Getting Started
This page will tell you how to get started to use TSBS for your RPG Maker VX Ace project. As some people said, my battle system is somewhat confusing to get started in. So, I decided to make this wiki to make it easier. Well, here you go...!
Contents
1. Installations
I assumed that you create blank project. Then put my TSBS script in these order. Just like what I've written in Readme file. Below material but above main. If you plan to use YEA Battle Engine. Put these below it.
- Basic Modules v1.5b
- Instructions (English) OR Instruction (Indonesian)
- Config 1 - General (English) OR Config 1 - General (Indonesian)
- Config 2 - Sequence (English) OR Config 2 - Sequence (Indonesian)
- Implementation v1.3
- (Optional) Put the Overview and changelog as well if you want. It just tell the overview of TSBS
The order would be like this
If you plan to use any HUD scripts, I recommend you to put my scripts below the HUD.
Then the first step has done.
2. Spriteset Rules
2.1 Sprite Dimension
After finish installed my script in script editor. It's not done yet. You need to prepare the spritesets for your actors. First, you need to decide what kind of dimension of spriteset would be. For this tutorial, I took kaduki characterset as the sample. Go to Config - 1. Look at the MaxRow and MaxCol
What is that mean? It's a sprite dimension / ratio. By inputting MaxRow to 4 and MaxCol 3, then the sprite ratio / dimension must be 3 x 4. Kaduki battler sprite and default sprite for RPG Maker use this. Let me explain to you by image (P.S : It's Soleil from sample game).
Once you decide the the sprite dimension, then the rest of battler image size should follow the rules. My battle system script doesn't allow dynamic spriteset size like Victor did. But instead, I give you a compensation. That's free pose sequence. You will know later.
The spriteset graphics need to be placed inside Graphics/Battler.
2.2 Sprite Naming
Like what I have said in Instructions. The sprite file name must begin with battler's name (actor / enemy) and ended with number. The format is actorname_number.png. For example Eric_1.png. The purpose of the number is for pose sequence. You will understand if you ever use Tankentai VX version.
Let me explain to you by images. This is Eric from database. The actor name is 'Eric' as you have noticed
And here are spriteset for Eric. (Don't get bothered by the battler graphics. It just sample)
Same goes to other actors. The battler name should follow the actor name ended with number.
3. Default Sequences
3.1 Default key Sequence
After imported the battler graphics, the last part is to define the default action sequence. They are idle, hurt, evade, and such. Look at Config - 2 at the second part. There are default sequences.
What is that mean? Default_Idle store the "key sequence" for idle animation. So, the default idle animation for all actors by default is the one you just set it up. Default_Critical store the key sequence if actor is on critical condition (default value is having 25% of MHP in Config - 1). And for the rest is self explanatory I think. You have to fill all the default sequences except Default_Intro. It's optional.
3.2 Setting up basic sequence
So, what is the connection between "key sequence" and the animation / action sequence itself? Take a look at Config - 2, at the bottom.
There is AnimLoop = {}. It store animation sequences and its "key sequence". By default, Default_Idle value is "K-idle". But as you can see. There is no "K-idle" sequence key there. So, you're going to make one with my instructions. First, start with the
"K-idle" => [
[], # <-- initial setup
],The initial setup consist 3 options. The first one is looping flag. If you set it to true, then the animation gonna be looped. Idle animation is always looping. Then you should set it to true. The second one is afterimage flag. If you set it to true, then afterimage will be displayed. It's not necessary to turn ON the afterimage effect for idle sequence. So, set it to false. The last one is flip flag. Set it to true if you want the battler graphic flipped. In idle sequence, it's not required. So, set it to false or omit it. Then the initial setup would be like this
"K-idle" => [
[true,false,false], # <-- initial setup
], # <-- don't forget comma!Before we going so far, I would like to explain how the battler sprite is handled in TSBS. Take a look at this image below
As you can see. There're many numbers. What is that means? It's pose / grid index. TSBS allow you to pick any pose / grid index based on that image. The first index (Zero) comes from top-left. And the last index (11) would be on the bottom-right. If you have different spriteset dimension, the indexes would be different.
Back to the topic. So, how do you gonna make idle sequence? First, look at the image once again. Idle animation poses are 0-1-2-1. And the image filename is Eric_1.png. Then, you gonna tell the script to pick the image Eric_1.png and pick index 0-1-2-1 as well.
The sequence mode / command you have to use is [:pose,]. It's a command to change sprite graphic based on the index above. Take a look at Config - 2. The format is
[:pose, number, cell, wait, (icon)],
- Numbers represent filename.
- Cell represent pose / grid index
- Wait is a wait duration in frames. By default, 60 frames is equal as 1 second
- Icon is a icon call. Will be explained in other page
You're going to start an idle animation from index 0 to 2. And you're going to use image name Eric_1.png. Then, the setup would be like this
"K-idle" => [
[true,false,false], # <-- initial setup
[:pose, 1, 0, 10],
[:pose, 1, 1, 10],
[:pose, 1, 2, 10],
[:pose, 1, 1, 10],
],Here is the explanation
Once it's done. Then the very basic setup is finished. You could see the your battler is animated in battle test
Sorry for the frameskip. I just recorded the gif in wrong way. And I'm too lazy to fix the frame xD










