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    hiliart
  Wed Jun 11, 2008 5:54 pm
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Location: ãƒ
Hello ... to make all make the pose of victory, go to FullCBS part-2 (near the line 931), in the part where it says  alias xrxs_bs1_update_phase5 update_phase5 and replaces that structure complete by this:

Expand to see the code.



PD1: This part is not working with the system that produced iqbal_0k ... but it is easy to edit.
PD2: This example of the show animations of victory, is based on a maximum of 3 characters in the group.
PD3: Sorry for my bad English.


Last edited by hiliart on Wed Jun 11, 2008 9:15 pm, edited 1 time in total.

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    iqbal_0k
  Thu Jun 12, 2008 5:11 am
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[quote="hiliart"]
Hello ... to make all make the pose of victory, go to FullCBS part-2 (near the line 931), in the part where it says  alias xrxs_bs1_update_phase5 update_phase5 and replaces that structure complete by this:

[code] alias xrxs_bs1_update_phase5 update_phase5
  def update_phase5
    # ム€ºÃ£Æ’ ¯Ã£ €šÂ¤Ã£Æ’ˆã €šÂ¢Ã£ €šÂ¦Ã£Æ’ˆ
    if @phase5_whiteout_duration >= 0
      @phase5_whiteout_duration -= 1
      if @phase5_whiteout_duration == 0
#===============================================================================
        @handle_battler          = $game_party.actors[0]
        @handle_battler1         = $game_party.actors[1]
        @handle_battler2         = $game_party.actors[2]
#===============================================================================
        actor_list = [@final_battler]
        for actor in $game_party.actors
          if actor != @final_battler
            actor_list.push(actor)
          end
        end
        for i in 0...actor_list.size
          actor = actor_list[i]
          case i
          when 0
            actor.x_pos = -90
            actor.y_pos = 0
            actor.z_pos = 0
            actor.direction = 1
          when 1
            actor.x_pos = -170
            actor.y_pos = 0
            actor.z_pos = 0
            actor.direction = 1
          when 2
            actor.x_pos = -10
            actor.y_pos = 0
            actor.z_pos = 0
            actor.direction =  1
          end
        end
        # トム©Ã£Æ’ ³Ã£ €šÂ¸Ã£ €šÂ·Ã£Æ’ §Ã£Æ’ ³Ã¦Âºâ€“Ã¥ €šâ„¢
        Graphics.freeze
        # ã €šÂ«Ã£Æ’ ¡Ã£Æ’ ©
        $xcam_x = - 32
        $xcam_y =   32
        $xcam_z =  185
        @xcam_x_destination = -96
        @xcam_y_destination =  32
        @xcam_z_destination = 185
        @xcam_watch_battler = nil
        # è €° ²Ã¨ÂªÂ¿Ã£ €šâ€™Ã¥ ¾ ©Ã¦ €” §
        $game_screen.start_tone_change(@pretone, 0)
        # Ã¥ €¦ ¨Ã¥ €œÂ¡Ã£


Last edited by iqbal_0k on Thu Jun 12, 2008 5:22 am, edited 1 time in total.

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    revee
  Thu Jun 12, 2008 6:17 am
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Location: Jakarta,Indonesia
wow 0_0
i didn't think you make this script sooooo FAST
1 day only.....
cool >.<
can you make the face animated?
when hurt, attack, win , use item,and etc?
make a leader HUD same as the party member?
you can make your own face in=
http://fc07.deviantart.com/fs22/f/2008/ ... dgehog.swf
that was cool >.<

iqbal, try to change the min and max camera to 111
zoom to 1.30 for all
and make the battle widescreen you'll see it much cooler
than in the demo... ^ ^
see... the 1 i make myself
contains song and new sprites

http://www.mediafire.com/?yeayn2z1z1b

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    revee
  Thu Jun 12, 2008 6:35 am
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Location: Jakarta,Indonesia
libur panjang lo...

eh, kalo ada msn,
PM me  >.<

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    iqbal_0k
  Thu Jun 12, 2008 6:49 am
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Location: Front of your monitor
wew, gw lagi sibuk les fisika nih. nyokap bokap ngomel2 nilai fisika gw 5 di rapot. kalo ada waktu dikit wa modif dah scriptnya

gw ga punya msn, msn itu apa?


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    revee
  Thu Jun 12, 2008 6:51 am
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Location: Jakarta,Indonesia
woi ada msn gak?
kalo ada kasih tau dong
biar gampang nanya wkwkwk

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    revee
  Thu Jun 12, 2008 6:55 am
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Location: Jakarta,Indonesia
msn tuh
buat chatting...
download dulu programnya
trus bikin email
pake @hotmail.com
umur lo 9?
gak percaya gw...

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    iqbal_0k
  Thu Jun 12, 2008 6:56 am
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Location: Front of your monitor
can you speak english? many people are confused to understand our language
anyway i don't have any msn, dont pm me with that question


Last edited by iqbal_0k on Mon Jul 28, 2008 5:08 am, edited 1 time in total.

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    revee
  Thu Jun 12, 2008 7:05 am
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Location: Jakarta,Indonesia
did you play getamped?
if do, we can chat there....
anyway, i'm confused with scripting....
T.T
where did you learn it?

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    iqbal_0k
  Thu Jun 12, 2008 7:10 am
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revee wrote:
did you play getamped?

No i dont play getamped, i'm playing CounterStrike mostly in channel vivagamers my nick is "AnJeNKs" or "Udin Petot"

Quote:
anyway, i'm confused with scripting....
T.T
where did you learn it?

i learn't it from my uncle, he is a system analyst

Quote:

That's good site to make faces. next demo i'll used that face

Hey what do you mean by animated faces ? did you mean something like Evangelion HUD in N64, Their faces is changing when received some damage or an attack? that's great idea i thinks


Last edited by iqbal_0k on Thu Jun 12, 2008 10:02 am, edited 1 time in total.

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    revee
  Thu Jun 12, 2008 10:01 am
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Location: Jakarta,Indonesia
iqbal, download the one that i make
the battle screen just look much cooler

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    iqbal_0k
  Thu Jun 12, 2008 10:10 am
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Location: Front of your monitor
Try this Swf grabber http://flash.seesix.com/download/swfgrab.exe
it will let you to save any *.swf files from http://fc07.deviantart.com/fs22/f/2008/ ... dgehog.swf. so you can use face maker @ offline connection


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    revee
  Thu Jun 12, 2008 10:17 am
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Location: Jakarta,Indonesia
hmm...
the faces change when use skill, takes damage, attack, and still enable the HUD in victory
so it still do animation when winning...
and, see youtube search "tales of abyss"
you'll see one, or
change the HUD
become the battler sprites...
see one, in youtube search " tales of eternia"
thx

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    iqbal_0k
  Thu Jun 12, 2008 10:24 am
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Location: Front of your monitor
revee wrote:
hmm...
the faces change when use skill, takes damage, attack, and still enable the HUD in victory
so it still do animation when winning...
and, see youtube search "tales of abyss"
you'll see one, or
change the HUD
become the battler sprites...
see one, in youtube search " tales of eternia"
thx

no, i can't open youtube in my web browser. could you please post battle report ToF like screenies?


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    revee
  Thu Jun 12, 2008 11:05 am
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Location: Jakarta,Indonesia
i uploaded the video... T.T
http://www.mediafire.com/?zjm1xwjwmzm

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    iqbal_0k
  Fri Jun 13, 2008 7:26 am
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owh dang it, it will completely lag if i add all actor in game_party to animate the winning pose.


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    revee
  Fri Jun 13, 2008 7:29 am
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Location: Jakarta,Indonesia
see the video that i uploaded,
just see it...
the real battle of LMBS
and just look the video...
see the victory sreen...
cool isn't it?

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    desperato
  Fri Jun 13, 2008 9:15 pm
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This is just awesome, cuz many people said it wasn't possible. altough (might be me not paid attention to the battle buttons) but seig was moving kinda slow almost just walking. but everything else...AWESOME!


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    iqbal_0k
  Sat Jun 14, 2008 6:39 am
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Location: Front of your monitor
desperato wrote:
This is just awesome, cuz many people said it wasn't possible. altough (might be me not paid attention to the battle buttons) but seig was moving kinda slow almost just walking. but everything else...AWESOME!

you can change sieg speed in configuration battler script section

here's id update this custom enhancement

Content Hidden


that animated faces feature is not completed yet, but its work for controlled battler only (attack/skill use)


Last edited by iqbal_0k on Sat Jun 14, 2008 6:59 am, edited 1 time in total.

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    revee
  Sat Jun 14, 2008 6:58 am
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Location: Jakarta,Indonesia
Hey, thanks for the script!
>.<
i see, no more script request?
then, maybe i can ask hiliart...
T.T

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    iqbal_0k
  Mon Jun 16, 2008 5:50 am
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Location: Front of your monitor
FMBS CBE updated to ver 1.2
STATE fix updated to ver 1.2
[spoiler][code]
=begin
  FMBS CBE (Custom Battle Enhancement) ver 1.2                    By B@!LWORLD A.K.A Iqbal_0k
  Request by
              - revee in rmxp.org
 
  credit and thanks : XRXS for this great battle system
 
  FEATURE (June 10 2008) : - Change meteor boulder to escape ... completed
                            You can escape by running to the left side
                          - delete escape command in battle menu ... completed                         
                          - Show enemy name pop up when battle is starting
                            then vanish (no i didn't make a window it will
                            reduce your fps trust me) ... completed
                          - Replace Escape timer with escape probability ... completed
                            (i think it's too easy when you face higher level of enemy
                            then you decide to escape so easyly)                         
                          - Customizeable
                         
  FEATURE 1.0(June 11 2008)- Show enemy location when battle is starting
                            (make camera move to enemy after press a key go to
                            hero you controlled) ... completed
                          - Change distance position of enemy and hero ... Completed
                          - Improved custom escape ... Completed
                          - Paused Battler before battle begin ... completed
                          - Fixed Self.Bitmap bugs
                         
  FEATURE 1.1(June 13 2008)- Cleaning code ... completed
                          - Adding Animated Faces
 
  FEATURE 1.2(June 15 2008)- Due to increase game performance i removed animated faces feature
                          - Custom Battle HUD (You can choose up to 12 different style's) ... completed
                          - Custom Battle Reports (You can choose the style's) ... completed
                            (More style in next version, i have a date today)
                          - Many people requesting camera shift automaticly not with a key pressed
                            (sure i'll update it) ... completed
                          - ALL Battler including enemy now use victory pose when winning the battle
    not use it if battler is dead ;( ... completed

FUTURE UPDATE :
- Make more style for battle report
                         
HOW TO USE : - put this script below other default fmbs and above fix script
            - For best result disable fmbs action message by deleting them or
              switch $fmbs_bm to false (it will reduce some lag)

=end
#==============================================================================
#                            CONFIGURATION
#==============================================================================
module SETUP_ENHANCEMENT
 
  #INTRO CONTROLS
  Battle_Intro = true #Pauses the battle, show enemy location and modify battler location
  Show_name_pop_up = true
  Intro_Durations = 5 # in seconds
 
  #CAMERA CONTROLS
  Camera_Zooming = 100.0 #lower the value can make your battler looks much bigger (default = 191.0)
 
  #IN BATTLE CONTROLS
  Use_custom_escape = true
  All_Battler_victory_pose = true
 
  #HUD / WINDOWS CONTROLS
                           
  #  BATTLE STATUS TYPE
  #1 : TOP (With ALL FACES, (DEFAULT))
  #2 : TOP CENTER (NO FACES)
  #3 : LEFT (ALL FACES)
  #4 : RIGHT (ALL FACES)
  #5 : BOTTOM (ALL FACES)
  #6 : BOTTOM CENTER (NO FACES)
  #7 : LEFT (NO FACES)
  #8 : RIGHT (NO FACES)
  #9 : TOP LEFT (NO FACES)
  #10: TOP RIGHT (NO FACES)
  #11: BOTTOM LEFT (NO FACES)
  #12: BOTTOM RIGHT (NO FACES)
  Custom_HUD_type = 1
  #Opacity of battle status hud (0 is fully transparent, 255 is super visible)
  HUD_Opacity = 0 #(for best layout dont change the default value. (default = 0),
                  #i will update them in next version)
 
  #Battle RESULTS STYLE (MORE STYLE IN NEXT VERSION including Tales of Battle Results)
  #0 : Default Rmxp
  #1 : Left Side Results (Clear Type)
  BATTLE_RESULT_STYLE = 1
 
  # VOCAB (SOME OF THEM REQUIRED IN NEXT UPDATE)
  Cant_Escape_word = "Can\'t Escape"
  Success_Escape = "Run Run Run"
  Level_UP_Word = "LEVEL UP"
  Result_Word = "BATTLE RESULTS"
  EXP_WORD = "EXPERIENCE"
  You_got_word = "You\'ve Got"
  You_found_word = "You\'ve Found"
  Learned_Skill_word = "Learned !"
  Level_up_Word = "LEVEL UP !"
 
end
#==============================================================================
#                            END CONFIGURATION
#==============================================================================


class Window_BattleStatus < Window_Base
  #--------------------------------------------------------------------------
  # â €”


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    iqbal_0k
  Mon Jun 23, 2008 5:51 am
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Location: Front of your monitor
UPDATED CBE VER 1.3 : One Step closer to Tales of abbys
Look On First Post


Last edited by iqbal_0k on Mon Jun 23, 2008 5:53 am, edited 1 time in total.

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    iqbal_0k
  Fri Jun 27, 2008 7:12 am
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Location: Front of your monitor
Updated CBE 1.4
Click here to download the script
http://www.mediafire.com/?et1eznhjkxa

Not enough Room to use Spoilers
the feature currently are

Expand to see the code.


Last edited by iqbal_0k on Fri Jun 27, 2008 7:19 am, edited 1 time in total.

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    Arasthel
  Tue Jul 01, 2008 2:45 pm
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Some suggestions here:

-Better AI for enemies and allies, make them jump instead of falling in precipices, defend when necessary, etc. I think this could be a little too difficult ^^u.

-Tales of attack system: when you use an attack, your character runs towards the enemy, hits him and then runs back to the point where you used the attack.

-Summoning skills? I mean, you use an skill and then a character appears in the battle, and after a certain time, that character disspears.

-Make some skills pause the battle: you use a skill and all battlers are still until the skill ends, then, they can move again.

-Enable the Rectline_Window (debug) again? It was a lot easier to make skills when you were able to see that ugly (but useful) boxes.

-Hide the default skills (attack, up, down, etc.) from the skills menu.

-Make archer attack from a further place, it attacks as a short range character o_o.

-Take Naruto out of the demo! LOL (I was the one who used Naruto as a battler in a very old demo, and I really think it looks horrible with the Tales of battlers xD.)

Well, Ithink that's everything I had to say. Good luck with the enchancement ^^.

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    Avgen
  Sun Jul 13, 2008 3:53 pm
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Location: Sweden
Is it possible to use minkoffs animated characters for this without cutting them in pieces?


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    Gekko State
  Sun Jul 13, 2008 4:42 pm
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Location: MTL
Avgen wrote:
Is it possible to use minkoffs animated characters for this without cutting them in pieces?


LAzy!!!


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    iqbal_0k
  Mon Jul 21, 2008 6:03 am
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Location: Front of your monitor
Arasthel wrote:
Some suggestions here:

-Better AI for enemies and allies, make them jump instead of falling in precipices, defend when necessary, etc. I think this could be a little too difficult ^^u.

-Tales of attack system: when you use an attack, your character runs towards the enemy, hits him and then runs back to the point where you used the attack.

-Summoning skills? I mean, you use an skill and then a character appears in the battle, and after a certain time, that character disspears.

-Make some skills pause the battle: you use a skill and all battlers are still until the skill ends, then, they can move again.

-Enable the Rectline_Window (debug) again? It was a lot easier to make skills when you were able to see that ugly (but useful) boxes.

-Hide the default skills (attack, up, down, etc.) from the skills menu.

-Make archer attack from a further place, it attacks as a short range character o_o.

-Take Naruto out of the demo! LOL (I was the one who used Naruto as a battler in a very old demo, and I really think it looks horrible with the Tales of battlers xD.)

Well, Ithink that's everything I had to say. Good luck with the enchancement ^^.


Here some of them
CBE ver 1.5
DOWNLOAD TXT FILES HERE : http://www.mediafire.com/?y4ntlmahnsq
And for the demo : http://www.mediafire.com/?2zmmoelnezz

Avgen wrote:
Is it possible to use minkoffs animated characters for this without cutting them in pieces?


I'am affraid thats not possible unless you change entire battle system to work with minkoff animation system


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    Arasthel
  Mon Jul 21, 2008 8:34 pm
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It seems like there's a compression error with the last update, i can't unpack some files from the demo rar -i suppose they are damaged-, and also i can't get the script (txt) working in an old demo because of some code errors - there's an error with an "end" in line 184, i think, and when i fix it, errors appear everywhere. Could you fix that, please ^^u?

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    revee
  Tue Jul 22, 2008 10:49 am
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Location: Jakarta,Indonesia
Arasthel wrote:
It seems like there's a compression error with the last update, i can't unpack some files from the demo rar -i suppose they are damaged-, and also i can't get the script (txt) working in an old demo because of some code errors - there's an error with an "end" in line 184, i think, and when i fix it, errors appear everywhere. Could you fix that, please ^^u?


yeah... i feel the same way to.... >.<
please fix that... i'm curious...
anyway, the semi person( the sprite that mimic the player above HP and MP)
only moved in one direction... to the right....
and... when you open the menu, the sprite don't dissapapear...
anyway.... GREAT JOB ^^a

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    RoseGuardian
  Wed Jul 23, 2008 3:52 pm
Anime Artist
Member

Sewer Rat

Location: USA Michigan
This is a great battlesystem.  I'm having one problem though.  The AI stops moving when I set up a new enemy and sometimes I can't attack it? Also setting up skills is very hard for me can you provide a tutural on how to set them up or is there way to use skills in the database without haiving to put them in the script?


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