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passive lion [RMVXA] Tankentai v.100 Update Fully Functioning English Version (Installation Instructions)

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@Passive Lion

Now that you mention it, the image's width does seem smaller. IIRC, I didn't change anything that changes how the faces are displayed. Glad you like it though.

 

EDIT:

MAX_BATTLE_MEMBERS = 4

Should fix it. I don't know how to make them bigger with a larger max party. Sorry. It gets smaller if you add more max members.

 

@VenomTDA

Ooh! But damn it's a pain in the ass to rewrite all the custom skills that I have now.

Can you use normal battlers for the enemies or do I have to animate them as well?

Can't wait.

Edited by Miltix

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Well, if you want to use the old skills, you can just modify them to be compatible with holders, but they will lose compatibility with the normal characters. It's more like changing "MoveToEnemy" command that is in japanese to "MoveToEnemy" that is in english and does almost the same thing or exactly the same ( it depends on the situation ) but it's used by folders battlers not by the default ones. Off course, if you made quite a few of those moves, yeah, you have a lot to replace to.

 

I know it's a pain to rewrite all those skills, but i'm happy that all the original skills from the database, and those that use only database setup and will be made in the database only ( no script ) will work with them, and this is the only way that i can think of ( again, i'm no scripter ) right now that let's you keep the normal characters with other character formats.

 

No, i have not changed anything about the enemies, and i don't intend to. I think it' possible to make them use holders format, but it's some extra work and i really am not in the mood right now. But i see you know your way around scripts much better then me, so i think you can make them yourself after you see the changes.

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I have a question regarding tankentai that I'm wondering if anyone would be able to address.

 

if I gave a monster name an Icon, such as \i[50]Slime. His name displays in battle with the appropriate icon. BUT, when I choose Attack or go to select an enemy to hit, it doesn't display the icon, it says \i[50]Slime instead of showing the Icon and the slimes name.

 

Does anyone know how to fix this? I would imagine it's probably not too terrible of an issue, but if it could be addressed that would mean wonders to me as my battle system revolves around being able to see an icon next to an enemies name.

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@Passive Lion

Now that you mention it, the image's width does seem smaller. IIRC, I didn't change anything that changes how the faces are displayed. Glad you like it though.

 

EDIT:

MAX_BATTLE_MEMBERS = 4

Should fix it. I don't know how to make them bigger with a larger max party. Sorry. It gets smaller if you add more max members.

 

That did the trick! Good thing too. I only ever plan on having 4 party members in a group at a time anyways. ;)

 

 

I have a question regarding tankentai that I'm wondering if anyone would be able to address.

 

if I gave a monster name an Icon, such as \i[50]Slime. His name displays in battle with the appropriate icon. BUT, when I choose Attack or go to select an enemy to hit, it doesn't display the icon, it says \i[50]Slime instead of showing the Icon and the slimes name.

 

Does anyone know how to fix this? I would imagine it's probably not too terrible of an issue, but if it could be addressed that would mean wonders to me as my battle system revolves around being able to see an icon next to an enemies name.

 

I did some testing with this. I'm not sure what is causing the issue but I believe the problem is with RPG Maker VX Ace as it still occurs even in a Project that has absolutely no scripts in it. :/ Troubling, but the solution will most likely involve a little scripting or perhaps obtaining a script that allows you to produce your desired effect.

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Ok, i wrote a reply in the Adding Guns To Tankentai post about how to add holders battlers. I wrote it there to keep this one clean, as most of the people come here and post about problems and errors.

Let me know Miltix if you need any help or anything, the first part should be easy, but for the second part you need to follow the pictures because almost all the second script had a little change ( just some lines added ), and that's why i was asking if it was ok to post the script, it would have been so much easier.

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Ok, i wrote a reply in the Adding Guns To Tankentai post about how to add holders battlers. I wrote it there to keep this one clean, as most of the people come here and post about problems and errors.

Let me know Miltix if you need any help or anything, the first part should be easy, but for the second part you need to follow the pictures because almost all the second script had a little change ( just some lines added ), and that's why i was asking if it was ok to post the script, it would have been so much easier.

 

You're allowed to post module code, you know, the stuff within module N03 and the other customization sections. That's all just encapsulated data and is meant to be modified by users. However, that's unnecessary since all you're doing adding new pairs into a hash. You could easily just make a separate add-on for that stuff.

 

You're just not allowed to make a topic that says "hay guyz, d/l a full Tankentai demo here" or post the entirety of the main engine scripts. Script submission rules apply forum-wide: http://www.rpgmakerv...ons/#entry12705

 

 

No problem at all ;) . Now about those Transitions. I don't think it's so much that they aren't working but rather Tankentai stops them from happening. At least Ver. 099 does. Ver. 100 was supposed to have fixed this issue. (you can tell if you just play the Ver. 100 Demo by itself). Now, I don't know if adding Ver. 099's animations.rvdata2 file into a Project using Ver. 100 might re-open that problem. I suppose its possible and seems like the only reason why you may be having this problem now.

 

I need a little time to test that theory out. As to solving it, that may be another issue. >,< Sorry I couldn't be more helpful at the moment.

 

I know why it happens and the answer is stupid easy. But I have much more fun continuing to see you give such an awful solution.

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Thanks for the reply Mr. Bubble, now i understand the difference, and yes, all i ever touched is the part that is supposed to be customized by users anyway, i never touched the code itself, i probably would just make it broken anyway.

 

As for the part where you say that i could just make an add-on about it, well, you are right, i thought about that, but the problem is that i never wrote any scripts myself, so i'm not entirely sure about how to do that. In the future i hope i'll learn how to make this, i'm learning as fast as i can, but considering i have no knowledge about coding, this may take a while.

 

Ohh, and i would never make a post like that with things that don't belong to me, or without the author's permission, that's the reason i even asked before posting that, so i would not make a mistake ( i should probably start reading the rules more carefully though ).

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So after figuring out that I could get in trouble for editing Yanfly's scripts outside the editable range, I turned the patches into add-ons instead.

 

Battle Engine patch - http://pastebin.com/fHM2NBTD

 

Field State Effects patch - http://pastebin.com/73LcqG3J

 

In this order:

Battle Engine

Tankentai

FSE

Battle Engine Patch

FSE Patch

 

Took an hour to make because I know nothing about scripting.

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Wow, I had actually given up hope on anyone translating this, possible incompatibility aside, this will make battle stuff a whole load easier on my end.

 

Was gonna use victors and I probably still should, but I know how to use this well so meeeh.

 

Old habits die hard.

I know why it happens and the answer is stupid easy. But I have much more fun continuing to see you give such an awful solution.
Ahahahahaha, never a dull moment.

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No problem at all ;) . Now about those Transitions. I don't think it's so much that they aren't working but rather Tankentai stops them from happening. At least Ver. 099 does. Ver. 100 was supposed to have fixed this issue. (you can tell if you just play the Ver. 100 Demo by itself). Now, I don't know if adding Ver. 099's animations.rvdata2 file into a Project using Ver. 100 might re-open that problem. I suppose its possible and seems like the only reason why you may be having this problem now.

 

I need a little time to test that theory out. As to solving it, that may be another issue. >,< Sorry I couldn't be more helpful at the moment.

 

I know why it happens and the answer is stupid easy. But I have much more fun continuing to see you give such an awful solution.

 

Yes the answer is stupid easy >.< ...I just realized its solution when I re-opened this forum post and saw that on the first page Penguin (the first post) had the answer. *facepalm*

 

By the way, putting all the scripts in your project eliminates the fades between menus and battles and the title screen and such, and just replaces them with an instantaneous transition. Removing the last script in the list fixes this problem.

 

Ah well...at least it's cleared up now. BTW, glad I could offer some help Jacquerel(BizM).

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I was actually misled by the title, thinking it was a full english translation, not english instructions, so my bad on that one.

 

I did actually attempt to translate this one, and I still could if I really wanted to, but I'll use Victors for now.

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Hey, i am working with V 1.00 and i copied everything as said in the tutorial but when i try to run my game i get an error

 

Script " line:1 NameError occurred.

 

undefined local Variable or method 'v' for main:Object

 

i don't know what i am doing wrong.

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I have no Idea if this has been figured out yet, but when I create new skills, it plays the wrong animation. Is there a solution?

Edited by Vaughn Simmons

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When you create skills, use the lines beyound 140 in the database. You are getting other skill animations because some of the lines have custom made skills that are codded in the script.

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Hey, i am working with V 1.00 and i copied everything as said in the tutorial but when i try to run my game i get an error

 

Script " line:1 NameError occurred.

 

undefined local Variable or method 'v' for main:Object

 

i don't know what i am doing wrong.

 

Hmm...that's new. There is either a typo in the script that was inserted somehow or you just need to copy the animations.rvdata2 file from Ver. 099 over to the Data folder in your project.

 

http://www.mediafire.com/animationsfix

 

There is a link to it in case you don't have it. method 'v'? hmmm...

 

Let me know if this helps.

 

I have no Idea if this has been figured out yet, but when I create new skills, it plays the wrong animation. Is there a solution?

 

Take a look at VenomTDA's reply for the solution. ;)

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Already got the solution hours ago, but now the enemies are playing the wrong animations.

 

EDIT: Only applies to Monster 0001 (Default: Slime)

Edited by Vaughn Simmons

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The number 1 monster in the database is set to use a weapon animation ( number 10 from the database ), so it's not playing a wrong animation.

To change that go to this script :

#==============================================================================

# â–  SideViewãƒãƒˆãƒ©ãƒ¼è¨­å®š

#------------------------------------------------------------------------------

#  アクション設定ã§ä½œã£ãŸã‚¢ã‚¯ã‚·ãƒ§ãƒ³ã‚’ãƒãƒˆãƒ©ãƒ¼ã«è²¼ã‚Šä»˜ã‘ãŸã‚Š

#  ãƒãƒˆãƒ©ãƒ¼ã«é–¢ã™ã‚‹è¨­å®šã‚’行ã„ã¾ã™

#==============================================================================

 

and go down untill you find this :

 

#--------------------------------------------------------------------------

# ◠エãƒãƒŸãƒ¼å³æ‰‹æ­¦å™¨ エãƒãƒŸãƒ¼ã«ã‚‚装備武器をID指定ã—ã¾ã™

#--------------------------------------------------------------------------

def enemy_weapon1_id

case id

when -1 # 1番ã®ã‚¨ãƒãƒŸãƒ¼(エãƒãƒŸãƒ¼ã¯IDをマイナスã«ã™ã‚‹ã“ã¨ã§åˆ†å²ã•ã›ã¾ã™)

return 10 # 武器IDを指定。0番ã¯ç´ æ‰‹æ‰±ã„ã§ã™

else

return 0

end

end

 

Here, where you see the:

when -1

return 10, just delete the 1 from 10

 

it should look like this:

when -1

return 0

 

This sets the bare hands animation. You can also custtomize here all the mosnters from your database to use weapons, but that's another thing.

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First time poster!

 

I just want to say a MASSIVE thank you to Passive Lion for making this tutorial.

 

It wasn't just clear, concise and legible for someone who knows very little about programming but it worked!

And that doesn't always happen with tutorials.

 

So thank you so much!!

 

The video helped immensely, sad to hear about CrayZ, but without the Script being in English I can't imagine editing would be much fun.

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First time poster!

 

I just want to say a MASSIVE thank you to Passive Lion for making this tutorial.

 

It wasn't just clear, concise and legible for someone who knows very little about programming but it worked!

And that doesn't always happen with tutorials.

 

So thank you so much!!

 

The video helped immensely, sad to hear about CrayZ, but without the Script being in English I can't imagine editing would be much fun.

 

AeonSpark!

 

I am very honored that you would share your first post on this page! That's awesome and I can't wait to see more of you on the forums. ;) BTW, your name is awesome. I'm also glad I could help you out in the way that I did. Thanks for letting me know I'm on the right track.

 

Your friendly neighborhood,

 

Passive Lion

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I am getting this error and its bothering me :< I would appreciate some help on the matter.

12555hc.jpg

 

And here is the line in question:

 

return $data_animations[anime_id].frame_max * 4

 

Thanks in advance.

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Hey, i am working with V 1.00 and i copied everything as said in the tutorial but when i try to run my game i get an error

 

Script " line:1 NameError occurred.

 

undefined local Variable or method 'v' for main:Object

 

i don't know what i am doing wrong.

 

Hmm...that's new. There is either a typo in the script that was inserted somehow or you just need to copy the animations.rvdata2 file from Ver. 099 over to the Data folder in your project.

 

http://www.mediafire.com/animationsfix

 

There is a link to it in case you don't have it. method 'v'? hmmm...

 

Let me know if this helps.

 

I have no Idea if this has been figured out yet, but when I create new skills, it plays the wrong animation. Is there a solution?

 

Take a look at VenomTDA's reply for the solution. ;)

 

yea you were right there was just an error in the code, i reset the scripts from a backup and installed it again and it works great.

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I was also having trouble figuring out the cut-ins I was studying the demo and it looks like you can only use cut-ins with the characters that start in your party. But in any case can someone help me with this?

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The cut-in graphics should apear at any character that uses the skill, but by default only the actors 1,2,6 and 7 will have pictures displayed.

Anyway, let's start this. To change cut-in pictures, or even to add new cut-ins to other actors, you will need to change or modify some lines in the script.

First go down here:

 

 

CutA5.jpg

 

 

 

Here you asign pictures for cut-ins. To add a new cut-in just add this line like you see in the picture:

"CutA5" => ["pic", 0, [-300, 8], [ 100, 8], 30, 90, [ 0, 10], [], true, "Actor5-3"],

You can name these whatever you want, but leave it like this for now. Actor5-3 - this is the picture name, it should be in the Pictures folder. I used one that we all have from the demo, just change here with whatever picture name you want. To change the pictures of Actors 1,2,6 and 7 just change their picture names with what you want. The first 4 lines in here are the lines for Actors 1,2,6 and 7.

 

Next go here:

 

 

ActorID3.jpg

 

 

 

Here you can find some configuration for the actors, like if you want to restrict something just for one actor ( based on database ID ). As you can see, for Actors 1,2,6 and 7 there are allready created lines, so all you need to do here, is just add a new line with your actor id. I will be adding Actor 3, use this line :

"ActorID3" => ["n_7", 0, "@battler.actor? && @battler.actor_id == 3"],

I think the configuration is clear on this one.

 

Next go here:

 

 

BranchCut-Ins.jpg

 

 

 

In here, this line represents the restrictions for cut-ins, what actor gets what cut-in. To add new actors cut-ins just do like this:

"カットイン分å²" => ["アクターID1é™å®š","カットインA1","アクターID2é™å®š","カットインA2",

"アクターID6é™å®š","カットインA3","アクターID7é™å®š","カットインA4","ActorID3","CutA5"],

 

As you can see, i just added the two new created lines in here, now Actor 3 will have a cut-in picture when using the default cut-in skill made by Enu.

 

Now, let's say you want to make a new skill with cut-ins. Easy. Go here.

 

 

Skills.jpg

 

 

 

This is the original skill with cut-ins made by Enu ( database number 131 ), and it looks like this:

"カットイン攻撃" => ["特技発動","カットイン","攻撃","座標リセット"],

From this you need this word "カットイン", wich is the cut-in. Place this in any skill you make and you want to have a cut-in, but, make sure you place it before the actuall skill animation or show weapon phase ( experiment a little and you will get it right ).

 

There are other options for the cut-ins, but if you want to know about them, use google to translate, and see for yourself.

 

Edit:

Sorry about that, the line ActorID3 was missing some symbols at the end, it's fixed now and it should work ( i was sleepy last night :) ).

Edited by VenomTDA

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