Jump to content
TheoAllen

Theolized Sideview Battle System (Version 1.4 + Patch!)

Recommended Posts

You can try my sample demo to test whether it's laggy or not
Well, so far it runs smoothly
 
Meanwhile, I'm preparing the 1.2 version while I'm waiting for the translation project
So, I will publish translated version soon along with the newer version.

 
Here is the teaser of v1.2 featured collapse sequence

ss45.jpg

 

Share this post


Link to post
Share on other sites

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 :D

 

tsbs-atb.jpg

Edited by TheoAllen
  • Like 1

Share this post


Link to post
Share on other sites

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

I looked quickly at the scripts. Why are there several Yanfly's scripts ?

 

1590e0316011f18c51556b0b49cd30bd.png

 

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. 107.png

 

 

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. 107.png

 

I won't use it, but I really like the animation! Nice work btw :)

Edited by Biwy

Share this post


Link to post
Share on other sites

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

@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 by TheoAllen
  • Like 2

Share this post


Link to post
Share on other sites

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 :D

 

Edit : Oh, ok! I understand now, nice!!

Edited by Biwy

Share this post


Link to post
Share on other sites

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

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 demo107.png).

 

 

My sideview battle will looks crappy if not supported by any HUD system. 

Indeed.

Share this post


Link to post
Share on other sites

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

 

tsbs45.jpg

 

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 by TheoAllen
  • Like 1

Share this post


Link to post
Share on other sites

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.

  • Like 1

Share this post


Link to post
Share on other sites

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

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

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:

DWBTWPd.png

 

^ 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.

 

MumpqZE.png

Share this post


Link to post
Share on other sites

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

While I'm still working on the translation, I also began to make explanation of some sequences from the sample game :D

These were also the effect of my boredom >.<

 

tsbs-instruct01.png

 

tsbs-instruct02.png

 

I really hope that my battle system soon will produce cool games like tankentai did >.<

  • Like 1

Share this post


Link to post
Share on other sites

MumpqZE.png

Happen to me in fresh project too :|

Trying to fix it but...

 

Edit:

6KwBulU.png

Edited by Demintika

Share this post


Link to post
Share on other sites

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 by Demintika

Share this post


Link to post
Share on other sites

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

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.

 

 

bPKCY60.png

 

Edited by Demintika
  • Like 1

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted