Please don't post this script in other sites or comunity without autorization.
Last Update: 10 - March - 2011
Introduction
Finally my script is done. This is the ACBS, an 100% animated battle system that allows you to create battles of different styles Having a very high level of customization. With this system you can make side view, front view or isometric battles. And all of it without changing one line in the core script.
Features • 100% Animated Battle • Compatible with battlers of different styles • Allows the use of different styles battlers at the same time • Very high level of customization • A lot of useful built-in systems • A lot of add-ons to change the battle. • When using an skill withou an assigned animation, it will use the weaponanimation automatically
Screenshots
Belive or not, this is the same battle system with different configuration.
A sample of the Chrono Trigger Add-On (There's various Cronos pallete because this was just an test)
Videos
How to Use
The most recomended is to use the demo as base of you projetc
If that isn't possible, copy the scripts between the script Scene_Debug and the script Main on the demo, paste them in the same order as they were on the demo
ADD-ONS
Theres a lot of optional script within the demo. All of them are bellow the script Main, so they have no effect;
To activate them, just move them to above the script main, placing them bellow the battle main code
Configuring custom battlers
This is one of the better funcions of this script, allowing you to configure different patterns for the animations frames according to the battler graphic file name.
In the Advanved Configurations, you will find a place named "CUSTOM GRAPHICS POSES CONFIG" In that place you can configure the poses individually for each graphic
In red: This is the battler graphic file name.
In green: These are the basic configuration. 'Base' => [X, Y, SPD, Mirror] 'Base' = this is the value that sets the base settings, don't change. X = number of horizontal frames. Numeric value higher than zero. Default 4. Y = number of vertical frames. Numeric value higher than zero. Default 11. SDP = Movement Speed. Numeric value higher than zero. Default 200. Mirror = invert graphic. true or false. Default false.
E.g.: 'Base' => [4, 11, 200, false]
In blue: The blue values are the configuration of each pose. Pose_ID => [Frames, Time, Loop] Pose_ID = The Pose ID. Numeric value higher than zero. Frames = Number of animation frames. Numeric value higher than zero. Time = Duration of each frame pose.Numeric value higher than zero. Loop = Animation Loop. true or false.
E.g.: 5 => [4, 4, true]
Important
The script have hundreds of configurable values, all of them with their explanation. So, *READ ALL INSTRUCTIONS* I won't give support to lasy people who doesn't read them.
Study the demo so you can see how everything was done.
If you having problems in opening the projetc, copy the data, graphics and audio folders, create an new project, and paste it on the new project
FAQ
Quote:
Q:Work on VX? You can do one for VX? A:No and No.
Q:How do I use charset instead of sprites? A:If you want to use charsets, it's better to use the SBS Tankentai XP. This script isn't good for using charsets.
Q:It's possible to do [insert here you function of choice]? A:Like i said abov, I won't give support to lasy people. So explore the script configuration before asking.
Q:Can you add a system that do [insert here you function of choice]? A:It's depends on the system, if i think it would be good i can add in an future update.
Q:The battlers are screwed, what happened? A:If you're not using custom battlers, it's because the battler pattern is different from the default So you must make an custom configuration for it.
Now, if it's already have an custom configuration, it's beacause the config is wrong. Check the values like the ones indicated on the image bellow and see if they're right
Credits and thanks •Created by Atoa
- To the scripters that had some of yours scripts used as study material or as base of some functions of the battle system •SephirotSpawn - (hbgames.org) •SleepingLionheart - (hbgames.org) •CCOA - (rpgrevolution.com) •Charlie FLeeD - (rpgrevolution.com) •Farenheight - (reinorpg.com) •RTH - (?) •XRXS - (?) •KGC - (?) •Cogwheel - (?)
- For helping with the system debug •XeloX - (hbgames.org) •Apocrifis - (hbgames.org) •Neoz Kaho - (hbgames.org) •No ID/dpoteat - (hbgames.org) •MayorAnime - (hbgames.org) •Linkei - (santuariorpgmaker.com) •NicholasRg - (santuariorpgmaker.com) •Darknan - (santuariorpgmaker.com)
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Last edited by Atoa on Thu Dec 13, 2012 10:48 pm, edited 32 times in total.
is this the updated SBS tankentai battle system with the summon add-on and compatibility with the materia script? Either way, i will have a look at this and help you in any way i can. Great work!
@gameguy27 100% i suppose. The current version of Materia system may clash with some of the add-ons. But i think it's not going to happen. and soon i will update the materia system.
@XeloX Thanks for the feedback
Most of the errors was mistakes made by me during the translation. I was careless and didn't test these thing in the eng version since it worked fine in the original.
My bad xD
I hope it now fixed
OMG.: i forget about the summons pose config. so they will be messed up. in about 1-2 hours i will be back with an fixed demo.
Last edited by Atoa on Thu Mar 12, 2009 10:44 pm, edited 1 time in total.
XeloX was faster then me here to tell you about the bugs :p i found exactly the same bugs. btw, if i want to use the rtp pattern instead of anilated battlers, where can i change that?
@gRaViJa i don't remember exactly wich line is (i'm not in home) But the look in the Config 2 - Advanced. There's a constant with the name of the battlers 001-Fighter01 and 010-Lancer02.
The definition is based on file name. So add the non animated battlers filename on the array of non animated battlers.
I would like to ask people to try on the skill combination in various combinations with the others add-ons, it's an complex code and any help is apreciated.
The error "Battle main code 569" shows up when Combination, Charge, and Reflect are used. When I'm using only combination and reflect skill add ons this shows up( when the enemies where performing "enemy union").
When Im using Combination and charge without Reflect there's no error.
When I'm using combination and summon add ons this shows up (when character was trying to use sumon).
When I'm using charge and summon add ons this shows up (when characters uses summon).
And when I use battle animated faces add on this shows up
Starting a new game fixed all of my problems. For some reason somewhere in my saved games there was some sort of corruption or call or foul up that became an irrecoverable error. That, or it has somehing to do with the total amount of playtime logged in the game (I've over 50 minutes in the saves I was testing with).
The error I received is included below for case study by the developer (and in case it does happen to turn out to be something related to the total number of minutes played)
Content Hidden
Argh! Not again!
Again, with the TypeError from 'no implicit'... same one I encountered with the Tankentai system.
Popped up out of nowhere. On the other script this happened everywhere. Now I only have it happening here? Argh! All combat starts which bugged out Tankentai work fine now. But all combat starts created since generate this error. What's the deal??
Full error:
Script '* Sideview 2' line 2451: TypeError occurred. no implicit conversion from nil to integer
Again, as with before, it occurs just before I go into battle, before graphics or music are used.
Quote:
result.push($data_armors[@armor5_id])
is what the engine is looking at.
The most confusing thing is that both errors point to exactly the same line of code, but each script is pointing to a line which contains completely different code. It's like it's getting halted right there with no given reason or explanation. I'll double-check everything to make sure my project is fine. What a confusing and nebulous error.
Last edited by Firgof Umbra on Mon Mar 16, 2009 6:38 am, edited 1 time in total.
There's your problem. You should always be aware that old saves may cause crashes after introducing new scripts. You can just remove the p '@armor5_id is nil!' line and keep the rest if you want to keep using your old saves. I assume you don't get any errors anymore btw.
I've already fixed all the bugs found till now, i will post the update soon as possible
and i'm working on two add-ons: - an CTB (FF10 like battle)
@Firgof Umbra it's because some instances are intialized only when you start an new game.
If you add an script with new instances, it may cause erros, because the constant isn't initialized and will be never initialized until you start an new game.
This often happens with scripts that edits the actors. (actors are initialized only in the begin of the script).
Last edited by Atoa on Tue Apr 21, 2009 4:23 pm, edited 1 time in total.
1- when using AATB with damage limit it shows an error at line 77; 2- when using AATB (I suppose) the victory window 2 makes an error at line 87; 3- Skill combination don't work (as you know) 4- Summon: using AATB (maybe is not for it but i tested with it) the summons get me an error. For first when i summoning a summon that don't remove anyone to the party the window with names, hp, sp etc beginning crowded. Twice, when summon a summon with only one member it make an error when attac, and the other tipe of summon give an error too, but now I don't remember. 5- AATB: if you set the escape type 2, the bar isn't showed; if you set "Wait_Act_End = false" the battlers don't fight!
P.S. I hope that I didn't forget to read a "COMPATIBILITY" section.
@tevak no battle system or menu system for XP is compatible with VX
@Apocrifs 1 - going to check it, thanks 2 - going to check it, thanks [2] 3 - The combinations works alone, but get some bugs with other add-ons (wich already was fixed) 4 - The "crowded" window isn't an bug, remember that the deafut window was designed for 4 actors, so if you add more that will happen, but you can edit the battle window to fit more characters in the Battle Windows add-on. About the double summon, it was already noticed and fixed. 5 - going to check it, thanks [3]
Your battle system holds a lot of potential. I hope that I can help improve it by reporting the bugs I've found so far.
When a party member died while he's not in the default position, he'll be stuck in "running" pose when he returns to that position. I.E. Tunico used Fira on Thanatos. I didn't set "No Move" element on Fira so he ran into the front of Thanatos and died because of the reflected magic. However, he had to return to his default position. So he did but he's stuck in 'running to the right' pose.
Another example is that if I used "Step Forward" element, the result will be similar because Tunico still has to run back to his position. So he's stuck in that running pose until he's revived
When I used Phoenix Down-esque item, the party member is revived but his sprite is still in the dead pose (or if he dies because of the reason above, running pose) until he selected a command again. (Attack,Item,Guard whatever) I.E. Tunico died so Atoa revived him. But Tunico won't be in the 'Ready' pose and will stay in the 'Dead' pose until it's his turn to make a move (or do something that change his sprite like being attacked).
I don't know whether you intended or not, but with Blitz and AATB together, the player will have to input the Blitz command twice. This is because with AATB, the spellcaster will have to reset his ATB gauge and run again as casting time. However, the player will have to input Blitz again. I.E. Tunico casted Fire. He has to input Blitz command right away. Then, his ATB gauge resets and it turn purple, indicating casting time. But when it's his turn to actually use the magic, he has to input Blitz command again!
Another bug I found, it was already mentioned but I wanted to report again. The Summon Add-On will work well without any error if it's not used simultaneously with... 1. AATB 2. Skill Combination 3. Skill Charge
I hope my report would be useful. You can try reproducing them. I've tested them many times so I don't think screenshots are necessary.
Awesome Battle System anyway!
Last edited by Neoz Kaho on Sat Mar 21, 2009 7:27 am, edited 1 time in total.
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