FAQWarum sehen meine Battler so aus? ([url]http://i184.photobucket.com/albums/x88/mrbubblewand/why.png[/url])
Du musst eine Charackter Datei machen, die nur 1 Charackter besitzt, wie hier:
([url]http://i184.photobucket.com/albums/x88/mrbubblewand/ralph.png[/url])
Vergiss nicht vor der Datei ein $ zu schreiben (z.B $ralph.png)
Und auserdem musst du in der Datenbank, bei Heroes, den Helden die
neue Grafik zuweisen.Wo befinden sich die Skripts?
Alle Skripts befinden sich im Skripteditor(Auf dem Bild). Drücke F10 oder den Button auf dem Bild.
([url]http://i184.photobucket.com/albums/x88/mrbubblewand/readme.png[/url])Ich bekomme diesen Fehler, was bedeutet das?:
[Script 'Sideview1' line 480: NoMethodError occurred
undefined method '' for nil:NilClass" ]
Das bedeutet du hast von einem altem Savegame geladen. Benutze immer neues Spiel, vorallem wenn du neue Skripts hinzufügst.F: Kann ich das ATB System im Normalen Kampfsystem benutzen?
A: Nein. Das ATB Skript wurde extra für das SKS geschrieben.[Script 'Sideview 2' line 208: NoMethodError occured.
undefined method `action' for nil:NilClass]
A: Installiere nicht "Enemy Gauge Addon" mit diesem ATB Skript! In diesem ATB Skript sind die Enemy Gauge schon eingebaut.
=begin
RPG Tankentai Sideview Battle System & Active Time Battle
Original Script by:
Enu ( http://rpgex.sakura.ne.jp/home/ )
English Localization by:
Kylock
Mr. Bubble
Shu
Special Contributor Thanks:
The English version of Enu's Sideview has been, all along, a community
effort to make it as it is today. I want to thank all RPG Maker forum
members for reporting bugs and offering solutions to other members of the
community. The following list of names are people who have made a
substantial contribution to the growth of the English version of
Enu's script:
Mithran (HUGE thanks for taking the time and effort to fix a variety
of bugs in the SBS and ATB: ATB Force Action, ATB escape
processing, linked skills and immortality bugs)
Shu (for translation help)
Moonlight (for her passionate bug support, many bug fixes, and patches)
NightWalker (for his community support for this script)
Enelvon (transformation add-on and support)
Atoa (community and XP version support)
AlphaWhelp (code fixes, add-ons, and community support)
blackmorning (code fix for animated enemy hue change)
mark paul (ATB code fix)
CrimsonSeas (SBS add-ons and fixes)
Kaduki (Kaduki configuration and sprites)
Enu (for making an awesome script)
Please take these names to heart because without these people, Enu's
script wouldn't have evolved to the state it is now.
Thank you everyone! Please enjoy using the script!
- Mr. Bubble
=end
=begin
Non-commercial use of the English version of the RPG Tankentai Sideview
Battle System is completely free.
For commercial/shareware game use, Enu has allowed free use of his Sideview
and ATB scripts (which I, Mr. Bubble, have confirmed). You do not need to
contact Enu for permission. The scripts with the following labels are
regarded as free for commercial usage:
SBS Configurations
Sideview 1 (Any version)
Sideview 2 (Any version)
ATB Configurations
ATB (Any version)
Enemy Gauge Add-on
Any other scripts that are regarded as, but not limited to, an "add-on",
"patch", "sideview animation script", or any script that is separate
from the above listed Sideview scripts falls under the discretion of that
script's respective author unless otherwise stated. All older versions
of the Sideview script also fall under these terms.
Please be respectful of the work and effort the community have put into
the Sideview and ATB scripts. Read <Credits> for more information.
=end
# Hyper Barrage
"HYPERBARRAGE" => ["STEP_FORWARD","DRAW_BOW", "DRAW_POSE", "16",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"DRAW_BOW", "SHOOT_ARROW", "DRAW_POSE","HYPERBARRAGE_ANIM", "7","DAMAGE_ANIM",
"Can Collapse", "20", "COORD_RESET"],
hier mit dieser version geht das, was du willst (=
link ([url]http://www.mediafire.com/?znddhdvltjn[/url]) <-- link
lg flipely
#-------------------------------------------------------------------------
# Standardangriff (Charakter/Monster begibt sich zum Ziel
# und schwingt die Waffe.
#-------------------------------------------------------------------------
"STANDARD" => ["MOVE_TO_TARGET","WPN_SWING_V","DAMAGE_ANIM","DAMAGE","30",
"FLEE_RESET"],
<action: STANDARD>
#--------------------------------------------------------------------------
# ++ Battler Movement
#--------------------------------------------------------------------------
# Animation - Battler Frame Animation utilized during moving.
# ANIME Key Origin X Y Time Accel Jump Pose
"NO_MOVE" => [ 0, 0, 0, 1, 0, 0, "STAND_POSE"],
"BATTLE_ENTRANCE" => [ 0, 54, 0, 1, 0, 0, "MOVE_POSE"],
"STEP_FORWARD" => [ 3, -32, 0, 18, -1, 0, "MOVE_POSE"],
"STEP_BACKWARD" => [ 0, 32, 0, 8, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-RALPH" => [ 2, 444, 96, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-ULRIKA" => [ 2, 444, 212, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-BENNETT" => [ 2, 384, 64, 18, -1, 0, "MOVE_POSE"],
"4_MAN_MOVE-YLVA" => [ 2, 384, 244, 18, -1, 0, "MOVE_POSE"],
"KNOCKBACK" => [ 0, 2, 0, 4, -1, 0, "HURT_POSE"],
"LIGHT_KNOCKBACK" => [ 0, 12, 0, 1, 1, 0, "HURT_POSE"],
"FLEE_SUCCESS" => [ 0, 300, 0,300, 1, 0, "MOVE_AWAY_POSE"],
"FLEE_FAIL" => [ 0, 48, 0, 16, 1, 0, "MOVE_AWAY_POSE"],
"VICTORY_JUMP" => [ 0, 0, 0, 20, 0, -5, "MOVE_POSE"],
"MOVE_ON_TARGET" => [ 1, 0, 0, 18, -1, 0, "MOVE_POSE"],
"MOVE_ON_TARGET_FAST" => [ 1, 0, -12, 8, 0, -2, "MOVE_POSE"],
"MOVE_TO_TARGET" => [ 1, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FAST" => [ 1, 24, 0, 1, 0, 0, "MOVE_POSE"],
"MOVE_RIGHT_OF_TARGET" => [ 1, 96, 32, 16, -1, 0, "MOVE_POSE"],
"MOVE_LEFT_OF_TARGET" => [ 1, 96, -32, 16, -1, 0, "MOVE_POSE"],
"JUMP_FORWARD" => [ 0, -32, 0, 8, -1, -4, "MOVE_POSE"],
"JUMP_BACK" => [ 0, 32, 0, 8, -1, -4, "MOVE_AWAY_POSE"],
"JUMP_TO_TARGET" => [ 1, 12, -12, 12, -1, -6, "MOVE_POSE"],
"MOVE_THROWING_ALLY" => [ 0, -24, 0, 16, 0, -2, "MOVE_POSE"],
"TRAMPLE" => [ 1, 12, -32, 12, -1, -6, "HIGH_PRIORITY"],
"JUMP_ATTACK" => [ 0, -32, 0, 12, -1, -2, "WPN_SWING_V"],
"STEP_ATTACK" => [ 1, 12, 0, 12, -1, -5, "WPN_SWING_VS"],
"REAR_SWEEP_ATTACK" => [ 1, 12, 0, 16, 0, -3, "WPN_SWING_V"],
"LONG_JUMP_ATTACK" => [ 1, 0, 0, 16, 0, -5, "WPN_SWING_V"],
"DASH_ATTACK" => [ 1, -96, 0, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK" => [ 1, -96, 32, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK" => [ 1, -96, -32, 16, 2, 0, "WPN_SWING_V"],
"RIGHT_DASH_ATTACK2" => [ 1,-128, 48, 16, 2, 0, "WPN_SWING_V"],
"LEFT_DASH_ATTACK2" => [ 1,-128, -48, 16, 2, 0, "WPN_SWING_V"],
"MOVE_TO_TARGET_HEAD" => [ 4, 24, 0, 12, -1, 0, "MOVE_POSE"],
"MOVE_TO_TARGET_FEET" => [ 5, 24, 0, 12, -1, 0, "MOVE_POSE"],
"STEP_ZERTEILEN_VOR" => [ 3, -68, 0, 18, -1, 0, "MOVE_POSE"],
"STEP_ZERTEILEN_ZUREUCK" => [ 0, 68, 0, 8, -1, 0, "MOVE_POSE"],
"STEP_VOR_PHASER" => [ 2, 345, 235, 8, -1, 0, "MOVE_POSE"],
#--------------------------------------------------------------------------
# ++ Force Battler Action
#--------------------------------------------------------------------------
# ANIME Key Type Object Reset Type ANIME/ACTION Key
"FORCE_KNOCKBACK" => ["SINGLE", 0, "RESET", "LIGHT_KNOCKBACK"],
"FORCE_ROTATION" => ["SINGLE", 0, "RESET", "CLOCKWISE_TURN"],
"FORCE_SHRINK" => ["SINGLE", 0, "RESET", "Y_SHRINK"],
"IMPACT_1" => ["SINGLE", 0, "RESET", "OBJ_TO_SELF"],
"FORCE_LIFT_ALLY" => ["SINGLE", 0, "", "LIFT_ALLY"],
"ULRIKA_ATTACK" => ["SEQUENCE", 18, "RESET", "ULRIKA_ATTACK_1"],
"FORCE_ULRIKA" => ["SEQUENCE", -101, "RESET", "4_MAN_ATK-ULRIKA"],
"FORCE_BENNETT" => ["SEQUENCE", -102, "RESET", "4_MAN_ATK-BENNETT"],
"FORCE_YLVA" => ["SEQUENCE", -103, "RESET", "4_MAN_ATK-YLVA"],
"ALLY_FLING" => ["SEQUENCE", 1000, "RESET", "THROW"],
"STUN_1" => ["SINGLE", 0, "RESET", "THETA_II_1"],
"PLASMASTRAHL_1" => ["SINGLE", 0, "RESET", "PLASMASTRAHL_A"],
"PLASMASTRAHL_2" => ["SINGLE", 0, "RESET", "ZERTEILEN_A"],
"PHASER_1" => ["SINGLE", 0, "RESET", "TYP1_PHASER"],
#--------------------------------------------------------------------------
# ++ Moving Animations
#--------------------------------------------------------------------------
# ANIME Key Type ID Object Pass Time Arc Xp Yp Start Z FlyGraphicAngle
"CAST_ANIMATION" => ["m_a", 44, 4, 0, 52, 0, 0, 0, 2,false,""],
"OBJ_TO_SELF" => ["m_a", 4, 0, 0, 24, 0, 0, 0, 1,false,""],
"START_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, -24, 0, 0, 0,false,"WPN_ROTATION"],
"END_WEAPON_THROW" => ["m_a", 0, 0, 0, 18, 24, 0, 0, 1,false,"WPN_ROTATION"],
"PLAY_AREA_ANIM" => ["m_a", 80, 1, 0, 64, 0, 0, 0, 2, true,""],
"THETA_II_1" => ["m_a", 81, 0, 0, 80, 0, 0, 0, 2,true,""],
"PLASMASTRAHL_A" => ["m_a", 86, 0, 0, 60, 0, 0, 0, 2,true,""],
"ZERTEILEN_A" => ["m_a", 88, 0, 0, 150, 0, 0, 0, 2,true,""],
"TYP1_PHASER" => ["m_a", 91, 0, 0, 30, 0, 0, 0, 2,true,""],
#--------------------------------------------------------------------------
# ++ Change Actor Graphic
#--------------------------------------------------------------------------
# Type - always "change"
# Reset - true: Battler sprite reverts back to previously used file after
# battle.
# false: Transformation is permanent after battle.
# Filename - Battler graphics file that will be transformed to.
# ANIME Key Type Reset Filename
"TRANSFORM_TAYLOR_1" => ["change", true,"$Taylor_B1"],
"TRANSFORM_TAYLOR_2" => ["change", true,"$Taylor"],
"TRANSFORM_RYENA_1" => ["change", true,"$Ryena_B1"],
"TRANSFORM_RYENA_2" => ["change", true,"$Lt.Ryena"],
#-------------------------- Advanced Action Sequences -------------------------
# Examples of advanced action sequences. You can use these as examples on how
# to create your own custom action sequences.
#
# The action sequences below are not formatted in a vertical list, but they
# are still processed from left to right, top to bottom.
# "STANDARDANGRIFF THETA II"
"STANDARD_THETA_II"=> ["MOVE_TO_TARGET","WPN_SWING_VS","DAMAGE_ANIM_WAIT",
"Can Collapse","FLEE_RESET"],
# "Plasmastrahl"
"PLASMASTRAHL" => ["REAL_TARGET","STEP_FORWARD","STAND_POSE",
"ANIM","PLASMASTRAHL_1","45","DAMAGE",
"STEP_BACKWARD","Can Collapse","RESET"],
# "Zerteilen"
"ZERTEILEN" => ["REAL_TARGET","STEP_ZERTEILEN_VOR","STAND_POSE",
"PLASMASTRAHL_2","75","DAMAGE_ANIM_WAIT",
"STEP_ZERTEILEN_ZURUECK","Can Collapse","RESET"],
# "PHASER_EINS_TAYLOR"
"PHASER_EINS_TAYLOR" => ["REAL_TARGET","STEP_VOR_PHASER","WPN_SWING_V","6",
"TRANSFORM_TAYLOR_1","PHASER_1","25",
"DAMAGE_ANIM_WAIT","6","TRANSFORM_TAYLOR_2",
"Can Collapse","FLEE_RESET"],
# "STUNGUN"
"STUNGUN" => ["REAL_TARGET","STEP_FORWARD","STAND_POSE","STUN_1","45",
"DAMAGE_ANIM_WAIT","STEP_BACKWARD","Can Collapse","RESET"],
# "PHASER_EINS_RYENA"
"PHASER_EINS_RYENA" => ["REAL_TARGET","STEP_VOR_PHASER","WPN_SWING_V","6",
"TRANSFORM_RYENA_1","PHASER_1","25",
"DAMAGE_ANIM_WAIT","6","TRANSFORM_RYENA_2",
"Can Collapse","FLEE_RESET"],
# "STOLZ_DER_GARDE"
"STOLZ_DER_GARDE"=> ["MOVE_TO_TARGET","HIGH_PRIORITY","DAMAGE_ANIM_WAIT",
"Can Collapse","FLEE_RESET"],
# "CORDRAZININJEKTION"
"CORDRAZININJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","ANIM","5","DAMAGE",
"RESET"],
# "TRIAXINJEKTION"
"TRIAXINJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","DAMAGE_ANIM_WAIT",
"RESET"],
# "CYTOGLOBININJEKTION"
"CYTOGLOBININJEKTION"=> ["MOVE_TO_TARGET","WPN_SWING_VS","ANIM","5","DAMAGE",
"RESET"],
# "STOMP" - An example of using "ANIMATION_1", a type of anime hash that uses a
# database animation that does not cause damage. Damage is only
# caused when the sequence reaches "DAMAGE_ANIM".
"STOMP" => ["JUMP_TO_TARGET","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
"TRAMPLE","ANIMATION_1","FORCE_SHRINK","JUMP_BACK",
"TRAMPLE","DAMAGE_ANIM","FORCE_SHRINK","JUMP_BACK",
"JUMP_BACK","Can Collapse","STAND_POSE","8","FLEE_RESET"],
# "ALL_ATTACK_1" - Similar in structure to "SKILL_USE", but made to
# demonstrate "PLAY_AREA_ANIM".
"ALL_ATTACK_1" => ["STEP_FORWARD","STAND_POSE","CAST_ANIMATION",
"WPN_SWING_UNDER","WPN_RAISED","PLAY_AREA_ANIM",
"WPN_SWING_V","48","DAMAGE_ANIM_WAIT","Can Collapse",
"RESET"],
# "TRANSFORM_CAT" - Made to demonstrate sprite transformation through
# an action sequence.
"TRANSFORM_CAT" => ["JUMP_FORWARD","STAND_POSE","CAST_ANIMATION","32",
"TRANSFORM_CAT","STAND_POSE","APPLY_CAT_STATE","32","JUMP_BACK"],
# "THROW_FRIEND" - Demonstrates using a Force Battler Action key to
# move another battler when it's not their turn.
"THROW_FRIEND" => ["ALLY_TO_THROW","MOVE_ON_TARGET","FORCE_LIFT_ALLY","4",
"absorb1","THROW_TARGET","ALLY_FLING",
"MOVE_THROWING_ALLY","STAND_POSE","DAMAGE_ANIM","RESET",
"STAND_POSE","32"],
#--------------------------------------------------------------------------
# ++ Skill Action Sequence Settings
#--------------------------------------------------------------------------
# Assign a Skill ID from the Database to execute a defined Action Sequence.
# Only Action Sequence keys can be assigned. ANIME keys cannot
# be directly assigned here.
#
# Notetag: <action: key>
def base_action
=begin
case @id
when 84 # Skill ID
return "STUNGUN" # Action Sequence Key
when 85
return "MULTI_ATTACK"
when 86
return "IONENBLITZ"
when 87
return "PLASMASTRAHL"
when 88
return "ZERTEILEN"
when 89
return "PHASER_EINS_TAYLOR"
when 90
return "PHASER_EINS_RYENA"
when 91
return "STOLZ_DER_GARDE"
when 92
return "CORDRAZININJEKTION"
when 93
return "CYTOGLOBININJEKTION"
when 94
return "TRIAXINJEKTION"
when 95
return "ALL_ATTACK_1"
when 96
return "SKILL_ALL"
when 97
return "TRANSFORM_CAT"
when 98
return "2-MAN_ATK_RALPH"
when 99
return "2-MAN_ATK_ASSIST"
when 100
return "4-MAN_ATK-RALPH"
when 101
return "4-MAN_ATK_ASSIST"
when 102
return "4-MAN_ATK_ASSIST"
when 103
return "4-MAN_ATK_ASSIST"
when 104
return "THROW_FRIEND"
end
=end
# Default Action Sequence for unassigned Skill IDs.
return "SKILL_USE"
end