Sozai Sideview Battle System

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Translation Version 1.3 by Kylock

Original Script Website: http://rpgex.sakura.ne.jp/home/

While admittedly the translation is not yet 100%, all the important stuff to get you up and running with all the fun combo moves you see on youtube and the ability to create your own moves is there (good luck with that btw).

The enemy status bar addon is now included in the demo.

My ranged weapons addon is now included in the demo. It adds 2 custom animation and an animation sprite. We now have animated projectiles.

Screenshots

sozai-sideview-battle-systemsozai-sideview-battle-system

Demo

Download Sozai Sideview Battle System v2.6

Installation instructions, various credits and release notes are included in the header of the configuration portion of the script (part one).
Please note that to fully incorporate this script into an existing game requires copying image files and game database entries. Once again - specifics are listed in the header on the first part of the script in the demo.

Compatibility may possibly be an issue with other scripts that directly affect the battle system since many battle system functions are rewritten in this. If you need to make this script work with another, please post your request in the appropriate forum. I didn't write this script myself, so I am not confident that I can provide answers to all the questions, but I have been studying it for quite some time, so I believe I have a firm grasp on it's functionality.

Changelog:

  • 1.0 - 4.12.08 - Rough release of only scripts with lots of broken-ness.
  • 1.1 - 4.22.08 - Release with retranslated hashes and a retranslated database. Distributed as a demo.
  • 1.2 - 4.24.08 - Corrected some missing Kanji translations that broke the functionality of some "chained" Skills. (thanks to Eolirin [@] rmxp.org) Also added the picture for the 'cut-in' move.
  • 1.3 - 5.9.08 - Updated Translation to Version 2.6 of the original script.

As you can see in my screen shots, this DOES work with animated battlers with a few configuration modifications.

Configuration changes for animated battlers

  ACTOR_POSITION = [[400,100],[430,150],[460,200],[490,250]]
 WALK_ANIME = false
 ANIME_PATTERN = 4
 ANIME_KIND = 11

And just copy paste this over top of whats in the script:

  "WAIT"            => [ 1,  0,  15,   0,   0,  -1,   0, true,"" ],
 "WAIT(FIXED)"     => [ 1,  0,  10,   2,   0,   1,   0, true,"" ],
 "RIGHT(FIXED)"    => [ 1,  5,  10,   1,   2,   1,   0, true,"" ],
 "DAMAGE"          => [ 1,  9,   4,   2,   0,  -1,   0, true,"" ],
 "ATTACK_FAIL"     => [ 1,  1,  10,   1,   8,   0,   0, true,"" ],
 "MOVE_TO"         => [ 1,  4,   1,   1,   0,  -1,   0, true,"" ],
 "MOVE_AWAY"       => [ 1,  5,   2,   1,   0,  -1,   0, true,"" ],
 "ABOVE_DISPLAY"   => [ 1,  0,   2,   1,   0,  -1, 600, true,"" ],
 "WPN_SWING_V"     => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
 "WPN_SWING_VL"    => [ 1,  6,   1,   2,   0,  -1,   2, true,""],
 "WPN_SWING_VS"    => [ 1,  6,   6,   2,   0,  -1,   2, true,""],
 "WPN_SWING_UNDER" => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
 "WPN_SWING_OVER"  => [ 1,  6,   2,   2,   0,  -1,   2, true,""],
 "WPN_RAISED"      => [ 1,  11,  2,   2,  28,  -1,   2, true,""],

I also suggest using SHADOW = false since most battlers have shadows drawn into them, but this is not required to make them work. Since most battlers are also drawn with their weapons, the weapon animations are disabled in this configuration edit.

You will need to put your standard format animated battler sprites in the Characters folder and use the following naming convention: "$charname_1.png"

 



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