it.
But for the most part, how to change all the battle messages.
I only managed to change half of it, the rest was hidden in a language I dont understand T_T
EDIT:Found the original website.
http://www2.plala.or.jp/ny/index.html
(http://www2.plala.or.jp/ny/index.html)
Well, there's a few new things in the Vocab module:
# line 30
PreemptiveSolo = "¡Tuvo la iniciativa!"
SurpriseSolo = "¡%s fue rodeado!"
EscapeStartSolo = "¡%s huye!"
# line 40
VictorySolo = "¡%s consigue la victoria!"
# line 42
DefeatSolo = "¡%s fue vencido!"
And then there's a lot of stuff in Modulo, but the script's too large and so I don't think I will try to interpret the script
I can translate -some- because it looks like spanish
but I can't do much with the box text
I wonder why the characters aren't showing...
probably dosn't mean much coming form me, but i'm pretty sure I can translate
this script is still very good. I wish they had an english one.
Looks nice :tpg:
SCREENS! Me want screenies! Me won't download without screenies. Me be sad then. Me already sad.
(I hope you get the point. Some screenshots would be nice)
It has been translated, and made compatible with the VX version of Minkoff/DerVVulfman's animated battle system. If .org were actually WORKING, I'd be able to give you guys a link. T_T
I personally use an older version of the script. It's a very nice battle system.
EDIT: Here we go. This was edited by Kylock, so give him credit too.
Quote from: |VX| RPG Tankentai Sideview Battle System 2.4 Translated + AddonAfter over 6 hours of work (with numerous breaks)....
RPG Tankentai Sideview Battle System Version 2.4
Translation Version 1.2 by Kylock
Original Script Website: http://rpgex.sakura.ne.jp/home/
This is "that sideview battlesystem" for VX that "doesn't work". Well, now it does. 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).
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 - Rough release of only scripts with lots of broken-ness.
- 1.1 - Release with retranslated hashes and a retranslated database. Distributed as a demo.
- 1.2 - Corrected some missing Kanji translations that broke the functionality of some "chained" Skills. (thanks to Eolirin@hbgames.org) Also added the picture for the 'cut-in' move.
As you can see in my screen shots, this DOES work with animated battlers with a few configuration modifications.
[spoiler=Configuration changes for animated battlers]
To use Minkoff's Animated Battlers styled battler sprites, change to these settings in your module script:
ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
WALK_ANIME = false
ANIME_PATTERN = 4
ANIME_KIND = 11
And just copy paste this over top of whats in the script:
"WAIT" => [ 1, 0, 15, 0, 0, -1, 0, true,"" ],
"WAIT(FIXED)" => [ 1, 0, 10, 2, 0, 1, 0, true,"" ],
"RIGHT(FIXED)" => [ 1, 5, 10, 1, 2, 1, 0, true,"" ],
"DAMAGE" => [ 1, 9, 4, 2, 0, -1, 0, true,"" ],
"ATTACK_FAIL" => [ 1, 1, 10, 1, 8, 0, 0, true,"" ],
"MOVE_TO" => [ 1, 4, 1, 1, 0, -1, 0, true,"" ],
"MOVE_AWAY" => [ 1, 5, 2, 1, 0, -1, 0, true,"" ],
"ABOVE_DISPLAY" => [ 1, 0, 2, 1, 0, -1, 600, true,"" ],
"WPN_SWING_V" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VL" => [ 1, 6, 1, 2, 0, -1, 2, true,""],
"WPN_SWING_VS" => [ 1, 6, 6, 2, 0, -1, 2, true,""],
"WPN_SWING_UNDER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_SWING_OVER" => [ 1, 6, 2, 2, 0, -1, 2, true,""],
"WPN_RAISED" => [ 1, 11, 2, 2, 28, -1, 2, true,""],
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"
[/spoiler]
SBS Ranged Weapons Animation Addon
Version 1.0 by Kylock
Due to the bajallions of script requests I see for this on various RPG Maker forums, I decided that I should do this, since I can. =p
Trust me, you want this script too! What I have done here is written a new animation sequence hash for ranged weapons. There is no "actual animated projectile" - but it will get the job done.
Instructions:
Insert this script just beneath the 3 Battle System Scripts. Since the text strings in the hashes are all translated by me, this addon will ONLY work with my translated version of the script (you can find that by scrolling up).
Now to the fun part. To make a weapon ranged, simply make sure you have the "Bow" or "Whip" element checked off for your particular weapon. If you want your whips to be short, then just uncheck the Whip" box.
Another feature included in this script is forced melee attacks from skills. The default action for all skills not "special to the script" is to animate a spellcast. This works for 99% of the stuff. So Piratekon (from hbgames.org) tells me that he wants "Poison Attack" to not be a spellcast, but a melee attack. Fine. Any "Skill"s that you want to use a melee animation, simply give them the "Melee" element. Now your battler will run up and "punch dat dood in da mouf!" instead of performing a casting animation.
The script:
[Spoiler=Ranged Attack Action Sequence Addon for Side View Battlesystem]
#==============================================================================
# ? Ranged Attack Action Sequence Addon for Side View Battlesystem - Version 1
# 22.4.2008
#------------------------------------------------------------------------------
# Script by: Kylock
#==============================================================================
# This is a script that adds new functionality to the Sideview battle System
# in the way of an additional animation for ranged weapons.
# To use this script, simply add it below the Sideview Battle System scripts
# and make sure your ranged weapons have element 5 checked(Bow) in the game
# database on the weapons tab. Feel free to use this script as a templte for
# developing and dristributing your own "special" moves and animations.
#==============================================================================
module N01
# Creates a new hash with a new action sequence
RANGED_ATTACK_ACTION = {
"RANGED_ATTACK" => ["BEFORE_MOVE","WPN_SWING_V","30","OBJ_ANIM_WEIGHT",
"12","WPN_SWING_VL","OBJ_ANIM_L","One Wpn Only","16",
"Can Collapse","FLEE_RESET"],}
# Merges new hash with original
ACTION.merge!(RANGED_ATTACK_ACTION)
end
module RPG
class Weapon
alias kylock_melee_base_action base_action
def base_action
# If "Bow" 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?(5) || $data_weapons[@id].element_set.include?(6)
return "RANGED_ATTACK"
end
kylock_melee_base_action
end
end
# If the "Melee" element is checked on the skills tab in the database, the
# attack animation will be as a normal melee attack.
class Skill
alias kylock_skill_base_action base_action
def base_action
if $data_skills[@id].element_set.include?(1)
return "NORMAL_ATTACK"
end
kylock_skill_base_action
end
end
end
[/Spoiler]
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!
Enjoy!
Kylock
http://rpgex.sakura.ne.jp/home/ is japan forum right :blizj:
I'm 99% sure that you could have clicked on it yourself to see instead of posting 7 months after the last post. :mad: