Thursday, January 9, 2014

Theolized Sideview Battle System v1.3c / v1.4

English Version Avalaible!
Version : 1.3c (Stable) / 1.4 (Beta)
Require : Basic Modules
Perkenalan :
Sebenarnya rencana rilis mau gw tunda dengan waktu yang rada lama. Berhubung wa mau bikin sample game yang make battle system ini di Another Eremidia Dungeon : Skyward Temple. Tapi berhubung sepertinya bakal makan waktu yang ngga sedikit juga, seseorang meminta gw untuk rilis duluan. Oke, deh

Sisanya baca aja disini

Screenshot (Jadul. Males ganti. Tapi ga ada perubahan seh):





Video :



Cara penggunaan :
Pasang di bawah material, namun diatas main. Dengan susunan seperti ini.



Jika kamu menggunakan YEA Battle Engine, taruh dibawahnya.
Sisa instruksinya ada di script. Kepanjangan kalo dijelasin disini.

Kalau pengen tahu contoh sequencenya :



Download :
Versi 1.3c (Stable)


Versi 1.4 (Beta)
Download : Solidfiles | Mediafire

PENTING! Untuk yang menggunakan versi terbaru, gunakan patch ini juga
Download patch

Bagaimana cara ngepatch? Cukup taruh bawah implementation







Tutorials :
Untuk permulaan : Getting started | Translasi Indonesia
Untuk menyeting skill : How to setup skill
Untuk menyeting animasi : How action sequence works | Translasi Indonesia
Untuk memunculkan icon : How to show icon

Selebihnya bisa dilihat sendiri di TSBS Wiki

Untuk yang mau tutorial video : Klik disini

Addons : Klik disini

Special Thanks :
Notable Video :
Showcase orang yang ngebikin video pake TSBS
Credit : Jaymonius



171 comments:

  1. Maaf sebelumnya Melenceng dari yg d atas<<
    Om Mau tnya gmana cara bikin menu baru di title screen ACE
    Tolong pencerahannya~~
    hehe..... masih newbie.

    ReplyDelete
    Replies
    1. Karena komenmu melenceng, wa lencengin kesini juga
      http://www.rpgmakerid.com/

      Tanya2 aja disana

      Delete
    2. Hehe..... ribet jg yg d atas <

      Delete
  2. This comment has been removed by the author.

    ReplyDelete
    Replies
    1. Bikinin battler? NO! ane nyediain scriptnya doang disini. Battler mah silahkan cari sendiri :v

      Delete
  3. Wkwkwk... yang komen permintaannya aneh aneh :v

    ReplyDelete
  4. Ijin sedot pak :D

    ReplyDelete
  5. Om kok habis battle muncul error?
    " Script 'Implementation' line 1990: NoMethodError occured. undefined method 'disposed?' for nil:NilClass "
    mohon bantuannya om ;)

    ReplyDelete
    Replies
    1. Wogh, nice inpoh. Walo gw ngga pernah ngalemin hal itu.
      Btw. donlot latest versionnya di
      http://www.rpgmakerid.com/t8071p20-vxa-another-ed-skyward-temple#119011

      Walo sebenernya gw kurang jamin yang itu bakal fixed atawa belom.
      Ntar gw cek lagi ;)

      Delete
    2. Om waktu ngebattle nya cumana sendirian atau berdua, muncul errornya.
      tapi klo battle bertiga, errornya kagak muncul.
      Mohon untuk diperbaiki ya om:)

      Delete
  6. Masih om :(
    " Script 'Implementation' line 2243: NoMethodError occured. undefined method 'disposed?' for nil:NilClass "

    ReplyDelete
    Replies
    1. Entar sabar ya kk. Sekalian dalam rangka mempersiapkan versi 1.0 rada lama dikit :D

      Delete
  7. kak theo minta demonya , soalnya saya masih belum ngerti .

    ReplyDelete
    Replies
    1. sample game bisa dilihat disini http://www.rpgmakerid.com/t8071p20-vxa-another-ed-skyward-temple

      Delete
  8. This comment has been removed by the author.

    ReplyDelete
  9. gan, klau gini bisa gak dibuat ?
    kalau bisa talong kasih tahu saya

    Thank You :)

    http://lockin-arato.deviantart.com/art/Dafff-427479124?q=gallery%3ALockin-Arato&qo=0

    ReplyDelete
    Replies
    1. Gwa cuman ngurus tampilan karakter e doang. Kalo soal menu dan sistem e sendiri jangan tanya gw ~

      Delete
  10. Minta Demo dong gan...

    ReplyDelete
    Replies
    1. sample game bisa dilihat disini http://www.rpgmakerid.com/t8071p20-vxa-another-ed-skyward-temple

      Delete
  11. Can you make a demo, please! I can see you script is very good ! But I not good at your language ... >.<

    My website:

    Improve your make game skill | Make own Game

    ReplyDelete
  12. Gan, pas ane DL sample gamenya, musuhnya kok g animated ya...? Bisa buat yang animated ga?

    ReplyDelete
    Replies
    1. bisa, coba masuk ke database, troop, cari flay, itu sample buat musuh animated

      Delete
    2. Oh iya ada, ty (y)

      Delete
  13. Sequence buat bikin bow animation itu bagaimana the? Sekaligus ganti icon weapon pas mid-attack.

    ReplyDelete
    Replies
    1. Bikin animasi busur panahnya dari animasi (kek tankentai) trus kasi sequence [:cast, 112], (misal animasi busur panah u nomor 112)

      Barengin dengan [:projectile, 0, 10, 20, icon, rotate]
      icon tu icon_index buat busur panah u. rotate itu muternya tiap frame. Pasin aja timingnya

      Trus maksudnya ganti icon weapon pas mid-attack?

      Delete
    2. Oh, sip2.
      Ganti icon weapon itu misalnya pas nyerang pertama kali pakai pedang, terus serangan kedua-nya pakai kapak gitu...

      Delete
    3. Karakter dual wield?
      Well, sementara ini belom wa support buat 2nd weapon sih. Tapi kalo mau icon kapak langsung, di sequence yang Icons itu kamu bikin misal e

      "AxeSwing" => [4, -5, -12, true, -60, 70, 6, icon_index],
      icon_index itu langsung index icon kapak

      Delete
    4. Loh, animasi-nya malah bercahaya gitu...

      Delete
  14. It's awesome. I hope this script will be traslated to english soon. :D

    ReplyDelete
    Replies
    1. I have a plan. But not very soon. Since I have to translate 1000 lines of instruction, that will be a tedious works
      =3=

      Delete
  15. Mas, ane mau lapor bug...

    Pertama2 ane ngubah battle systemnya dari :ftb ke :dtb, soalnya ane ga suka ama free turn battle nya yanfly...

    ane pake party yg terdiri dari 2 actor... langsung ane battle test, nah pas actor ke 2 kena states "stun".
    pas turn berikutnya ane pilih command "attack" pada actor ke 1, bukannya mulai nyerang musuh, malah balik lagi ke command "attack, skill, guard, item" actor ke 1 tanpa terjadi apa-apa...

    mohon solusinya mas...

    ReplyDelete
    Replies
    1. Wadd? coba tungguin versi 1.3 ntar dlu deh. Akhir bulan ini insya allah *hammer*

      Delete
  16. yah linknya mati, padahal mau liat samplenya XD

    ReplyDelete
  17. Hey, I cant download these. When I click the links, they say "Not Found". I cant even download your sample game

    ReplyDelete
    Replies
    1. The link on RPG Maker net works. Try again

      Delete
  18. om kenapa kok Failed create process

    ReplyDelete
  19. kk, sy tes di rpgmaker vxa trial, pas battle test tetep pake default battle,
    mank ga bisa ya.

    ReplyDelete
    Replies
    1. Kamu masangnya ngga bener kali. Cek scriptnya lagi

      Delete
  20. can this be edited its really amazing and your awesome for doing great work i hope i can learn from you and nice youtube channel and good videos keeo up the good work

    ReplyDelete
    Replies
    1. Thank you. You can edit this script as you want. It's open source :3

      Delete
  21. also amazing script its great i like rpg maker but can never find the right battle system and now i just did thanks :)

    ReplyDelete
    Replies
    1. You're welcome.
      Now I'm expecting some games come out using my battle system ;)

      Delete
  22. gan, habis cast guard bisa gak idle sequencenya di buat berubah.. jadi biar keliatan bener2 dalam posisi bertahan.. soalnya kalo guard kita kasih pose bertahan, siap sequence quard charnya malah balik ke idle..

    ReplyDelete
    Replies
    1. Karena Guard itu pada dasarnya state, kamu bisa kasi State Sequence di guardnya. Misalnya \sequence : GuardPose

      Cek disini melihat apa itu state sequence

      Delete
    2. thanks gan udah bisa ane buatnya.. oh iya 1 lagi gan.. bisa ga kalo buat sequence gini.. actor 1 attack target 1, trus actor 1 ga balik ke ori pos, idle nya tetap di posisi terakir dia move.. makasih gan udah fast response.. you are the best!

      Delete
    3. Nay ...
      Itu balik otomatis emang sengaja gwa jadiin fitur. Biar battle nda jadi berantakan sih. Please bear with it <(")

      Welp, sama-sama ...

      Delete
  23. how to have more than 3 people?

    ReplyDelete
    Replies
    1. Put more positions on ActorPos at config 1

      Delete
    2. i tried that but nothing happened D:

      Delete
    3. i have the same problem

      Delete
    4. Welp, how do you setup the config?

      Delete
    5. [430,230],
      [450,250],
      [470,270],
      [490,290],

      Delete
    6. Have you save the project? Or there might be someone's script that interfering the battlers

      Delete
    7. yes. & no its just this scripts in my project

      Delete
    8. Ok, send me the project and let's see what I can do

      Delete
  24. Are we able to use the skills implemented in the open project of Skyward Temple? (Sweet battle system! <3)

    ReplyDelete
  25. Hello, I got a weird error and was wondering how to fix?

    Script 'Addon - Multiple Animations' line 86: NoMethodError occured.
    undefined method 'batler' for #

    ReplyDelete
    Replies
    1. It should be 'battler' try to replace it

      Delete
    2. I mistyped 'batler' so that wasn't the problem :'(

      Delete
    3. Script 'Addon - Multiple Animations' line 86: NoMethodError occured.
      undefined method 'battler' for #

      Delete
    4. For what? For a nilClass?
      And when it happened?

      Delete
    5. It happened when my enemy was trying to use a skill to attack me.

      Delete
    6. Yes, now... for what? You haven't answer my previous question

      Delete
    7. for #<Sprite_AnimGuard:0x3d9f500

      Delete
    8. Got it! Try to put this Patch below my multiple animations. Thanks for report anyway

      Delete
  26. ive been tryig to make a new class that use's katana but i don't see any katana weapon and how will the katana work? do you need a animation or something ? please help because im having fun with this sample you made its the best i've seen

    ReplyDelete
  27. i like all your skills and animations in this sample it's really amazing, your awesome for making this,but i'm having a little trouble making sword and gun skills can you help pls

    ReplyDelete
    Replies
    1. Can you just try to modify the existing skill samples?
      Also, read How action sequence works

      Delete
    2. thanks for the help ill read this and learn form it :)

      Delete
  28. how do you make pic with title of your game i cant make it?

    ReplyDelete
  29. hey do you know where i can find any BATTLE HUD because im using your sample and it's by far the best I've seen,i tied download some battle hud but they have virus do you know i can i find any other battle hud ? if you know please help me this https://www.youtube.com/watch?v=7G9opTVxVJkor another pls and thanks

    ReplyDelete
    Replies
    1. It's moghunter's battle HUD, I can't really remember the name since I'm not fans of mog. Or.. try to buy Luna Engine.

      Delete
  30. Is there a way to customize the escape position of the characters? o3o

    ReplyDelete
    Replies
    1. Yes, there is. First, you need to define unique escape sequence for each character. Then put sideview tag in actor notebox just like I described in instruction part. It's not necessary to put all options. Just put the "escape" since you only want to make escape sequence different for each character ...

      sideview
      escape : KeySequence # put your key sequence here
      /sideview

      Delete
  31. This comment has been removed by the author.

    ReplyDelete
  32. hello im having a weird problem every time the enemy tries to use a summoning skill like call dolls. I get:
    Script - 'YEA - Enemy HP bar+' line 285: NoMethodError Occured.
    undefined method 'update_enemy_gauge_value' for nil:NilClass

    ReplyDelete
    Replies
    1. Ohay, thanks for report. Try to change the line 285 into this one. Let see if it works. Don't forget to save the project

      sprite.update_enemy_gauge_value if sprite

      Delete
    2. Thank you for responding, however now the enemy summons a character that has a completely different sprite and another script error occurs.

      Script: 'Implementation v1.4' line 1686: NameError occured
      undefined local variable or method for 'weapons' for
      #

      Delete
    3. Did you try to show icon for summoned enemy?

      Delete
    4. I'm sorry, I don't understand?

      Delete
    5. Well, never mind. Anyway, try to put this patch below implementation and let see if it works

      class Game_Battler
      def icon_file(index = 0)
      return @icon_file unless @icon_file.empty?
      return weapons[index].icon_file if actor? && weapons[index]
      return ''
      end
      end

      Delete
    6. thank you it worked

      Delete
  33. Is there a way to make the HP & MP bars in the battle status more smaller? D:

    ReplyDelete
    Replies
    1. It has nothing to do with my battle system. Go seek another battle menu script. Mine only deal with the battler animation

      Delete
  34. This comment has been removed by the author.

    ReplyDelete
  35. Hello! I was wondering if we can make something like this in the battle system? :)
    https://www.youtube.com/watch?v=vJF5KvWnrzU

    ReplyDelete
  36. Hello! First, very nice job Theo, this is the best Battle System I've seen so far on VX Ace! Second: Is there any way to set a basic attack animation like in Tankentai, where it uses the 'character_3' sheet? I don't know how to explain it very well, but I want to just show a standard attack animation instead of the battler just "throw" itself against the party.
    Thanks in advance, and sorry for my english, it's not my native language...

    ReplyDelete
    Replies
    1. Character animation is tied on the skill. You could define the default animation for attack using this tag on the attack skill

      \sequence : Attack_Sequence

      Where the "Attack_Sequence" is the key for your action sequence.

      Delete
  37. Kk, kalo timed hit yang buat evade bisa di disable, gak?
    Maksudnya yang waktu musuh nyerang, trus kita bisa menghindari serangan kalau menekan tombol dengan tepat.
    Apa bagian itu bisa di disable?

    ReplyDelete
    Replies
    1. Lha, defaultnya kan emang didisable. Maksudnya emang ngga ada menghindar kalo neken tombol dengan tepat kecuali u emang sengaja ngasih

      Delete
    2. Ah, my bad kalo gitu XD
      Terima kasih atas pencerahannya :)
      Great script, btw :D

      Delete
  38. mas theo, kira - kira ini bisa gak buat sprite nya holder?
    atau mungkin bisa di konfigurasi sendiri frame nya...

    ReplyDelete
    Replies
    1. Bisa aja ...
      Tapi pahamin dlu dasarnya

      Delete
  39. I wasn't able to make an attack sequence that uses the 'character_3' sheet :(
    This is how I'd set up the sequence:

    "ATTACK" => [
    [false, false, nil],
    [:move_to_target, 0, 0, 10, 10],
    [:wait, 10],
    [:pose, 3, 5, 2],
    [:target_damage],
    [:show_anim],
    [:wait, 25],
    ],

    Is something wrong with it? I want the attack animation to show the 3 frames in row from the 'character_3' sheet when the animated battler attacks. Perhaps I'm doing something wrong... Can you help me Theo?

    ReplyDelete
    Replies
    1. You need to manually put the sequence
      This part
      [:pose, 3, 5, 2],

      Change it to
      [:pose, 3, 3, 10],
      [:pose, 3, 4, 10],
      [:pose, 3, 5, 10],

      Hope that is what did you mean

      Delete
    2. I'm sorry for tooking so long to answer, I had some personal problems so I wasn't using the RPG Maker or any foruns lately...
      Well, my sequence is that way now:

      "ATTACK" => [
      [false, false, nil],
      [:move_to_target, 0, 0, 10, 10],
      [:wait, 10],
      [:pose, 3, 3, 10],
      [:pose, 3, 4, 10],
      [:pose, 3, 5, 10],
      [:target_damage],
      [:show_anim],
      [:wait, 25],
      ],

      But it didn't worked :/
      This is what is supposed to happen: http://i58.tinypic.com/vmzjnr.png
      And this what happens: http://i62.tinypic.com/xblp3.png

      Guess I'm too dumb to make it work lol

      Delete
    3. Sorry, this links isn't working .-.
      These are the right links:
      What is supposed to happen: http://oi60.tinypic.com/aa83ls.jpg
      What really happens: http://oi59.tinypic.com/dcwr3p.jpg

      Delete
    4. Hmm.. You havent make animation for enemy since by default, all enemies are static. Read how to make animated enemy

      Delete
  40. Hi, It's really cool Battle System! but I have a little problem.
    Please tell me how add combat animations to items like: "Hi-Potion" etc?
    My English is really bad, I hope you understand what I mean.

    ReplyDelete
    Replies
    1. I mean healing animation after using "Hi-Potion" in battle

      Delete
  41. This comment has been removed by the author.

    ReplyDelete
  42. Very cool battle system, and very nice that you even allow commercial usage when you get a free copy of the game, HOWEVER you should really reconsider having put the game under the GNU GENERAL PUBLIC LICENSE since this contradicts (!) your other statements about commercial use, since the GNU GPL requires that "any work that you distribute or publish, that in whole or in part contains" data published under the GNU GPL (like this script) HAS TO BE published under the same licence "as a whole at no charge to all third parties" FOR FREE.

    As a result this battle system script atm CANNOT LEGALLY BE USED FOR COMMERCIAL PURPUSES.

    ReplyDelete
    Replies
    1. Actually, I havent really used to the licensing thingy. If you try to sell the game, you sell the game. Not the script itself.

      Delete
    2. Anyway, I modified the ToU. Hope this clear enough.

      Delete
  43. This comment has been removed by the author.

    ReplyDelete
  44. Hey. Is your script is compatible with Fomar ATB / CTB / Stamina Based Battle System?
    I try use Fomar0153 ATB script, and got that error:

    "Script "Window_Base' line 472: NoMethodError occurred.
    undefinded method 'each_with_index for nil:NilClass"

    ReplyDelete
    Replies
    1. There're 2 ATB script by Fomar. One that work with Yanfly Battle Engine, and one that stand alone. Which one is yours?

      Delete
  45. Theo, I am having trouble figuring out what might be causing one of my scripts to malfunction, now that I am using your SBS. It appears that you've done a good job, keeping as much of the SBS from interfering with default methods, specifically for this reason, and even though from what I can see, your SBS stops touching the data I am touching, long before my script looks for it... But removing your script, fixes the issue and I simply can not figure out WHY.

    Here is an example of what I am doing. (This is my personal page)
    http://roguedeus.com/vbforums/showthread.php/154-TheoAllen-Side-Battle-System-amp-RDeus-AlmostDead-Compatibility-Issue

    You'll notice that I am expanding the normal death application on ZERO HP, with a conditional, that applies another state instead.

    Is there any reason why SBS would block the death state from being applied? I can't find a clear point in your code were you interfere with a simple add_state method call.

    Is there somewhere else in your code that I should be doing this instead of on Refresh?

    Thanks for your time.

    ReplyDelete
    Replies
    1. I had thought it might be your alias (override) method of 'refresh' in Game_BattlerBase, but even with it commented out the same thing keeps happening.

      Delete
    2. I discovered the issue... Its due to the fact that you flag all battle members immortal during any sequence.

      Delete
    3. I did that for some purpose. If you're going to use yanfly battle engine, and your character has 5 hits, if the enemy died in the first hit, the death popup will be shown and that wasnt really good. Immortal flag keep them alive until the death state checked at the end of sequence. Or when you manually call [:check_collapse]

      I'm glad you could find it by yourself. Or if you have better idea for this one, I'm glad to hear your idea.

      Delete
    4. No, your solution is actually a really good idea and well done considering refresh will normally catch up just fine. It's partially why I was so confused at first.

      I fixed it by remembering a qualifying result until refresh catches up to add_state.

      Delete
  46. Gan, gimana nih? kalo battle bakal keluar dari game dengan sendiri nya...
    tapi kalo Implementation nya di hilangin, game nya jadi bener lagi...

    ReplyDelete
  47. Great enginge, but I came across a little bug, when you start a battle where there
    isn't a custom battleback, the battle starts slowly and then the game crashes giving out an error in cache line #88. Thanks Theo for the great scripts.

    ReplyDelete
    Replies
    1. Oh, that was a bug in Battle Decor addon. You could disable it and it worked just fine. Thanks for report anyway. I have little time, so I'm unable to fix that right now.

      Delete
    2. Thank you Theo, good luck with college :)

      Delete
  48. mas, buat sprite mode battlenya dmn ya.

    ReplyDelete
  49. Hello.
    Is there any way to disable Total Hit/ Total Damage" in battle?

    ReplyDelete
  50. kak cara nyari graphics buat enemies di tsbs dimana?

    ReplyDelete
  51. Gimana caranya define Attack Sequence untuk masing2 character?
    Misalnya si A maju lalu nyerang, si B lempar tombak, dsb.
    Punya saya semuanya ngikut default, ga bisa dibuat beda.
    Help kk...

    ReplyDelete
    Replies
    1. Ganti aja default attacknya
      Misalnya actor A attack defaultnya skill ID 1, actor 2, attacknya pake skill ID 3. Di sample game ada caranya

      Delete
  52. I thought i posted a comment, but can't see it. I apologize if this is a duplicate.

    I have been running into some issues when I try to tie the sequences to the actor specifically, instead of using defaults. It has worked thus far for:


    idle : Elementalist_Idle
    hurt : Elementalist_Hurt


    I run into issues when I am asking for it to use ItemSequence and a few of the others. Would it be possible to get the exact codes I should be using? Obviously not the variable I am coming with (Elementalist_Item).This will be a big help to me troubleshooting, because as I said, I can get it to work with some, and not others.

    ReplyDelete
  53. Never mind I found them in the TSBS - Instructions. Thanks.

    ReplyDelete
  54. What is "Kback" system in counter...

    'Knockback' error...

    next error message. (in 1.4ver)

    Theolized SBS : Error occured on RPG::Enemy in ID 2
    Sequence key "Actor1_KBack" in script call [if,].

    ReplyDelete
    Replies
    1. It's script call error.
      Can't help unless you let me know what is the script call

      Delete
  55. hello,I johnseed, I would swap the position of players and enemies .but when I do this, what are the attack in the direction movais the Balters exceeds the target and then attack.
    tanks

    ReplyDelete
    Replies
    1. You could give negative position of x when do a move

      Delete
  56. kenapa ya error di implementation line 1040 name error occured unitialized constant Game_Battler::SMooth Slide itu kenapa ya om theo?

    ReplyDelete
    Replies
    1. di line itu gak ada itu. versi berapa?

      Delete
  57. It's JohnLeagsdurg from RPG Maker Web. You should take a look at my message i sent in rpgmakerid.

    ReplyDelete
  58. Bro, hit count-nya kok ga nambah ya?
    Aku punya sequence seperti ini:

    "Slash1" => [
    [false,false,false],
    [:cast, 112],
    [:wait, 10],
    [:target_damage],
    ],

    "Triple-Slash" => [
    [],
    [:move_to_target, 0, 0, 10, 10],
    [:pose, 1, 9, 5],
    [:pose, 1, 10, 5],
    [:pose, 1, 11, 5],
    [:action, "Slash1"],
    [:action, "Slash1"],
    [:action, "Slash1"],
    [:wait, 30],
    ],

    Setelah aku jalankan sequence "Triple-Slash", musuhnya memang kena damage 3 kali, tapi hit count-nya tetap 1 dan total damage tidak terakumulasi.

    Apa aku ada salah?

    ReplyDelete
  59. Hello,

    I have a critical bug and need help.
    I had implemented TSBS 1.3 in my current project successfully.
    Sometime later I've noticed that the enemies arent attacking anymore.
    I could not fix this, so I tried to upgrade to TSBS Version 1.4.
    They still not attack.

    I need some help to fix this please!
    I am working on a small but already paid commercial project.
    So I really need some help please!

    Best regards, Daniel
    (mail.dherzog AT gmail.com)


    ReplyDelete
  60. ka, cara membuat 2 animasi dalam satu skil itu gimana caranya

    ReplyDelete
  61. Hello
    I'm using TSBS v1.4
    After a few random battles. When I turn off the game, using "Shutdown Game"
    I got an error "RGSS3 has stopped working"
    My "gobj" logs: http://pastebin.com/vfsyudmJ
    Please help

    ReplyDelete
    Replies
    1. Any demo link? I'm pretty sure I already properly dispose sprite so memory leak won't be a problem unless some script interfere it

      Delete
    2. Demo: http://www.mediafire.com/download/4caq3592ze4p9az/K._DEMO.rar
      I hope you can help me :|

      Delete
  62. kak kok character utama hpnya udh 0 gak gameover itu gimana ya? mohon pencerahannya kak

    ReplyDelete
  63. Is there anyway to make the critical hit sequence different than normal attack hit?

    Great script, sir.

    ReplyDelete
    Replies
    1. You could manually make it by using [:if]
      Like [:if, "rand < 0.5", "Critical-Hit", "Normal-hit"]

      Basically you set your own branch with your own probability.

      Delete
    2. thank you for responding!

      I see, so using [:if] to manually create customized branch, right?
      If i'm using this, then what will happen with the default critical hit calculation and probability?
      I'm sorry, i'm still learning about scripting.

      Delete
    3. Default critical calculated when a battler hit the target, which mean after you call [:target_damage]

      There is no way to check if it's a critical before you call the function (:target_damage) because it's not executed yet.

      There is also another alternative. If you wish critical hit sequence changed after the battler hit the target, it could be like this

      [:show_anim],
      [:target_damage],
      [:if, "target.result.critical", "Critical-Hit", "Normal-hit"]

      Note that it only works for single target, not a multi-target

      Delete
    4. I see, I'll try the latter first then.

      Once again, thank you very much!

      (maybe i'll come to ask again, though. Please bear with me :p)

      Delete
  64. Positive site, where did u come up with the information on this posting?I have read a few of the articles on your website now, and I really like your style. Thanks a million and please keep up the effective work.
    RMMV Resources

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  65. This comment has been removed by the author.

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  66. makasi gan,.. karya yg bagus,.. ini yg gw cari2,.. mode side battle,.. btw char spritenya bsa di kembangin kan? (kayak di tambah actor lg,.. animasi spritenya dll,. mksdnya ga stag di stu doang,. msh bsa di kembangin gtu kan?)

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  67. bos aq download scripe ko gak knek yo, kan est buka github,est coba download TSBS tapi gak knek"..piye ki

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  68. untuk addon "summon" caranya kurang jelas saya kalo buat nyummon ememies, trimakasih kak theo ^^

    ReplyDelete
    Replies
    1. enemies maaf typo :V

      Delete
  69. Mas Theo, TSBS compatible sama script ATB yang mana ya?
    udah coba VE, sama Fomar013 tapi masih eror..
    minta bantuannya mas, terima kasih

    ReplyDelete
  70. Hello. Can create Skill add new target with "target_range". Ex : Given that the range of actor from the Enemy
    Actor A, range = 50
    Actor B, range = 100
    Actor C, range = 150
    Actor D, range = 200
    When Enemy using skills for the Actor C, the Actor B, C and D will be affected. (The Skill deal dmg in Range 50)
    Sorry For My Bad English.

    ReplyDelete

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