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> CTB by Charlie Fleed - A Final Fantasy X-like Battle System, Language: RGSS -- Version: 3.1 - NEW Jul 4th 2010
dmoose
post Jan 26 2008, 03:27 PM
Post #21


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Oh... well it's still a cool script. Good job man!


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clydesworth
post Feb 2 2008, 08:49 AM
Post #22


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Hey. Whenever I raise any of the monster's stats, their defence goes up
along with it.

For example:
Say if I were to raise a monster's default AGI from 100 to 200, and do
a test battle, you'd notice the damage dealt to the monster has decreased
dramatically.

It really doesn't matter with any stat, all of them do this.

Can you change some parts of the script to where it won't do that? Tha'd be awesome.
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Charlie Fleed
post Feb 2 2008, 10:54 AM
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Agility does not affect the damage in my BS. In short:
1) for normal attacks it depends on attacker's atk, defender's pdef, and the comparison of strengths.
2) for skills it depends on skill's power, defender's mdef, and the comparison of intelligences.
Additionally you can set some other dependences from the skill's configuration in the database (DEX-F, STR-F, ...). Refer to the help file for this.
If you provide me with a specific damage formula you want, i can help you.

This post has been edited by Charlie Lee: Feb 2 2008, 10:59 AM


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perfectprime
post Feb 2 2008, 04:06 PM
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I just wanna say, this is an amazing script, thanks for posting it.

I have a question though. I'm having trouble getting the skills to show up on the command list in battle. I get Attack, Defend, Item, Skip, Status, and Escape...but no skills...

There something I need to change in the code to remedy this?

Thanks so much.
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Charlie Fleed
post Feb 2 2008, 05:53 PM
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Yes, follow the Instructions for the Configuration of Individual Battle Commands in the first post. (After you have read the instructions) If you don't need different categories, just create a single category, name it "CMD Skill" and assign all the skills to it.


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perfectprime
post Feb 2 2008, 06:36 PM
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Thanks dude. I must have skipped over it.

edit: Got it working easy enough. Great, great script, highly recommended.

This post has been edited by perfectprime: Feb 2 2008, 10:55 PM
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habs11
post Feb 5 2008, 06:47 PM
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question: how do i get the animated battlers to work? i have tried many of them and the frames are off when i attack, cast magic, and any other pose that requires action. thanks for any help.

This post has been edited by habs11: Feb 6 2008, 07:51 PM
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Fluffalubigus
post Feb 6 2008, 12:58 PM
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I have a question. ^^; First off, I've gotta say I love your script SO much! Second, being a total noob, I'm having an issue... See, I'm trying to use different battlers than your default characters, and I'm trying to fix it so that I won't need the pictures of the character's heads, but still keep the bars. I'll re-word easier. xD Basically, is there a way to just have a bar with a name, like on one of your earlier screenshots, rather than find pictures of everyone's head? D=
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Charlie Fleed
post Feb 6 2008, 04:08 PM
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QUOTE (Fluffalubigus @ Feb 6 2008, 09:05 PM) *
Basically, is there a way to just have a bar with a name, like on one of your earlier screenshots, rather than find pictures of everyone's head? D=


Yes, there's a line in the configuration which controls that. It's TURN_USE_PICTURES or something like that (i'm not on my rmxp laptop right now), its a true/false value.
I think that in my next update a complete and clear guide to the configuration will be the first goal, adding more features will be secondary.

This post has been edited by Charlie Lee: Feb 9 2008, 04:17 AM


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Nechi
post Feb 6 2008, 04:28 PM
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Greating!!

I learning about side view system,Now!!
Thanks^^

This post has been edited by Nechi: Feb 6 2008, 04:30 PM


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Fluffalubigus
post Feb 6 2008, 04:47 PM
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QUOTE (Charlie Lee @ Feb 6 2008, 03:15 PM) *
Yes, there's a line in the configuration which controls that. It's USE_PICTURES_TURNS or something like that (i'm not on my rmxp laptop right now), its a true/false value.
I think that in my next update a complete and clear guide to the configuration will be the first goal, adding more features will be secondary.


I've messed with it and even changed everything dealing with the turn pics to false, but it just shows an empty block, not the pic I made with their name on it or anything different. D= -sorry for bothering you ^^;-
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Charlie Fleed
post Feb 6 2008, 08:14 PM
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QUOTE (Fluffalubigus @ Feb 7 2008, 12:54 AM) *
QUOTE (Charlie Lee @ Feb 6 2008, 03:15 PM) *
Yes, there's a line in the configuration which controls that. It's USE_PICTURES_TURNS or something like that (i'm not on my rmxp laptop right now), its a true/false value.
I think that in my next update a complete and clear guide to the configuration will be the first goal, adding more features will be secondary.


I've messed with it and even changed everything dealing with the turn pics to false, but it just shows an empty block, not the pic I made with their name on it or anything different. D= -sorry for bothering you ^^;-


Wait. What exactly do you want to obtain?? You want pictures but they are nothing but a block with a name?
If that is the case, you don't need to change anything in the script, just put your images for the turns in the right folder (Graphics/Pictures/Turns ... but look in the demo to be sure) and name them with the name of the character.


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Tigerbite
post Feb 6 2008, 08:24 PM
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And if you don't understand what he's saying ^ or vice versa.

You want the turns boxes to show up with the person's name, rather than there head.
Here's what you do.
Go figure out the size of the boxes on the side of the screen.
Create a new image, type the persons name in it, save as the players name inside the turns folder.
Load up your game, walah!

There may be a simpler way, but I'm still messing with this code myself, and I'm a very busy man, so I don't get much time. :[

Hope this helped...a little smile.gif


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Fluffalubigus
post Feb 6 2008, 09:19 PM
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Oh! Thanks a bunch, guys. =D See, I had made a picture with a name by modifying on of the turn bars, so I'm GUESSING that it was too small, and therefore uncompatible with the big block at the top which shows who's current turn it is. ...Atleast, I hope that's the issue. xD I've been messing with the script, and adore it. *-* I'm working on a game with it (my very first game <3), and I think it's coming along reasonably. xD Well, I'm off to bed, so if I'm wrong about what's wrong with the character square, then feel free to tell me so I can get home tomorrow and have it all solved. 8D

~Thanks Tons~
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Charlie Fleed
post Feb 7 2008, 03:26 AM
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The big square on the top-right corner uses a different picture, it's not the same of the turn bars.
The big square uses Graphics/Faces/<character_name.png> and can be disabled with BATTLER_FACE_VISIBLE=false in the configuration.
The same picture or a smaller one (if available) called <character_name-small.png> is used in the status. Again, it can be disabled with STATUS_FACE_VISIBLE=false in the configuration.
The turn bars use Graphics/Pictures/Turns/<character_name.png> and can be disabled with TURN_USE_PICTURES=false. In that case a block with the character's name is displayed automatically. Of course, if you want a personalized graphics, you should turn on the pictures and put yours in Graphics/Pictures/Turns/.
Note that you can also personalize the block pictures only: they are Graphics/Pictures/Turn-1.png , Turn-2.png and Turn-3.png.

This post has been edited by Charlie Lee: Feb 7 2008, 06:39 AM


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Fluffalubigus
post Feb 7 2008, 02:20 PM
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Ohhhh! Thankies. =D And noobie me had an accident. T_T I tried building my game from your game project, and deleted your maps and added my own stuff, and now all my SE/BGM/BGS were deleted, as well as anything else that wasn't something I imported myself. ^^; Eheh, I must not be able to do that. xD
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Pinky
post Feb 7 2008, 05:14 PM
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Excillent CBS! However how do you change the names of the summons? Also how do you disable them until later on your game?
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Fluffalubigus
post Feb 7 2008, 06:54 PM
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Eheh. ^^; Please don't feel obligated to answer my question, because now I've decided to LEARN this stuff before bombarding you with questions. xD I have a life to waste away trying to create a game, so I might as well spend time learning how everything works so that my first game will actually be a GOOD one. Thank you for your script, as I love to us it. <3

This post has been edited by Fluffalubigus: Feb 7 2008, 06:54 PM
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Tigerbite
post Feb 7 2008, 07:40 PM
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Fluffy, why didn't you just copy his scripts over into your project in the first place? You only have to copy like...12-15 things? tongue.gif


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Something Tigerbite said to me the other day made sense
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Fluffalubigus
post Feb 7 2008, 08:29 PM
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xD Yea, I did that after my previous project was erased. It's not because all of my stuff vanished, but it's because I've realized that I'm asking EVERYONE questions about EVERYTHING. x-x I can't even figure out how to add a door tile to my tilesets! o-o So I'm gonna spend a nice amount of time LEARNING how the maker works, instead of making a total noob game. xD
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