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Found 13 results

  1. Theolized Sideview Battle System (Or if you prefer, you may call it Theo Animated Battle) Original Post : Theolized Sideview BS Version : 1.3c (Stable) / 1.4 (Open Beta) Type : Battle System / Battle Engine Opening : This is my first battle system script and my masterpiece script so far. At first, I made this script for my own personal use. Back then when Ace was released, I always wanted an English version of Tankentai. But I heard nothing about the translation. I thought it was impossible tankentai to be translated to English. Moreover, it has bad compatibility to other scripts. Then I looked at avalaible battle scripts, and not even a single script I like. I just don't get the idea of those scripts. Then, hence my ambition started. Introduction : This script was greatly inspired from Tankentai VX version and Eremidia : Dungeon! game. It's mainly aimed for free sequence animated battle without standard. I mean, there is no such a thing like "play all frames in row x" (the reason why I did this is because I hate standards). You can pick any grid in your spriteset. You can even use unorganized spriteset if you're too lazy to make one. As long as the format is consistent. To be noted that this script is not avalaible in English version yet. But you can try my sample game before you decided to wait for translate version or not. Translation done! Enjoy now! Features : Animated battle of course Free battler sequence Free format battler sprite. You can even use unorganized spriteset as long as the format is consistent Built-in damage counter The rest are written in script ... and my sample game ... Screenshots (Taken from old version) : Video : video for version 1.3 (also trailer for the sample game) video for version 1.4 video for setup demonstration You can look at my playlist if you want more Scripts : Scripts Download = github repository (old version, havent update it yet) Demo = Sample Game Version 1.4 (Beta) : Click here | Mirror Animation Samples / Alternative demo : Click here | Mirror Note : If you want to download in solidfiles. Here is the way IMPORTANT! Patch for version 1.4 - Last updated: 04.02.2015 Just various bugfixes. Most likely going to stable version https://github.com/theoallen/TSBS/blob/master/Patch/Version%201.4%20Bugfixes.rb How to patch? Simply put it below implementation Newly Released addon : Animated Actor on Menu - Check out the video Questions and Answers : Terms of Use : Special Thanks : Author notes : I use in script editor to make sequence movement instead of too many notetags as Symphony and Victor's do. It because there're already many script that uses notetags and notebox itself has no scroll. As you know, I'm not so good at English. So I'm sorry in advance if there's any unclear informations. Feel free to ask Version 1.4 Release note : My aim is to make it compatible with Luna Engine without extra patch. However, I haven't tested it with the latest version of TSBS. It's still beta version. In other word, it may have many issues. You may test the script, but if you're going into real development, I suggest you to use the stable version 1.3c instead. I haven't update the github at the moment. Considering it's still beta. Script must be taken by download the demo. I changed the config 1 and config 2 parts. So, you need to update them as well. Battle backdrop decoration addon is not translated yet. There're too many instructions that I can't really handle right now. Perhaps, sometimes. Also, it has a little glitch which I currently dunno how to fix. if you use Alarm Tone, in next battle that not use alarm tone, there 1 frame glitch where the screen blended with a wrong tone. Sorry if the demo looks so messed up. I don't have the will to clear that up "OTL TSBS version 1.4 will not updated. If you reported a bug, I will likely to make the patch instead. Battle music taken from Dragonic Symphony if you wonder. I added extra showcase of my scripts like animated portrait and hover notif Want to use the map BGM? That's mine, go ahead if you want to use. And you need to credit me as well. After these hardworks, I will likely to take a very long break and will not touch anything complex related with the battle system (unless I choose to). But I will still provide the support for TSBS as long as I'm avalaible.
  2. Can someone help me how am I exactly supposed to use this? because I really need it to stop the animation of stepping when an actor has death state. # These are state-based sprite changes. If the actor has one of these states # then the game will search for a sprite of the character's regular sprite # name with the special state tag appended to it. So if Jimmy's sprite # name was $Jimmy, and he had poison inflcted on him, and poison's id was # listed here as ["_poison", 0], it would change Jimmy's in-battle sprite # to $Jimmy_poison at the first sprite index. STATE_SPRITES = { 1 => ["_Death", 0], 2 => ["", 0]
  3. Hi, VXANetizen! It's been a while since the last time I updated the development journal. I was once took a break about one week, not touching TSBS due to burntout. You know, when I looked back how I made the core implementation of TSBS, I have no idea what I have done lol. By the way... how is it going? As I promise, the open beta will come up at the end of this month. And yes, it's the day after tomorrow. So far, the core script is stable, I don't have any plan to update the core implementation and its addons. Even if I have, I will do that on the next update. On this open beta, I also put the animated battler inside the demo. So you could learn how to make animated enemy The rest is ... I'm just cleaning up the demo. Translating the addons into English and such. Nothing more. Wait for it!
  4. Hi VXAN folks! Welcome to the next development journal of TSBS Yesterday, a member namely R4kshasa asked me if my TSBS could zoom the icon for weapon. Well, I said clearly no, but I offer and alternative way to show picture as icon instead. Today... and at this minute, I managed to call 'icon' from file As you already notice that the icon is slightly bigger than the regular iconset. Yes, it's true since the size is 32 x 32 while the regular iconset is 24 for each icon. So, how do you gonna call the icon? First thing that you need to do in weapon notebox, you need to put this notetag <iconfile: file> Replace the 'file' with the file name of the icon located on Graphics/system, like this And as for the icon sequence, put the index as -3, put -4 if you want to call the second weapon Soon.... avalaible on version 1.4 P.S : I wonder if the member named R4kshasa itself is from Indonesian, since his name itself means 'Giant' in English >.> If you wonder where I got the icon, I took it from http://7soul1.deviantart.com/art/Swords-and-daggers-330188683
  5. Hi folks! Welcome to my 25th post of my development journal Yesterday, a new crazy idea came up into my mind. Have you ever thought of alarm tone effect? I don't know who to say it in English. But what I mean is the tone is sometimes looks red and sometimes looks normal. It was not an easy job, I need to blend it with the regular tone and such. And I managed to make one. Look at this video Also, I added new effect. Flashing effect and sound effect! It adds more atmosphere like you're battling in the middle of the storm. I'm pretty aware that this kind of effect may render the player into sickness (motion shake, color change, and flashing at the same time, seriously). Please, be understand that this is just a test video showcase. Now, I'm curious what is the next idea that my brain tell me in future. ---------------------------- And for a side note. I already spread my TSBS v1.4 into my local Indonesian community. Yes, the Indonesian instruction now complete and they're testing it. It's not the final build though, but I give them the first chance, in case if it has bugs. If you also want to test this out, I can send you by PM. However, the English instruction is not included yet. So, you need to figure it out by yourself.
  6. Hi folks! Welcome to 23th development journal of TSBS Some of you may already aware that I uploaded a new devlog video yesterday. Yes, it was named "TSBS Devlog 1.4 - Battle Cosmetics" before I decided to change the name into "Battle Backdrop Decorations" (in short, you mau called it "Battle Deco", catchy enough I think). I did this when I really bored and didn't get the internet connection at that moment. Also, it was my THIRD attempt to make Battle Program like Journey Battle System has. At first I wanna make the configuration is same as the Journey Battle System until I found it was really confusing to setup and I decided to make another style of configuration. If you want to see the video, look at this youtube video I recorded the video right after I sucessfully make it works. With many pre-configured settings and such. Also, I hadn't show all the features of my "Battle Deco". Well, here is the list. Shake screen both vertical and horizontal. You may noticed in my previous sailing battle video Scrolling battle backdrop. As you can see, the cloud is scrolled Setup position of the battle back. By default, every battleback is placed in center. By using this script, you may adjust the position or even zoom the battleback Background Sound. You may play BGS in battle. Background SE. Like play SE within delay time duration at random. It isn't shown in video Random Flashing effect. Like the lightning effect. It isn't shown in video Battle Weather. Like snow, rain, storm. I also have a plan to add my own. It won't work well with MOG Weather Ex at the moment. I tried to understand his script but no hope lol. Battle Tone effect. Changing battle tint screen. It was inspired from the Touhou Tales - A Wandering Spirit Video trailers. I don't know what script she used, but It gives me an inspiration. And the last but not least, the Battle Status Effect! Let me give you an example. When you enter lava dungeon and you don't equip Salamander Ring, you will get slip damage when you engage an encounter. But when you do, your attack will increased. However, it won't affect anything if you out from the dungeon. Here is the preview of the battle tone effect That's all folks. See you later in next development journal
  7. Hi folks! It's been a while since the last time I wrote the journal I bring a sad news that the English translation for the next version won't come out so soon. There're many reason for this. The first one, I'm burnout.... And the second one, the instruction itself is over 2000. Look at this spoiler if you don't believe. (It's Indonesian btw) It's kinda pain to manage a huge module script for two languages. You need to double check so you won't miss anything. And as you already know, English is not my primary language. That being said, I may release the next version in Indonesian at first just like before when I posted the script here. Not to mention, I will also need to update wiki about how to use this latest version. The advanced projectile control feature is not easy to use (or explain lol). As a closure, I just want to say that I need to take a break for a moment. Doing some little scripts, fixed some reported bugs from my script and such may works. Or maybe should I completely abandon the RPG Maker for 2 weeks and watch random anime? Anyway, see you later for the next development journal P.S : I'm not abandoning this battle system. I seriously need to take a break lol
  8. Welcome to 13th of development journal of TSBS It's not really script development log. Just announce that new wiki is up (wiki is a part of development though). It tell you how about making dynamic sequence by using script call. Well, here you go! https://github.com/theoallen/TSBS/wiki/Make-dynamic-action-sequence Meanwhile, this day my college life just started. So, I'm not going to be so active as before. This was just what I can do with my little spare time.
  9. Welcome to the 11th of development journal of TSBS. Long time ago a friend of mine and also as a fan of Theolized *cough* requested battler summon which acts like Naruto kagebunshin. He said "Hey, can you make a mirror / clone character and it will have action sequence so he can acts like other battler?" Ok, I thought it was impossible, it's quite tricky. But my curiousity keep telling me to try. And yesterday I managed to make that work. What it looks like? See this video This battler summon might have incompatibility with some scripts which deal with the actor related things. Thought I have tried my best. I hope it won't have any problems. That being said, I will release this feature as separate addon This video is just preview since the current version 1.3c of TSBS has very bad structure. It's my first battle system script you know. I'm not really know how to make the battle system script structures, though soon I will eventually learn new things and make it more organized. That is what I'm going to do in next version of TSBS
  10. Ok, so it's already the 10th of the development journal of TSBS I was going to name this entry as "Progress Report v1.4 (part-2)" but this current title I think will be more intimidating Oh, I forgot to say ... welcome to my dev journal Today I have a big achievement. I managed to make the most of projectile controls works. Not much to say. Well look at this video... I do have a dream to make the projectile has move routes like slide within the specific point, wait in the middle of the movement, and so many. But on second thought it's a bit overkill. So, I'm not going to implement the idea in near future, and probably not if there is no request. And as addition, it's also tricky one.
  11. TheoAllen

    TSBS Dev Journal #4 Timed Bomb?

    Hello folks! Welcome to the 4th development journal of TSBS. Have you ever thought a state which acts like a bomb? Today I tested out Szyu Timed States with my battle system. I looked at his script and I like the structure. The state apply acts like a force action in eventing. The good news about that if you combined with mine, you could make your own "explosion" sequence since it's similar as use item. Here is the video I recorded So, how I set them up? First, I made two type of skills. The actual skill and the "dummy skill". Then, setup the state as well And for the last, The action sequence itself. "SelfBomb" => [ [], [:action, "Target Damage"], [:check_collapse], [:wait, 60], ], "AreaBomb" => [ [], [:action, "Target Damage"], [:check_collapse], [:wait, 15], [:change_target, 6], [:target_damage, 0.45], [:show_anim, 30], [:check_collapse], [:wait, 60], ], As you can see, for Area Bomb. At first it will damage self and then it changes the target to all allies except self. It deal damage to all allies with lesser damage value (45%). Just as you can see in the video. Since it acts like force action like I just said, you could define the "explosion" sequence as you want! Like... it will float and then explodes in the mid air, your choice, and your imagination --------------------------------------------------- On side note part. This day is my birth day indeed. And thank you very much to all of you who wish for my birthday! :3
  12. TheoAllen

    TSBS Dev Journal #1 Counterattack?

    Hello folks! Welcome to my TSBS dev journal. In this entry I will write my thought about my TSBS development. It could be random thought, update log, or anything related with my TSBS. On this first entry, I will speak about the counterattack style --------------------------------------------- A few days ago I just have a random thought about counterattack style on my SBS script. My counterattack style in my SBS is kinda confusing if I must say. I compared mine with Victor's Counter Option. Here is his video : If I'm not mistaken, the counterattack will be performed after the attack / skill sequence is finished. The pros of this style is you could observe the battler more clear. Also it seems you could put various counter skills based on the attack's skill. Well, I haven't tried victor's though. Meanwhile, here is mine : This one is the old video This is the latest video for counterattack My counterattack style is performed in middle of attack. It will be played simultaneously. Some said it makes more sense. The pros is mine could be used as "Combo Breaker" (look at the second video). But the cons is sometime it might be hard to observe the damage flow, unlike Victor's. I'm unaware if other SBS has counterattack feature since I haven't found any video which show counterattack except Victor's. I do have plan to add switch / configuration where you could select between two styles of counterattack above. If you have any thought regarding how the counterattack should be, feel free to write comments
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