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> CTB by Charlie Fleed - A Final Fantasy X-like Battle System, Language: RGSS -- Version: 3.1 - NEW Jul 4th 2010
Charlie Fleed
post Apr 10 2011, 12:49 AM
Post #541


Charlie Fleed
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QUOTE (DarkNesa @ Apr 9 2011, 10:31 PM) *
That's done, but now I've come across something else.

The pictures appear in battle fine. However, they still have the white box around them, which looks shabby. How do I get rid of this box?

~DarkNesa

---EDIT---
Also at the battle report screen, there's no face. Do I have to do the same thing?


The white box is not a problem of the BS. Check out the forums looking for how to correctly import images.

For the report screen, the images you want must be placed in the Graphics/Faces subfolder and named just "<character name>". These pictures will be used in other screens too.



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DarkNesa
post Apr 10 2011, 03:18 AM
Post #542


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QUOTE (Charlie Fleed @ Apr 10 2011, 01:49 AM) *
QUOTE (DarkNesa @ Apr 9 2011, 10:31 PM) *
That's done, but now I've come across something else.

The pictures appear in battle fine. However, they still have the white box around them, which looks shabby. How do I get rid of this box?

~DarkNesa

---EDIT---
Also at the battle report screen, there's no face. Do I have to do the same thing?


The white box is not a problem of the BS. Check out the forums looking for how to correctly import images.

For the report screen, the images you want must be placed in the Graphics/Faces subfolder and named just "<character name>". These pictures will be used in other screens too.


I'm looking at your your forum for help, finding little results.
I'm also looking at the Insturctions PDF.

Both of these, I'm not finding a huge help. Sorry for my dumbness.

I'm under the faces section of the PDF, and it mentions opacity. Do I do anything to this?

Ugh! This is all annoying me! mad.gif

Please... Help a dumb person like me. unsure.gif

~DarkNesa


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Charlie Fleed
post Apr 10 2011, 04:57 AM
Post #543


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Did you get the faces to appear in the battle results screen?


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DarkNesa
post Apr 10 2011, 10:42 AM
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QUOTE (Charlie Fleed @ Apr 10 2011, 04:57 AM) *
Did you get the faces to appear in the battle results screen?


Yeah, that's all fine. I just want to get rid of the white boxes around them. It looks shabby, as I have stated.

So how do I get rid of these?

~DarkNesa


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Charlie Fleed
post Apr 10 2011, 12:00 PM
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Ok, as I told you, you should search the forum for that. This forum.
Anyway, try to import the images as Pictures, and then move them manually in the correct folder. When you import an image the interface lets you select the transparent color.


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DarkNesa
post Apr 10 2011, 12:23 PM
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QUOTE (Charlie Fleed @ Apr 10 2011, 01:00 PM) *
Ok, as I told you, you should search the forum for that. This forum.
Anyway, try to import the images as Pictures, and then move them manually in the correct folder. When you import an image the interface lets you select the transparent color.


Thanks. It's worked.

Thank you for your help.

~DarkNesa


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Genma
post May 17 2011, 04:42 PM
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Okay I have an idea for a battle system based on this. This is the battle system right here: http://www.rpgrevolution.com/forums/index....showtopic=50019
Anyways could someone make this? I understand it's difficult but I'd love someone to make this for me.

Arigato.


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gettogaara
post May 31 2011, 07:49 PM
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Hi I'm pretty new here(well I just came back) and I love this battle system. The only thing is that I create alot of my own characters, how can I make it so that they fit into this battle system?
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Charlie Fleed
post Jun 1 2011, 09:49 AM
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It's a very generic question, I don't understand if you have a configuration issue or an artistic/stylistic one.


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gettogaara
post Jun 1 2011, 10:14 AM
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Well since I create alot of my characters none of them are animated battlers. I was just wondering if there's a way of either turning them into animated battlers or somehow tweaking something in the script to allow normal battlers. I just really, really like this battle style lol. Awesome work.

This post has been edited by gettogaara: Jun 1 2011, 10:14 AM
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Charlie Fleed
post Jun 1 2011, 09:54 PM
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Okay, tweaking is not necessary, the animation system is configurable to use static and non-animated characters.
Setting MNK_STATIONARY_ENEMIES and MNK_STATIONARY_ACTORS to true will make the battlers stay in their fixed positions, while DEFAULT_ACTOR and DEFAULT_ACTOR set to true will allow you to use your normal battlers.
All these variables are in the "1 - Configuration" page of ">> ANIMATED BATTLERS <<".


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gettogaara
post Jun 2 2011, 09:09 PM
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Hi thanks for the response. I can't find the "1 - Configuration" page of ">> ANIMATED BATTLERS <<". I'm not exactly sure where to find it but I spent most of the time searching for it in scripts. Maybe it's not there because I did'nt copy over all of the things in your folder, just scripts. I'm gona try too find out if that's the problem. Get back to me if you can, I feel like I'm missing something really simple lol.
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cerberos_diamond
post Jun 12 2011, 06:42 PM
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hI TO ALL THE PEOPLE AROUND HERE , I IM NEW USING RPG MAKER XP, I JUST DRAW MANGA AND ANIME, I DONT KNOW VERY WELL ABUT SCRIPTS AND THINGS LIKE THAT AND I REALLY NEED YOUR HELP, I WAS BEEN LOOKING FOR THE BATTLE SYSTEM..MM ABOUT 6 HOURS.. IM REALLY TIRED, MY PROBLEM IS I ALREADY TRIED TO GET ALL DEMOS THAT CAN GET DOWNLOADED, AND ITS NOT WORKING FOR ME, WATCH ALMOST ALL THE VIDEOS =/...I DONT KNOW WHAT TO DO NOW, AND I WAS LOOKING FOR THE "SCRIPT" JUST THE "SCRIPT" OF THE BATTLE SYSTEM AND I DIDN'T FIND IT IN ANYWHERE.COULD SOMEBODY PLEASE POST THE SCRIPT IT WOULD BE REALLY HELPFULL TO ME; REALLY PLEASE HELP >-<.
EXCUSE MY ENGLISH I DONT SPEAK VERY MUCH ENGLISH.
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gettogaara
post Jun 14 2011, 03:14 AM
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QUOTE
hI TO ALL THE PEOPLE AROUND HERE , I IM NEW USING RPG MAKER XP, I JUST DRAW MANGA AND ANIME, I DONT KNOW VERY WELL ABUT SCRIPTS AND THINGS LIKE THAT AND I REALLY NEED YOUR HELP, I WAS BEEN LOOKING FOR THE BATTLE SYSTEM..MM ABOUT 6 HOURS.. IM REALLY TIRED, MY PROBLEM IS I ALREADY TRIED TO GET ALL DEMOS THAT CAN GET DOWNLOADED, AND ITS NOT WORKING FOR ME, WATCH ALMOST ALL THE VIDEOS =/...I DONT KNOW WHAT TO DO NOW, AND I WAS LOOKING FOR THE "SCRIPT" JUST THE "SCRIPT" OF THE BATTLE SYSTEM AND I DIDN'T FIND IT IN ANYWHERE.COULD SOMEBODY PLEASE POST THE SCRIPT IT WOULD BE REALLY HELPFULL TO ME; REALLY PLEASE HELP >-<.
EXCUSE MY ENGLISH I DONT SPEAK VERY MUCH ENGLISH.

The creator of the script temporarily removed it. It can still be found in some other sites with enough searching but it'd be best if you just asked the creator.
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Decedent
post Sep 25 2011, 09:16 PM
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Try as I might, I can't figure one thing out, and I hope someone can answer.

When a character/enemy has a state change in battle (for example poison), it shows a little green "+Poison" text that floats away from the character. How do I get rid of this? I use hidden states as a flag for various purposes, and it's really annoying when it tells the player that character has just been flagged.


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Night_Runner
post Sep 26 2011, 01:26 AM
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Do you think that ignoring all state changes is the best solution? I can also work it so it ignores states who have \invis in their name...
Night_Runner's CTB Ignoring State
CODE
#==============================================================================
# ** Night_Runner's CTB Ignoring State
#------------------------------------------------------------------------------
# History:
#  Date Created: 26/Sept/2011
#  Created for: Decedent
#   @> http://www.rpgrevolution.com/forums/index.php?showtopic=8220&pid=526926&st=520&#entry526926
#
# Description:
#  This script forces the CTB to not show state chages.
#==============================================================================



#==============================================================================
# ** RPG::Sprite
#------------------------------------------------------------------------------
#  Edited to ignore the state text associated with damage
#==============================================================================

class RPG::Sprite
  #--------------------------------------------------------------------------
  # * Alias Methods
  #--------------------------------------------------------------------------
  alias nr_invStates_damage  damage  unless $@
  #--------------------------------------------------------------------------
  # * Damage
  #--------------------------------------------------------------------------
  def damage(value, critical, state_text = [])
    # Run the original damage
    return nr_invStates_damage(value, critical)
  end
end



#==============================================================================
# ** End of Script.
#==============================================================================


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Decedent
post Nov 12 2011, 12:42 PM
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Works great! Much appreciated.


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DMBF
post Nov 22 2011, 06:22 PM
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Hi, I'm using your 3.2 CTB module, but have also installed Squall's party module (Entitled Party Module in the script) as it allows me to switch the characters in and out on the main menu screen. However, when I encounter new characters and add them to the party, it's coming up with an error on line 36 of squall's module.

The error is:

Script 'Party Module' line 36: NoMethodError occurred.
undefined method 'size' for nil:NilClass

and the section starting with and following line 36 is:

if @actors.size < 200 and not @actors.include? (actor)
@actors.push.actor
(not actually a dollar sign but looks like one) $game_player.refresh
end
end
end

How would I modify this so that both modules can run together?

Sorry but I'm not good at even Deplhi scripting and have no experience with RGSS

This post has been edited by DMBF: Nov 22 2011, 06:25 PM
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Charlie Fleed
post Nov 27 2011, 01:45 AM
Post #559


Charlie Fleed
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QUOTE (DMBF @ Nov 23 2011, 03:22 AM) *
Hi, I'm using your 3.2 CTB module, but have also installed Squall's party module (Entitled Party Module in the script) as it allows me to switch the characters in and out on the main menu screen. However, when I encounter new characters and add them to the party, it's coming up with an error on line 36 of squall's module.

The error is:

Script 'Party Module' line 36: NoMethodError occurred.
undefined method 'size' for nil:NilClass

and the section starting with and following line 36 is:

if @actors.size < 200 and not @actors.include? (actor)
@actors.push.actor
(not actually a dollar sign but looks like one) $game_player.refresh
end
end
end

How would I modify this so that both modules can run together?

Sorry but I'm not good at even Deplhi scripting and have no experience with RGSS


The CTB has its own large party system and a screen to switch the party members from and to the backup party. It cannot be used with other scripts which do the same thing using other variables and methods like this Party Module.


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Decedent
post Dec 25 2011, 03:01 PM
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As I mentioned earlier, State changes are a big deal in my game. Prob is, it's difficult to tell what state a person has. This is what my battle screen looks like;



Uploaded with ImageShack.us

1. The img for the states are really small so I can't read half of them. I understand this could be changed by making the images a little less complicated, but I would love to make them bigger (about the normal size of an icon).

2. This is the preferred idea, I find the info here a little useless, I was wondering if I can add the current party members states as icons along a row in this box and delete that other info. It could even be just words.

Thanks for your time and effort if you read this.


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