Jump to content
Cecillia

Translation for TBS

Recommended Posts

Lawfirm question for you. Is there a way with this engine to create a full scale map battle. Like a Shining Force game? I played the demo and saw that it spawned the smaller battles but was curious about a larger battle. Great work though on the translation.

Share this post


Link to post
Share on other sites

Its possible likely, you talking have more than say 8 enemies and your players fighting them? I know there's yanfly's script I believe that makes it so you can have lots more enemies in the field.

Share this post


Link to post
Share on other sites

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.

 

I don't suppose there is any way to remove this "feature" I don't like everyone in a battle getting two turns or more before anyone else.

 

Example:

With everyones AGI set to 5, 25, or even 100[including enemies], every battler will get two turns in succession.

Eric, Eric, Monster1, Monster1, Monster2, Monster2, Eric, Eric, etc.

Edited by saevio

Share this post


Link to post
Share on other sites

I've been fooling around with this and was able to get the enemy party on the opposite side of the map when put transferred to a new battle map. But it's very weird to do, and if there are obstacles in the map it stops them and puts them by the first obstacle instead. It involves messing with the position variables and methods.

 

I've been trying to figure out how to make it compatible with YEA - Party System, to allow more than 4 actors in your battle party, but I'm having no luck. Anyone figure it out?

 

Update: I was able to increase party members in the battle with a problems. The max amount of battlers (actors and enemies) i could get working is 12. I tried messing with a few settings and options but 12 battlers was the max no matter what.

Edited by Holy2Tack

Share this post


Link to post
Share on other sites

Thanks Lawfirm for translating this...

 

I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space.

 

Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space.

 

I haven't added any scripts or anything...just what came with the demo.

Share this post


Link to post
Share on other sites

Thanks Lawfirm for translating this...

 

I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space.

 

Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space.

 

I haven't added any scripts or anything...just what came with the demo.

 

Why are you setting it to <move 103> set it to <move 0> so the unit can't move.

 

Unrelated to that, anyone figure out how to get this to not factor in AGI at all and just give everyone one turn? I can't seem to get it to do that myself. But I'm no scripter.

Edited by saevio

Share this post


Link to post
Share on other sites

Thanks Lawfirm for translating this...

 

I've been playing around with it and tried the Immobilize state...i set the tag on the state <move 103> and the actor's equipment is set to <move 3> but when inflicted with the state...the actor can still move 1 space.

 

Did I do something wrong here? I tried changing the state to <move 104...105...106...etc> and its always letting the actor move 1 space.

 

I haven't added any scripts or anything...just what came with the demo.

 

Why are you setting it to <move 103> set it to <move 0> so the unit can't move.

 

 

When i set it to <move 0> it doesn't restrict movements at all...they can move as if the state wasn't there...only with <move 103> does it restrict movement. I thought the script says it calculates movement by 100 - 100....so if the player has +3 from equip..its 103 - 100 = 3....so if you do 103 - 103 = 0

 

but like i said...even with that scenario they can always still move 1 space.

 

when you put in <move 0> does it stop them from moving in your project?

 

Edit: @ Holy2track

How did you increase the number of party members in battle to 12?

Edited by Omen613

Share this post


Link to post
Share on other sites

A lot of potential in this script.

 

Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space.

Share this post


Link to post
Share on other sites

Update: I was able to increase party members in the battle with a problems. The max amount of battlers (actors and enemies) i could get working is 12. I tried messing with a few settings and options but 12 battlers was the max no matter what.

 

Could you tell me how you made more battlers? I'm interested in this...

Share this post


Link to post
Share on other sites

A lot of potential in this script.

 

Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space.

 

In the script for actor, you'll find this

 

 

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

# ◠移動力ã®å–å¾—

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

def move

n = 3

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, 5].min

end

 

the second last line, change that "1" to a 0.

n = is the default move amount.

 

Hope that helped.

 

I still can't figure out how to change AGI from affecting how many turns people get.. very frustrating.

Edited by saevio

Share this post


Link to post
Share on other sites

A lot of potential in this script.

 

Anyone else having issues where they can't get a immobilize status effect to work properly? I still can't get the actor or enemy to not be able to move at all...they can still move 1 space.

 

In the script for actor, you'll find this

 

 

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

# ◠移動力ã®å–å¾—

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

def move

n = 3

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, 5].min

end

 

the second last line, change that "1" to a 0.

n = is the default move amount.

 

Hope that helped.

 

I still can't figure out how to change AGI from affecting how many turns people get.. very frustrating.

 

That did the trick! thanks for the help

 

For the Agi problem, im currently giving all the actors 10 Agi and all the Enemies 9 agi.....seems to give everyone a good number of turns... and if you do "slow" you can cut their agi in half and they take less turns...and haste give them plus 50%....i've been happy with those results

Share this post


Link to post
Share on other sites

Bumping this up.

 

Ideas to improve this script for people with the ability too:

 

1. Being able to target and empty space but still hit foes that are in the scope of an ability. As of now, foes have to be exactly one space next to each other to hit them with a 2x2 scope ability.

 

2. Have a scope that targets all 4 spaces AROUND the caster but not the caster itself. Like a spinning attack that hits all surrounding foes.

 

3. Status effects that can be seen on the battle sprite. Like showing a ZZZ above a sleeping target.

 

4. Simplify how the engine decides turn order.

 

5. Have the option to do friendly fire. (Attack Allies who are in your ability's scope)

Edited by Omen613

Share this post


Link to post
Share on other sites

Mines has an error in the "character.moveto(0, 0)" please help!

 

Its located in line 1091 in the Scene_SRPG Script.

Edited by JetKidd

Share this post


Link to post
Share on other sites

Bah, not gonna  worry about translating it any further until I need a specific function. I suck at scripting so far. I got it working in my game by copying all of my game into the demo... for some reason it wouldn't work vice versa

 

EDIT: Actually same problem as above ^----

Edited by razzazzika

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted