TheoAllen 830 Posted April 26, 2014 You can try my sample demo to test whether it's laggy or notWell, so far it runs smoothly Meanwhile, I'm preparing the 1.2 version while I'm waiting for the translation projectSo, I will publish translated version soon along with the newer version. Here is the teaser of v1.2 featured collapse sequence Share this post Link to post Share on other sites
+ Sughayyer 163 Posted April 27, 2014 Theolized Battle System sounds nice. Share this post Link to post Share on other sites
TheoAllen 830 Posted April 27, 2014 (edited) On second though, well I will continue to use 'Theolized' name part. It could be Theolized Sideview Battle, or Theolized Battle System Btw, a little experiment before I'm going to bed. A good news that It works with formar ATB Edited April 27, 2014 by TheoAllen 1 Share this post Link to post Share on other sites
Nekotori 739 Posted April 27, 2014 Cool! I am a big fan of ATB battles ^~^ I think this battle system is way cooler than the others (just my opinion xD) Share this post Link to post Share on other sites
Biwy 26 Posted April 27, 2014 (edited) I looked quickly at the scripts. Why are there several Yanfly's scripts ? Some Objects are overwritten and overwritten again (Scene_Battle, for example). And there are a lot of little scripts (no more than 100 lines), with no description (english or not). I was just lost. Q: Can you make this script compatible with ... A: No ... http://fc05.devianta...len-d7fchsv.jpg But you can edit it by yourself. Q: Can I use it for commercial project? A: You can, but you have to credit me and give me the free copy of your game. Don't worry, I won't share it with other. Nice to know it. I won't use it, but I really like the animation! Nice work btw Edited April 27, 2014 by Biwy Share this post Link to post Share on other sites
+ Retired 274 Posted April 27, 2014 I looked quickly at the scripts. Why are there several Yanfly's scripts ? Theo is a fan of Yanfly's script so I assume he wanted it to be compatible. Share this post Link to post Share on other sites
TheoAllen 830 Posted April 27, 2014 (edited) @kotori-chan : Thanks, I'm not a big fans of ATB though xD @biwy: Those are bug fixes for Yanfly Scripts. I overwrite the Yanfly's is because I want to keep the originality of her(?) script. And to note what I had edited. You know, Yanfly script has many bugs at the first place And for those little scripts, you must be talking about ED - Exclusive. Those are exclusive scripts that are not necessary to take. Most of them are basic scripts to facilitate me in eventing and to build my own game mechanic. Rather than putting x increment and y increment in jump move route, I prefer to do it in jump_to_point(x,y) for example. 20% HP recovery after battle, and give a quick heal in shop scene. I'm sure nobody will use those systems for their entire game Edited April 27, 2014 by TheoAllen 2 Share this post Link to post Share on other sites
Biwy 26 Posted April 27, 2014 (edited) Yes, but why are there the core & battle engine ? He just overwrites Scene_Battle after.. Two battle system ? Compatible ? Bizarre. But no one cares, we just want the full english version Edit : Oh, ok! I understand now, nice!! Edited April 27, 2014 by Biwy Share this post Link to post Share on other sites
TheoAllen 830 Posted April 28, 2014 My battle system only provide animated battler. Meanwhile Yanfly's provide battle HUD. Even those two scripts are battle related, they handles different matter. That is why my system still compatible with Yanfly's As far as I know, there're 3 types battle script categories. - The first one is which handles HUD and menus - The second one is which handles turn rules. Such as ATB, Free Turn Battle, CTB, etc .. - The third one is handles the animation and battler graphics. And my script only handles this thing. My sideview battle will looks crappy if not supported by any HUD system. Share this post Link to post Share on other sites
Biwy 26 Posted April 28, 2014 Edit : Oh, ok! I understand now, nice!! I had misunderstanding. By "Theolized Sideview Battle System" I understood that you've done all the scripts by yourself. When I've seen the Yanfly's scripts, I just asked a question (I haven't look inside of them. It's already a miracle that I've download a demo). My sideview battle will looks crappy if not supported by any HUD system. Indeed. Share this post Link to post Share on other sites
TheoAllen 830 Posted May 2, 2014 (edited) Script has been updated on v1.2 These are following changes from previous version. Taken from script logs # ----------------------------------------------------------------------------- # Change Logs: # ----------------------------------------------------------------------------- # 2014.05.01 - Added smooth movement # - Glitch fix on intro sequence where sprite is not updated on # first time # - Bugfix. Skill guard applied to friendly unit # 2014.04.30 - Added function to control afterimages # 2014.04.25 - Added collapse sequence # - Added control on message log # - Every counter attack has performed, it will reset damage counter # 2014.04.18 - Bugfix. Changed formation doesn't affect battler position # ----------------------------------------------------------------------------- This is the sample of smooth movement. And now you can also control set the thickness of afterimage There is also translation progress report. So far, friend of mine was be able to translate entire game dialog into english. The latest version also included in game Click here for the game Edited May 2, 2014 by TheoAllen 1 Share this post Link to post Share on other sites
Fernyfer775 5 Posted May 22, 2014 Wow, this looks amazing, keep up the great work! I'll have to keep this in mind for my next project! Share this post Link to post Share on other sites
Demintika 63 Posted May 23, 2014 And.. I just wonder where you got all those battler (enemy) sprites. Share this post Link to post Share on other sites
TheoAllen 830 Posted May 23, 2014 Wow, this looks amazing, keep up the great work! I'll have to keep this in mind for my next project! Thank you :3 And.. I just wonder where you got all those battler (enemy) sprites. They're Milano Cat battlers http://www.geocities.co.jp/Milano-Cat/3319/muz/002.html 2 Share this post Link to post Share on other sites
Wren 179 Posted May 23, 2014 Huh, weird, I can finally get into this thread. Like I said earlier TheoAllen, this is an amazing accomplishment that you should be proud of. Congratulations on 1.2 and I'm looking forward to any updates about a full translation. 1 Share this post Link to post Share on other sites
Nethernal 1 Posted June 14, 2014 Hey, I'm really interested in using this script, but what exactly do I need from your game? I'd find it a lot easier if you just gave a simple download for YOUR script, not the game with LOADS of scripts in it and I have no idea what I actually need. Share this post Link to post Share on other sites
TheoAllen 830 Posted June 14, 2014 Yeah, it seems I need to make two projects containing my scripts. One is a simple demo and another sample game for usage in actual game. Well, the only parts you need to take are Theo - Basic Modules (located on the top of custom script list) Instructions (script instruction only) Config 1 General Config 2 Sequence Implementation (Optional) Kaduki move addon if you plan to take movement addon for Tankentai Btw, there is no translation yet. Are you brave enough to read the instructions? I do have a plan to release translated alongside the newest version at this end of month Share this post Link to post Share on other sites
Nethernal 1 Posted June 14, 2014 Well firstly, thank you for the EXTREMELY quick reply. I've played around with scripts before on VX, I recently got Ace (yesterday) and I was just looking for another script where I could use all the animated battlers I loved from my VX game, like the Kaduki sprites from the usui sprite website. Like this: ^ That was my old game. Anyway, I did what you told me to transfer over and I got an error about not finding Eric_1, so after adding in the files needed for that I get this error. Share this post Link to post Share on other sites
TheoAllen 830 Posted June 14, 2014 Hmm.... the problem could be anything. Mind if you send me the project? so I could diagnose better. I haven't write how to install the script in English. So, there must be something wrong in your installation Share this post Link to post Share on other sites
TheoAllen 830 Posted June 17, 2014 While I'm still working on the translation, I also began to make explanation of some sequences from the sample game These were also the effect of my boredom >.< I really hope that my battle system soon will produce cool games like tankentai did >.< 1 Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 (edited) Happen to me in fresh project too :| Trying to fix it but... Edit: Edited June 18, 2014 by Demintika Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 it was bug xDFor now, replace the implementation part with this http://pastebin.com/kHeUkJgK Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 (edited) 1 minute ago: *delete scripts* *un-comment Symphony* *delete battler images* now: *copy scripts* *comment out Symphony* *import battler images* Edit result: Too many things to set up, but I guess it's the same amount as Symphony (I haven't set up anything in Symphony yet) Compatible with my DGBS (since it only affects actor/enemy position and targeting and turn order (like CTB)) Edit 2: Too tired of copying battler image then rename, realise it won't work when battler's name change, so made this: class Sprite_Battler < Sprite_Base #-------------------------------------------------------------------------- # * Update Transfer Origin Bitmap #-------------------------------------------------------------------------- def update_bitmap if @battler.actor? new_bitmap = Cache.character(@battler.character_name) else new_bitmap = Cache.battler(@battler.battler_name, @battler.battler_hue) end if bitmap != new_bitmap self.bitmap = new_bitmap init_visibility end end end class Game_Actor < Game_Battler # -------------------------------------------------------------------------- # New method : Actor's battler bame # -------------------------------------------------------------------------- def character_name return @character_name unless $game_party.in_battle return "#{@character_name}_#{battler_index}" end end Edited June 18, 2014 by Demintika Share this post Link to post Share on other sites
TheoAllen 830 Posted June 18, 2014 I was avoid to overwrite update_bitmap and get the actor battler using map character instead of battler graphics is because I'm afraid if it will run into any compatibility issues. So, I leave update_bitmap original. But I guess, I could try ... Is your DGBS allow player to move the actor to another grid while in battle? Share this post Link to post Share on other sites
Demintika 63 Posted June 18, 2014 (edited) I was avoid to overwrite update_bitmap and get the actor battler using map character instead of battler graphics is because I'm afraid if it will run into any compatibility issues. So, I leave update_bitmap original. But I guess, I could try ... Is your DGBS allow player to move the actor to another grid while in battle? No. But the player has a set of designed formation (player design outside battle) and can switch set in battle. So basically, change everyone at the same time. Edited June 18, 2014 by Demintika 1 Share this post Link to post Share on other sites