Enu Sideview Battle System (Tankentai) [ Rpg Maker VX ACE ] Sign in. Continue with Facebook Continue with Google. Continue with email. Enu Sideview Battle System (Tankentai) [ Rpg Maker VX ACE ] 3 years ago 36 views. Alayna Britt. Enu Sideview Battle System (Tankentai) [ Rpg Maker VX ACE ] Report. Tankentai Sideview Battle System for RPG Maker VX Ace. - Wishdream/takentai-ace. Tankentai Sideview Battle System for RPG Maker VX Ace. 9 commits 1 branch 0 releases. If nothing happens, download the GitHub extension for Visual Studio and try again. Expand to see the code. I read that a lot of people don't upgrade to the latest version because they don't want to reinstall everything again. You don't have to at all. All you need to do is copy Sideview 1 and Sideview 2 from the latest demo and replace Sideview 1 and Sideview 2 in your project. You're updated to the latest version! The configuration script generally does not change from version to version. It sounds like Enu is closing his support board temporarily on the 14th because of the holiday. I wouldn't expect any version updates in awhile. ATB Translation: It's going well as my Fall finals are over and I have a little more free time. Please be a little more patient.:). I like the ATB system, it works smooth. To make it more difficult for the player, maybe make the ATB keeping running for the monsters until the player chooses a main command (say Fight, Skill, etc) like in the FF games. When the ATB system is on wait there, you can only take your time choosing skills, items or summons. Vanitas font free download. Otherwise you just gotta think quick. Another suggestion would be the status images underneath the ATB bar. Maybe too crowded. One thing that you could do is make the status images smaller and put it on top of the player. Or have them behind the player's name. All in all, it works like a charm! _________________ [/IMG]. I like the ATB system, it works smooth. To make it more difficult for the player, maybe make the ATB keeping running for the monsters until the player chooses a main command (say Fight, Skill, etc) like in the FF games. When the ATB system is on wait there, you can only take your time choosing skills, items or summons. Otherwise you just gotta think quick. Another suggestion would be the status images underneath the ATB bar. Maybe too crowded. One thing that you could do is make the status images smaller and put it on top of the player. Or have them behind the player's name. All in all, it works like a charm! Read the ATB Configuration script fully please. You can customize all of what you've mentioned to your preferences in there. Last edited by on Mon Dec 15, 2008 11:43 am, edited 1 time in total. For cool down, it would be a delay after the skill has charged and after the skill has been used before the ATB bar begins to fill again. Example: Flare (casting time 3 seconds) (cooldown 2 seconds) When the user casts flare, the bar begins to charge for the 3 second casting time. After the skill is used, the bar fills again for cooldown time for 2 seconds. That way there is the ability to cast a spell quicker and still have an additional time penalty for higher level skills/magic. (If the “ATB” text on the bar could change to “Casting” and “Cooldown” during the process that would be cool too). I came up with this formula for charge speeds that stay constant. Basically, it scores the highest agility against the lowest agility of all the battlers- then sets a minimum time before actors can take action, and a maximum time for action. So, lets say the max time is 6 seconds and the min time is 4 seconds. For any battle, the slowest actor will always wait 6 seconds, and the fastest will always wait 4 seconds. The extra 2 seconds between each actor will get a% of that time reduced from the max, depending on their agility. This way, for any agility heavy class like a rogue, they will be acting approximately 3 times for every 2 turns of the slowest. This means that the bars still charge the same with an actor with an agility of 200 vs a monster with agility of 20. One thing about this too- it could add a new stat to equip. So, instead of a straight agi+, you could add a “action time reduce” value. Like, Action Time – 0.2 seconds (which would be taken out of the charge time after the calculations). X.agi #actor’s agility max_time #this is the longest a battler will wait before acting min_time #this is the shortest a battler will wait before acting max_agi #this is the highest agility value of all battle participants min_agi #this is the minimum agility value of all battle participants max_time – min_time = bonus_time max_agi – min_agi = diff_agi diff_bonus = diff_agi / 100 act_time = max_time – ((x.agi – min_agi) * diff_bonus).
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