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> CTB by Charlie Fleed - A Final Fantasy X-like Battle System, Language: RGSS -- Version: 3.1 - NEW Jul 4th 2010
Tigerbite
post Feb 7 2008, 10:05 PM
Post #41


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Here are some more detailed instructions for the script. (Most of this is from Charlie himself, it's just explained...a little more in-depth (more-so for the...newer users out there)

[Show/Hide] Click me for the detailed instructions.
________________________________________________
/ \ _
| CTB by Charlie Lee _\
| Tutorial _\
| v 0.01 /
\ ________________________________________________ /


**************************************
** Table Of Contents * ******************
*******************************************************
** I - Super Arts Configuration **
** II - Configuring Individual Battle Commands **
** III - Configuring Summons **
********************************************************


*************************************
** I - Super Arts Configuration **
*************************************
First thing you need to do is define a Super Art element.
To do this, open up the database, click on the system tab (last one on the right side).
Then you will see Element Names: on the bottom left. Click on an empty number and type in Superart.
If you name it something other than Superart, be sure to change it in the script, line 13 (Super Arts 1.2)
You can also define the maximum of super arts points on line 12 (default=200), then you're done.



*******************************************************
** II - Configuring Individual Battle Commands **
*******************************************************
These commands will pop up in your battle menu.
We're going to use the examples "Black Magic" and "White Magic".
First thing you need to do is create two elements and name them "CMD Black Magic" and "CMD White Magic".
Please be sure to put CMD in there.
To do this, open up the database, click on the system tab (last one on the right side).
Then you will see Element Names: on the bottom left. Click on any empty number and type it in.
Then click on the skills tab inside the database and on the right side under Element: just check the box you want the skill to show

up under "Black Magic" or "White Magic".
It's okay if it's marked off as another element (such as fire). Leave it checked and check another box (Black/White Magic.)
The Command "Black Magic" or "White Magic" will only show up in the battle menu if your character has one of the skills.
Easy way to test it, is give him one of the skills in Black or White Magic and make it so he learns it at level one, then go into a

battle.




***********************************
** III - Configuring Summons **
***********************************
There are two kinds of summons:
A type 1 summon "does not remove the party". That means that when you summon an actor, he/she is added to party and they stay on the battle field all together. This type was devised to make magic creatures, like golems etc, that fight along their creator.

A type 2 summon "removes the party", that is the summoner and all his/her companions leave the battle field and are REPLACED by the summoned actor that will continue the battle, exactly as it happens in Final Fantasy X. When the summoned actor is defeated or retires from the battle field, the party returns and continues the battle.

First things first, you need to define a Summon as an element.
To do this, open up the database, click on the system tab (last one on the right side).
You need to make two elements for this, "CMD Summon" and "Summon"

To configure a summon you need to go in the common events tab in the database and create a new event.
Call it whatever you want, say you want to summon Pikachu, you can name it SummonPikachu.
Click the box and add a script and insert this:

$game_party.summon(1,["Pikachu"])
or
$game_party.summon(2,["Pikachu"])
or if you want to summon more than one...
$game_party.summon(1,["Pikachu","Pichu","Jigglypuff",...etc])

Next thing you do is create a skill in the skills tab in the database.
Name it something like...Summon Pikachu.
Then mark off the "CMD Summon" and "Summon" boxes under Element, and under the Common_Event drop down box, be sure to

choose SummonPikachu (or whatever you may have named it.)

-TIP- Make a new class and name it Summons? or Pikachu Summon and give them awesome skills they can use by adding them

under Skills to Learn and setting them to Level 1.




Okay, I know I didn't go over everything, but these are the only things I've tried out so far. If something is unclear let me know, but

it's a little bit more helpful than his instructions. Enjoy. :)


Well, just to let you know, it never hurts to ask for help, just if you ask for everything :P

Like the door tile? I'm pretty sure it would be more helpful if I told you how to do it, so you can do it and you would have that knowledge to do it for other things, rather than you scrambling your brains for a few hours...

but that's up to you, if you want to ask or not ;)

but why not just use the graphics? (when setting an event)...because you don't have to actually set an event :P

This post has been edited by Tigerbite: Feb 8 2008, 12:37 PM


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Charlie Fleed
post Feb 8 2008, 04:56 AM
Post #42


Charlie Fleed
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QUOTE (Pinky @ Feb 8 2008, 01:21 AM) *
Excillent CBS! However how do you change the names of the summons? Also how do you disable them until later on your game?


There isn't such a feature embedded in the BS. However, with what conditions should a summon be disabled? For how long? There are many ways to do it, i'm still thinking about it. Probably I will make so that a killed summon is unavailable for a certain number of battles.

Added to my TODO list.

@Tigerbite: thank you for your effort.

A clarification was requested on the meaning of type 1 and type 2 summons.
1) A type 1 summon "does not remove the party". That means that when you summon an actor, he/she is added to party and they stay on the battle field all together. This type was devised to make magic creatures, like golems etc, that fight along their creator.

2) Instead, a type 2 summon "removes the party", that is the summoner and all his/her companions leave the battle field and are REPLACED by the summoned actor that will continue the battle, exactly as it happens in Final Fantasy X. When the summoned actor is defeated or retires from the battle field, the party returns and continues the battle.

This post has been edited by Charlie Lee: Feb 8 2008, 05:05 AM


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Fluffalubigus
post Feb 8 2008, 10:34 AM
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QUOTE (Tigerbite @ Feb 7 2008, 09:12 PM) *
Well, just to let you know, it never hurts to ask for help, just if you ask for everything tongue.gif

Like the door tile? I'm pretty sure it would be more helpful if I told you how to do it, so you can do it and you would have that knowledge to do it for other things, rather than you scrambling your brains for a few hours...

but that's up to you, if you want to ask or not wink.gif

but why not just use the graphics? (when setting an event)...because you don't have to actually set an event tongue.gif


Well, then I suppose I'll atleast ask about the door. XD So, how DO you add a door tile to tilesets? =3
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Charlie Fleed
post Feb 8 2008, 11:43 AM
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Charlie Fleed
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QUOTE (Fluffalubigus @ Feb 8 2008, 06:41 PM) *
Well, then I suppose I'll atleast ask about the door. XD So, how DO you add a door tile to tilesets? =3


Excuse me, but this isn't anyway related to the Battle System here. Please ask for this kind of support in the proper board.


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Fluffalubigus
post Feb 8 2008, 03:36 PM
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Sorry. ^^; It kind of dragged into a new topic.
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Przemek1602
post Feb 10 2008, 12:18 AM
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Realy nice battle system. Almost everything is fine but is there any way to use this srcript with yours ?
"Universal Message System" from this page http://www.rpgrevolution.com/forums/?showtopic=7692
Im not super scripter or something like that. Im trying little by little understand the srcipt you created for me is little hard beacuse i dont know all of the english words but most of them. My problem is this: can your system use "Universal Message System".
I have tryed many times to change it a little bo no use. This system have nice looking window and other stuff like text, fonts and faces. Ah one more thing where change in your system fonts ? For help i be realy glad and give you to the credits of my game.


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Tigerbite
post Feb 10 2008, 12:52 AM
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QUOTE (Przemek1602 @ Feb 10 2008, 02:25 AM) *
Realy nice battle system. Almost everything is fine but is there any way to use this srcript with yours ?
"Universal Message System" from this page http://www.rpgrevolution.com/forums/?showtopic=7692
Im not super scripter or something like that. Im trying little by little understand the srcipt you created for me is little hard beacuse i dont know all of the english words but most of them. My problem is this: can your system use "Universal Message System".
I have tryed many times to change it a little bo no use. This system have nice looking window and other stuff like text, fonts and faces. Ah one more thing where change in your system fonts ? For help i be realy glad and give you to the credits of my game.


Those two scripts are not compatible at the moment. Unless one of the script authors (Charlie Lee or ccoa) want to figure out what to change in there own script to make it work...I, nor have any other people I've talked to it about have been able to get them to work with each other.


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Charlie Fleed
post Feb 10 2008, 04:16 AM
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Actually this is the first time i hear that. I've never tried UMS with my system, I'll give it a look. Thanks for reporting it.

This post has been edited by Charlie Lee: Feb 10 2008, 04:16 AM


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Przemek1602
post Feb 10 2008, 06:23 AM
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If this is doing to much problem then dont do this.I have also seen in Lee script in " *** ADD ONs ***" this "Bitmap, Draw Face 1.0" how to use it in text (shadow or bitmap with face).


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Yasuakia
post Feb 10 2008, 09:40 PM
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Ok I have a question. I am a dire hard RPG Maker 2003 person and I decided to make something in XP and saw this script. The only issue is that I cannot seem to open it. It gives me an error about incompatibility with versions and when I go to try to play the demo it gives me an error saying that some dll is missing. Is there anything that I can do or could you post the coding for it in a text file and specify where it goes?


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SeeYouAlways
post Feb 11 2008, 02:18 AM
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Are you using the Postality Knight (illegal) version of RPG Maker XP? Because this script (and most others) are not compatible with the illegal version. Also make sure you have installed the official RGSS-RTP available for download (http://www.rpgrevolution.com/rmxp/download), because I think your missing .dll file is there.


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kyle1234lee
post Feb 16 2008, 02:03 AM
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Hi! this is a nice script, Can you tell me where more of the battlers you got with the same style? cause it's really good.


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Charlie Fleed
post Feb 16 2008, 04:52 AM
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QUOTE (kyle1234lee @ Feb 16 2008, 10:10 AM) *
Hi! this is a nice script, Can you tell me where more of the battlers you got with the same style? cause it's really good.


First post dude. It references the resource section on this site. It's written BIG and RED.

This post has been edited by Charlie Lee: Feb 16 2008, 05:34 AM


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Ember
post Feb 16 2008, 04:57 AM
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Pretty amazing looking battle system, well done.


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kyle1234lee
post Feb 16 2008, 05:03 AM
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Do you mean the Resource section downloads or the resource section Forums. if forums pls. direct me to it.


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SeeYouAlways
post Feb 16 2008, 05:09 AM
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QUOTE (Charlie Lee @ Jan 24 2008, 12:26 AM) *
NOTE: if you are looking for MORE ANIMATED BATTLERS take a look here http://www.rpgrevolution.com/resource/thum...s.php?album=243

Wow.


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kyle1234lee
post Feb 16 2008, 05:14 AM
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I already browsed there, but I'm looking for Animated Battlers just like Charlee Lee's Battlers in his script. Cause it's the only battlers that works on my script.


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Charlie Fleed
post Feb 16 2008, 05:33 AM
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UMS COMPATIBILITY:

For those who were asking about UMS compatibility. I've imported script and map from ccoa's demo and tested each and every event, as well as a battle. It seems that everything works. I pasted UMS script page just above main, after my scripts.
So unless someone provides evidence that they do not work together i'd say they do.




@kyle1234lee
I think you may be having problems because of the number of poses. I used 11 poses, while many battlers are 10 poses. You can adjust the configuration of Animated Battlers in order to use different number of poses based on the id of the enemy. Look in the Animated Battlers .pdf Guide to see how to do this.

This post has been edited by Charlie Lee: Feb 16 2008, 05:37 AM


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kyle1234lee
post Feb 16 2008, 10:29 AM
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Yeah, tnx, I think it's working well now, and by the way....






I got this error during I started my game..

Yeah, tnx, I think it's working well now, and by the way....






I got this error during I started my game using your'e CTB script.


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Charlie Fleed
post Feb 16 2008, 10:36 AM
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It looks like you're missing some of the script pages from my demo... you have to copy them all.


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