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Translation for TBS

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I'll give it a go for you. No promises, my japanese is still somewhat basic.

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I'll give it a go for you. No promises, my japanese is still somewhat basic.

 

Thank you very much :)

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I apologize but I took a look at the demo from that site and they edited quite a few different things and made a lot of parts to that custom script. I tried but I barely got into it before I got stumped and overwhelmed. I hope someone translates this for you though.

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After some time working on this ( even tough i have no scripting experience) i would like to explain what i understood from this script :

The enemies must be configured in this script   エãƒãƒŸãƒ¼ç”»åƒã®é–¢é€£ä»˜ã‘ , each image represent a sprite

Example : when "Actor1-1"

character_name = "Actor1"

character_index = 0 means that the image Actor1-1 will correspond to the sprite Actor1 index 0

The enemy image can be set trough the enemy graphic window in the database .

Enemies must have notes which i translated to :

 

<Moving force 4>- I think it represents how much he can move in 1 turn

<Range 1>-Attack range , must be used in weapons too

<Attack animation 1>-attack animation ^^

 

Encounters are configured as if it was the normal battle system .

http://www.mediafire...23bs83lbb4jqbz7

Here is a link to a little demo i made to show how it is now , the only thing in Japanese is a little text in the battle window which i assume is something like "Attack order" or something like that and i would like some help finding were you can alter this. I don't speak Japanese , used google translator to do and then adapted the meaning to to what was happening in the game .

Edited by erik brandao
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After some time working on this ( even tough i have no scripting experience) i would like to explain what i understood from this script :

The enemies must be configured in this script   エãƒãƒŸãƒ¼ç”»åƒã®é–¢é€£ä»˜ã‘ , each image represent a sprite

Example : when "Actor1-1"

character_name = "Actor1"

character_index = 0 means that the image Actor1-1 will correspond to the sprite Actor1 index 0

The enemy image can be set trough the enemy graphic window in the database .

Enemies must have notes which i translated to :

 

<Moving force 4>- I think it represents how much he can move in 1 turn

<Range 1>-Attack range , must be used in weapons too

<Attack animation 1>-attack animation ^^

 

Encounters are configured as if it was the normal battle system .

http://www.mediafire...23bs83lbb4jqbz7

Here is a link to a little demo i made to show how it is now , the only thing in Japanese is a little text in the battle window which i assume is something like "Attack order" or something like that and i would like some help finding were you can alter this. I don't speak Japanese , used google translator to do and then adapted the meaning to to what was happening in the game .

 

I'm going to test it. Thank you so much for your effort. I really appreciate it. I was starting to think nobody was going to do it

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No problem since i was also interested in this .

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

# Note Tags for Database

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

#

#

#

# â— equipment

 

# <Basic moving force x> <基本移動力 x>

# Determines the movement value, IE: you have to add <基本移動力> that in one peice of equipment

I would say shoes, but there are no show slots in RPGMAKER so put in the main body piece.

<基本移動力 6> = means the player will be able to move 6 sqaures in any direction. Without that

note tag your characters cant move.

#

# <additional moving force x> <追加移動力 x>

its for additional item, <basic moving force x> would be in the main piece,

while <additional moving force x> would be in accessories that grant the character more movement

Example: Knight Armor (<基本移動力 5> <åˆæœŸä½ç½® 0>), Cape of Steps (<追加移動力 2>) Armor gave 5 movement

when the cape is equiped in accessory slot it adds 2 more movements

 

# <range>

Determines the range that a weapon has from the character. <射程 1> = 1 sqaure, "0" should be

used in spells since it makes it so the spell has unlimited range of attack.

 

#

# <velocity correction>

THis is for wait time correction, you want a skill to take longer to cast

"100"(makes it take twice as long to cast), or decrease its time to cast "-100"(instant cast)

 

#

# <initial position x> <åˆæœŸä½ç½® x>

I believe this is the damage placement value for knockback, 0 upfront, 1 mid, 2 back. Thats

if a character gets hit with knockback that value + <knockback x>(<ノックãƒãƒƒã‚¯ x>) is how far they

get thrown back. Note: the only time I see it not being "1" is with cloth body peice, its set

to "2"

 

 

# â— Enemy

 

# <Force move>

Determines movement distance for enemies

 

<anime attack>

enemies normal attack animation

 

<range>

the enemies normal attack range

 

<velocity correction>

Same as equipments correction

 

Item # â— Skills

# <Range x> <射程 x>

Range of the skill or item used

 

<the range x> <範囲 x>

AOE, does effect one person? than its "1", if it effects an area its "2" or more

 

<knock back>

This is determined along with the opponents agi setting. The knockback gives the % of chance to delay

a characters action turn. 0-100

 

 

# â— State

# <Force move>

makes the character move on its own??

 

<range>

used for example state immobilize, makes it so the character cannot move <移動力 103>

Edited by lawfirm

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

# Note Tags for Database

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

#

#

#

# â— equipment

 

# <Basic moving force x> <基本移動力 x>

# Determines the movement value, IE: you have to add <基本移動力> that in one peice of equipment

I would say shoes, but there are no show slots in RPGMAKER so put in the main body piece.

<基本移動力 6> = means the player will be able to move 6 sqaures in any direction. Without that

note tag your characters cant move.

#

# <additional moving force x> <追加移動力 x>

its for additional item, <basic moving force x> would be in the main piece,

while <additional moving force x> would be in accessories that grant the character more movement

Example: Knight Armor (<基本移動力 5> <åˆæœŸä½ç½® 0>), Cape of Steps (<追加移動力 2>) Armor gave 5 movement

when the cape is equiped in accessory slot it adds 2 more movements

 

# <range>

Determines the range that a weapon has from the character. <射程 1> = 1 sqaure, "0" should be

used in spells since it makes it so the spell has unlimited range of attack.

 

#

# <velocity correction>

THis is for wait time correction, you want a skill to take longer to cast

"100"(makes it take twice as long to cast), or decrease its time to cast "-100"(instant cast)

 

#

# <initial position x> <åˆæœŸä½ç½® x>

I believe this is the damage placement value for knockback, 0 upfront, 1 mid, 2 back. Thats

if a character gets hit with knockback that value + <knockback x>(<ノックãƒãƒƒã‚¯ x>) is how far they

get thrown back. Note: the only time I see it not being "1" is with cloth body peice, its set

to "2"

 

 

# â— Enemy

 

# <Force move>

Determines movement distance for enemies

 

<anime attack>

enemies normal attack animation

 

<range>

the enemies normal attack range

 

<velocity correction>

Same as equipments correction

 

Item # â— Skills

# <Range x> <射程 x>

Range of the skill or item used

 

<the range x> <範囲 x>

AOE, does effect one person? than its "1", if it effects an area its "2" or more

 

<knock back>

This is determined along with the opponents agi setting. The knockback gives the % of chance to delay

a characters action turn. 0-100

 

 

# â— State

# <Force move>

makes the character move on its own??

 

<range>

used for example state immobilize, makes it so the character cannot move <移動力 103>

 

Do you know how to translate the stuff to put in the notetags , i can't understand how to do that , i am just coping the text in japanese

Edited by Kaizer Kirin

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I been looking at the all the scripts Lemon used and trying to find where the changes for the note-tags would be to translate them to english cause I know it will make it easier. I'll give you a heads up if I can ever figure it out, I'm kinda new to scripting. So takes a bit to read all of it heh.

 

 

 

I have a few of the scripts discriptions of what everything does translated to english. Once I finish that I can look through it all again and see what changes I can do to get it so you can use english note-tags.

 

 

Note:

 

Under the script for game enemy, the call up images for there sprites in the battle its real simple, if you dont understand it.

 

Example if I wanted to make Erik an enemy I would create him in the enemies database than for the image file I would select the image Actor1-1

 

what that does when I go into combat with that enemy, the animation for Erik would appear. it looks inside the Actor1 image in characters folder than looks at the reference -1 for the first set, to call up his animation for combat.

 

if you understand what I'm talking about lol.

 

Graphics\Characters\Actor1.png after it look in that image it locates 1 which would be the first 3x4 cell.

Edited by lawfirm

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Do you know how to translate the stuff to put in the notetags , i can't understand how to do that , i am just coping the text in japanese

 

Edit: I found the locations where the tags are named, I'll be able to change them tomorrow when I get home and if I have enough time :)

 

Game_Battler

 

 

#==============================================================================
# â–  Game_Battler
#------------------------------------------------------------------------------
#  スプライトや行動ã«é–¢ã™ã‚‹ãƒ¡ã‚½ãƒƒãƒ‰ã‚’追加ã—ãŸãƒãƒˆãƒ©ãƒ¼ã®ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹
# 㯠Game_Actor クラス㨠Game_Enemy クラスã®ã‚¹ãƒ¼ãƒ‘ークラスã¨ã—ã¦ä½¿ç”¨ã•れã¾ã™ã€‚
#==============================================================================
class Game_Battler < Game_BattlerBase
 #--------------------------------------------------------------------------
 # ◠公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_accessor :move_pos_x			# 移動先ã®X座標
 attr_accessor :move_pos_y			# 移動先ã®Y座標
 attr_accessor :charging			  # 詠唱中フラグ
 attr_accessor :forcing_after		 # 強制行動実行フラグ
 #--------------------------------------------------------------------------
 # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
 #--------------------------------------------------------------------------
 alias srpg_battler_initialize initialize
 def initialize
@charging = false
@forcing_after = false
@move_pos_x = -1; @move_pos_y = -1
srpg_battler_initialize
 end
 #--------------------------------------------------------------------------
 # ◠戦闘ä¸èƒ½ã«ãªã‚‹
 #--------------------------------------------------------------------------
 alias srpg_die die
 def die
srpg_die
@charging = false
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ã‚¯ãƒªã‚¢
 #--------------------------------------------------------------------------
 alias srpg_clear_actions clear_actions
 def clear_actions
srpg_clear_actions
@charging = false
 end
 #--------------------------------------------------------------------------
 # â— è¡Œå‹•å›žæ•°ã®æ±ºå®š
 #--------------------------------------------------------------------------
 def make_action_times
if confusion?
  1
else
  action_plus_set.inject(1) {|r, p| rand < p ? r + 1 : r }
end
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ä½œæˆ
 #--------------------------------------------------------------------------
 def make_actions
clear_actions
@actions = Array.new(make_action_times) { Game_Action.new(self) }
 end
 #--------------------------------------------------------------------------
 # ◠行動制約ãŒç”Ÿã˜ãŸã¨ãã®å‡¦ç†
 #--------------------------------------------------------------------------
 def on_restrict
states.each do |state|
  remove_state(state.id) if state.remove_by_restriction
end
 end
 #--------------------------------------------------------------------------
 # â— è¡Œå‹•é€Ÿåº¦ã®æ±ºå®š
 #--------------------------------------------------------------------------
 def make_speed(pre_action = 0)
if not @actions.empty?
  @speed = current_action.speed(pre_action)
else
  @speed = $game_temp.max_agi - self.agi
  @speed *= 3 / 2 unless self.alive?
  @speed *= SRPG::BATTLE_SPEED
end
 end
 #--------------------------------------------------------------------------
 # â— è¡Œå‹•é€Ÿåº¦ã®æ±ºå®š
 #--------------------------------------------------------------------------
 def speed=(speed)
@speed = speed
 end
 #--------------------------------------------------------------------------
 # ◠スキルï¼ã‚¢ã‚¤ãƒ†ãƒ ã®åŠ¹æžœé©ç”¨
 #--------------------------------------------------------------------------
 def item_apply(user, item)
@result.clear
@result.used = item_test(user, item)
@result.missed = (@result.used && rand >= item_hit(user, item))
@result.evaded = (!@result.missed && rand < item_eva(user, item))
if @result.hit?
  @ori_hp_bar = self.hp
  unless item.damage.none?
	@result.critical = (rand < item_cri(user, item))
	make_damage_value(user, item)
	execute_damage(user)
  end
  item.effects.each {|effect| item_effect_apply(user, item, effect) }
  item_user_effect(user, item)
end
 end
 #--------------------------------------------------------------------------
 # â— å‘ã効果ã®é©ç”¨
 #--------------------------------------------------------------------------
 def direction_effect(user)
effect = SRPG::DIRECTION_EFFECT
if user.direction == self.direction
  effect *= 1
elsif (user.direction == 2 and self.direction == 8) or
	(user.direction == 4 and self.direction == 6) or
	(user.direction == 6 and self.direction == 4) or
	(user.direction == 8 and self.direction == 2)
  effect *= -1
else
  effect *= 0
end
effect
 end
 #--------------------------------------------------------------------------
 # ◠ダメージ計算
 #--------------------------------------------------------------------------
 def make_damage_value(user, item)
value = item.damage.eval(user, self, $game_variables)
value *= item_element_rate(user, item)
value *= pdr if item.physical?
value *= mdr if item.magical?
value *= rec if item.damage.recover?
value = value * (100 + direction_effect(user)) / 100 if item.physical?
value = apply_critical(value) if @result.critical
value = apply_variance(value, item.damage.variance)
value = apply_guard(value)
@result.make_damage(value.to_i, item)
 end
 #--------------------------------------------------------------------------
 # ◠スキルï¼ã‚¢ã‚¤ãƒ†ãƒ ã®å‘½ä¸­çŽ‡è¨ˆç®—
 #--------------------------------------------------------------------------
 def item_hit(user, item)
rate = item.success_rate * 0.01		 # æˆåŠŸçŽ‡ã‚’å–å¾—
rate *= user.hit if item.physical?	  # ç‰©ç†æ”»æ’ƒï¼šå‘½ä¸­çŽ‡ã‚’ä¹—ç®—
rate = rate * (100 + direction_effect(user)) / 100 if item.physical?
return rate							 # 計算ã—ãŸå‘½ä¸­çŽ‡ã‚’è¿”ã™
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®å¼·åˆ¶
 #--------------------------------------------------------------------------
 def force_action(skill_id, target_index)
clear_actions
action = Game_Action.new(self, true)
action.set_skill(skill_id)
@actions.push(action)
if target_index == -2
  action.target_index = last_target_index
  action.forcing_target = true
elsif target_index == -1
  action.decide_random_target
else
  action.target_index = target_index
  action.forcing_target = true
end
 end
 #--------------------------------------------------------------------------
 # ◠床効果判定(戦闘中)
 #--------------------------------------------------------------------------
 def check_floor_effect_in_battle
execute_floor_damage_in_battle if in_battle_on_damage_floor?
 end
 #--------------------------------------------------------------------------
 # ◠ダメージ床判定(戦闘中)
 #--------------------------------------------------------------------------
 def in_battle_on_damage_floor?
$game_map.damage_floor?(self.x, self.y)
 end
 #--------------------------------------------------------------------------
 # ◠床ダメージã®å‡¦ç†
 #--------------------------------------------------------------------------
 def execute_floor_damage_in_battle
damage = (basic_floor_damage_in_battle * fdr).to_i
self.hp -= [damage, max_floor_damage].min
perform_map_damage_effect if damage > 0
 end
 #--------------------------------------------------------------------------
 # ◠床ダメージã®åŸºæœ¬å€¤ã‚’å–å¾—
 #--------------------------------------------------------------------------
 def basic_floor_damage_in_battle
return self.hp / 10
 end
 #--------------------------------------------------------------------------
 # â— åºŠãƒ€ãƒ¡ãƒ¼ã‚¸ã®æœ€å¤§å€¤ã‚’å–å¾—
 #--------------------------------------------------------------------------
 def max_floor_damage
$data_system.opt_floor_death ? hp : [hp - 1, 0].max
 end
 #--------------------------------------------------------------------------
 # ◠マップ上ã§ã®ãƒ€ãƒ¡ãƒ¼ã‚¸åŠ¹æžœã®å®Ÿè¡Œ
 #--------------------------------------------------------------------------
 def perform_map_damage_effect
$game_map.screen.start_flash_for_damage
 end
 #--------------------------------------------------------------------------
 # ◠パラメータを設定
 #	射程:st_w_range = -1 ã¨ã™ã‚‹ã¨ã€æ­¦å™¨å°„程を代入ã™ã‚‹
 #	ノックãƒãƒƒã‚¯ï¼šst_knock_back 0~100%
 #	 攻撃時ã€ç›¸æ‰‹ã®agiã®è¨­å®šãƒ‘ーセント分ã€ç›¸æ‰‹ã®è¡Œå‹•ã‚’é…らã›ã‚‹ã€‚
 #--------------------------------------------------------------------------
 def set_skill_add_status(skill, require)
st_skill_range = /<range\s+(\d+)>/ =~ skill.note ? $1.to_i : 0
st_skill_scope = /<scope\s+(\d+)>/ =~ skill.note ? $1.to_i : 0
st_knock_back = /<knock back\s+(\d+)>/ =~ skill.note ? $1.to_i : 0
st_skill_range = self.w_range if st_skill_range == 100
array = [st_skill_range, st_skill_scope, st_knock_back]
return array[require]
 end
 #--------------------------------------------------------------------------
 # ◠追加ã®ã‚¹ãƒ†ãƒ¼ãƒˆã‚’設定
 #--------------------------------------------------------------------------
 def set_state_add_status(state, require)
st_state_move = /<move\s+(\d+)>/ =~ state.note ? $1.to_i : 0
st_state_w_range = /<range\s+(\d+)>/ =~ state.note ? $1.to_i : 0
st_state_move = st_state_move > 100 ? (st_state_move - 100) * -1 : st_state_move
st_state_w_range = st_state_w_range > 100 ? (st_state_w_range - 100) * -1 : st_state_w_range
array = [st_state_move, st_state_w_range]
return array[require]
 end
end

 

 

 

 

Game_Actor

 

 

#==============================================================================
# â–  Game_Actor
#------------------------------------------------------------------------------
#  アクターを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ã¯ Game_Actors クラス($game_actors)
# ã®å†…部ã§ä½¿ç”¨ã•れã€Game_Party クラス($game_party)ã‹ã‚‰ã‚‚å‚ç…§ã•れã¾ã™ã€‚
#==============================================================================
class Game_Actor < Game_Battler
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ä½œæˆ
 #--------------------------------------------------------------------------
 def make_actions
super
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ä½œæˆ
 #--------------------------------------------------------------------------
 def make_actions_auto
if auto_battle?
  make_auto_battle_actions
elsif confusion?
  make_confusion_actions
end
 end
 #--------------------------------------------------------------------------
 # ◠コマンド入力å¯èƒ½ã‹ï¼Ÿ
 #--------------------------------------------------------------------------
 def actor_inputable?
return true if not auto_battle? and not confusion?
return false
 end
 #--------------------------------------------------------------------------
 # ◠移動力ã®å–å¾—
 #--------------------------------------------------------------------------
 def move
n = 7
for item in equips.compact
  check = set_equip_add_status(item, 0)
  n = (check < n and check != 0) ? check : n
end
for item in equips.compact do n += set_equip_add_status(item, 4) end
for state in states do n += set_state_add_status(state, 0) end
[[integer(n), 1].max, 7].min
 end
 #--------------------------------------------------------------------------
 # ◠武器射程ã®å–å¾—
 #--------------------------------------------------------------------------
 def w_range
n = 0
if not dual_wield?
  for item in equips.compact do n += set_equip_add_status(item, 1) end
else
  weapon1 = weapons[0] != nil ? set_equip_add_status(weapons[0], 1) : 0
  weapon2 = weapons[1] != nil ? set_equip_add_status(weapons[1], 1) : 0
  n += weapon1 >= weapon2 ? weapon1 : weapon2
  for item in armors.compact do n += set_equip_add_status(item, 1) end
end
for state in states do n += set_state_add_status(state, 1) end
[[integer(n), 1].max, 7].min
 end
 #--------------------------------------------------------------------------
 # ◠武器範囲ã®å–å¾—
 #--------------------------------------------------------------------------
 def w_scope
n = 0
if not dual_wield?
  for item in equips.compact do n += set_equip_add_status(item, 5) end
else
  weapon1 = weapons[0] != nil ? set_equip_add_status(weapons[0], 5) : 0
  weapon2 = weapons[1] != nil ? set_equip_add_status(weapons[1], 5) : 0
  n += weapon1 >= weapon2 ? weapon1 : weapon2
  for item in armors.compact do n += set_equip_add_status(item, 5) end
end
[[integer(n), 1].max, 5].min
 end
 #--------------------------------------------------------------------------
 # ◠待機時間補正ã®å–å¾—
 #--------------------------------------------------------------------------
 def correct_wait
n = 0
for item in equips.compact do n += set_equip_add_status(item, 2) end
[[integer(n), -100].max, 100].min
 end
 #--------------------------------------------------------------------------
 # â— åˆæœŸä½ç½®ã®å–å¾—
 #--------------------------------------------------------------------------
 def position
n = 0
for item in equips.compact
  n = set_equip_add_status(item, 3) > n ? set_equip_add_status(item, 3) : n
end
[[integer(n), 0].max, 2].min
 end
 #--------------------------------------------------------------------------
 # ◠パラメータを設定
 #	移動力:st_move 移動力ã®å›ºå®šå€¤ã€‚è£…å‚™ä¸­ã§æœ€ã‚‚å°ã•ã„æ•°å­—ãŒé©å¿œã•れる。
 #	追加移動力:st_move_plus 移動力ã®è¿½åŠ å€¤ã€‚å›ºå®šå€¤ã«åŠ ç®—ã•れる。
 #	スキルã®è© å”±ãŠã‚ˆã³è¿½åŠ å¾…æ©Ÿã®è£œæ­£ï¼šst_correct_waitã¯-100% ~ 100%ã®ç¯„囲ã§è¨­å®šã€‚
 #	è² ã§å¾…æ©Ÿæ™‚é–“æ¸›å°‘ã€æ­£ã§å¾…機時間増加。例:-20 → 20%減少ã€100 → 100%増加(2å€ï¼‰
 #	åˆæœŸä½ç½®ï¼šst_position 0:å‰è¡›ã€1:中衛ã€2:後衛
 #--------------------------------------------------------------------------
 def set_equip_add_status(item, require)
# åˆæœŸåŒ–
st_move = 0; st_move_plus = 0; st_w_range = 0; st_w_scope = 0
st_correct_wait = 0; st_position = 0
# メモã‹ã‚‰æƒ…報をå–å¾—
st_move = /<move\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_move_plus = /<add move\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_w_range = /<range\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_w_scope = /<scope\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_correct_wait = /<wait\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_position = /<initial position\s+(\d+)>/ =~ item.note ? $1.to_i : 0
st_correct_wait = st_correct_wait > 100 ? (st_correct_wait - 100) * -1 : st_correct_wait
array = [st_move, st_w_range, st_correct_wait, st_position, st_move_plus, st_w_scope]
return array[require]
 end
end

 

 

 

 

Game_Enemy

 

 

#==============================================================================
# â–  Game_Enemy
#------------------------------------------------------------------------------
#  敵キャラを扱ã†ã‚¯ãƒ©ã‚¹ã§ã™ã€‚ã“ã®ã‚¯ãƒ©ã‚¹ã¯ Game_Troop クラス ($game_troop) ã®
# 内部ã§ä½¿ç”¨ã•れã¾ã™ã€‚
#==============================================================================
class Game_Enemy < Game_Battler
 #--------------------------------------------------------------------------
 # ◠公開インスタンス変数
 #--------------------------------------------------------------------------
 attr_reader   :character_name		   # 歩行グラフィック ファイルå
 attr_reader   :character_index		  # 歩行グラフィック インデックス
 attr_accessor :slg_x					# æˆ¦é—˜ç”»é¢ X 座標(ãƒãƒƒãƒ—å˜ä½ï¼‰
 attr_accessor :slg_y					# æˆ¦é—˜ç”»é¢ Y 座標(ãƒãƒƒãƒ—å˜ä½ï¼‰
 #--------------------------------------------------------------------------
 # â— ã‚ªãƒ–ã‚¸ã‚§ã‚¯ãƒˆåˆæœŸåŒ–
 #	 index	: 敵グループ内インデックス
 #	 enemy_id : 敵キャラ ID
 #--------------------------------------------------------------------------
 alias srpg_b_initialize initialize
 def initialize(index, enemy_id)
srpg_b_initialize(index, enemy_id)
enemy = $data_enemies[@enemy_id]
char = character_g
@character_name = char[0]
@character_index = char[1]
@slg_x = 0; @slg_y = 0
@note = enemy.note
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ä½œæˆ
 #--------------------------------------------------------------------------
 def make_actions
super
 end
 #--------------------------------------------------------------------------
 # ◠戦闘行動ã®ä½œæˆ
 #--------------------------------------------------------------------------
 def make_actions_auto
return if @actions.empty?
action_list = enemy.actions.select {|a| action_valid?(a) }
return if action_list.empty?
rating_max = action_list.collect {|a| a.rating }.max
rating_zero = rating_max - 3
action_list.reject! {|a| a.rating <= rating_zero }
@actions.each do |action|
  action.set_enemy_action(select_enemy_action(action_list, rating_zero))
end
 end
 #--------------------------------------------------------------------------
 # ◠変身
 #--------------------------------------------------------------------------
 def transform(enemy_id)
@enemy_id = enemy_id
if enemy.name != @original_name
  @original_name = enemy.name
  @letter = ''
  @plural = false
end
@battler_name = enemy.battler_name
@battler_hue = enemy.battler_hue
char = character_g
@character_name = char[0]
@character_index = char[1]
@hp = mhp if @hp > mhp
@mp = mmp if @mp > mmp
refresh
make_actions unless @actions.empty?
 end
 #--------------------------------------------------------------------------
 # ◠移動力ã®å–å¾—
 #--------------------------------------------------------------------------
 def move
n = set_enemy_add_status(@original_name, 0)
for state in states do n += set_state_add_status(state, 0) end
[[integer(n), 0].max, 7].min
 end
 #--------------------------------------------------------------------------
 # ◠武器射程ã®å–å¾—
 #--------------------------------------------------------------------------
 def w_range
n = set_enemy_add_status(@original_name, 1)
for state in states do n += set_state_add_status(state, 1) end
[[integer(n), 1].max, 7].min
 end
 #--------------------------------------------------------------------------
 # ◠武器範囲ã®å–å¾—
 #--------------------------------------------------------------------------
 def w_scope
n = set_enemy_add_status(@original_name, 4)
[[integer(n), 1].max, 5].min
 end
 #--------------------------------------------------------------------------
 # ◠待機時間補正ã®å–å¾—
 #--------------------------------------------------------------------------
 def correct_wait
n = set_enemy_add_status(@original_name, 3)
[[integer(n), -100].max, 100].min
 end
 #--------------------------------------------------------------------------
 # â— æ­¦å™¨ã®æ”»æ’ƒã‚¢ãƒ‹ãƒ¡ãƒ¼ã‚·ãƒ§ãƒ³ã®å–å¾—
 #--------------------------------------------------------------------------
 def w_atk_anime_id
set_enemy_add_status(@original_name, 2)
 end
 #--------------------------------------------------------------------------
 # ◠パラメータを設定
 #	スキルã®è© å”±ãŠã‚ˆã³è¿½åŠ å¾…æ©Ÿã®è£œæ­£ï¼šst_correct_waitã¯-100% ~ 100%ã®ç¯„囲ã§è¨­å®šã€‚
 #	è² ã§å¾…æ©Ÿæ™‚é–“æ¸›å°‘ã€æ­£ã§å¾…機時間増加。例:-20 → 20%減少ã€100 → 100%増加(2å€ï¼‰
 #--------------------------------------------------------------------------
 def set_enemy_add_status(name, require)
st_move = /<move\s+(\d+)>/ =~ @note ? $1.to_i : 5
st_w_atk_anime = /<attack animation\s+(\d+)>/ =~ @note ? $1.to_i : 1
st_w_range = /<range\s+(\d+)>/ =~ @note ? $1.to_i : 0
st_w_scope = /<scope\s+(\d+)>/ =~ @note ? $1.to_i : 0
st_correct_wait = /<wait\s+(\d+)>/ =~ @note ? $1.to_i : 0
st_correct_wait = st_correct_wait > 100 ? (st_correct_wait - 100) * -1 : st_correct_wait
array = [st_move, st_w_range, st_w_atk_anime, st_correct_wait, st_w_scope]
return array[require]
 end
end

 

 

 

 

And here's the Note-tag help file

 

New Note-Tag

 

 

#------------------------------------------------------------------------------
# Note-Tags for Equipment/Enemies/Skills
#------------------------------------------------------------------------------
#
#
# --Equipment --
#
# <move x>
# Movement value that primary body armor gives
#
# <add move x>
# Movement add-on value that accesories give
#
# <range x>
# Determines the range of a weapon, <range 0> = the whole map, <range 2> =
# two sqaures from the character
#
# <wait x>
# Extra wait time to execute an action
#
# <position x>
# Uknown at the moment. "0", "1" <- heavy body armor, "2" <-cloth body armor
#
# --Enemies--
#
# <move x>
# Same as above's move
#
# <attack animation x>
# Determines enemies default attack animation x = animation ID
#
# <range x>
# Same as above's range
#
# <wait x>
# Saqme as above's wait
#
# --Items/Skills--
#
# <range x>
# Same as above's range
#
# <scope x>
# Determines splash area or AOE
#
# <knock back x>
# defines whether an attack does knock back goes by percentage values ie: 1-100
#
# --Status Add(example immobilize skill, so someone cant move)--
#
# <move x>
# Same as before
#
# <range x>
# Same as before
#
#

 

 

 

Cheers, and hope this is what you all wanted :)

Edited by lawfirm

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Dude you just ninjed this , thank you !!

You made my life allot more easier !!

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Dude you just ninjed this , thank you !!

You made my life allot more easier !!

 

No problem, just glad I could help out. I have most of the scripts descriptions for the entire SRPG tbs changed to English. I'll post all of it in a new demo, in a day or two.

 

I believe for the status add the number has to 100+, since the math for it in the script subtracts 100, thats why if you look at the immobilze skill he has set its set to "103" so it would reduce the movement range by 3.

Edited by lawfirm

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Hey i am getting an error :

SystemStackError occurred.

stack level too deep

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Thats a script error, means you have 2 of the same scripts somewhere.

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Yeah its alright now ^^

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lawfirm just curious if you were able to get that demo posted elsewhere. Really interested in seeing what this system looks like. Thanks.

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That battle system is in beta stage... You could have problems in the future,wait a few months until bug are fixed.

Excuse me for my bad enlgish.

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Yea sorry, been sick pass few weeks. Didn't get to finish a quick demo for it yet. When I get around to it I'll post it here in this topic.

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Alright here is the demo for the translated TBS.

 

Note to the user the battle order is determined by agility. In a sense if a characters agility is so high, they can in turn go twice or more in one turn without the enemy or another character going next.

 

Noticed it in the test when I made Eric lv 10, he went twice before Alice would get her turn than it went to the surviving enemies and back to Eric.

 

Also I edited the images for the battle order list, it looks better than just a blue and red transparent sqaure, and I also edited the image for the Hornets status display so it doesnt seem so plain.

 

Note: Forgot to mention I've changed this script so it works in 640x480 thats why it has the YEA - Core engine script.

 

 

 

Edited by lawfirm

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