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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 20 2008, 09:36 AM
Post #101


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QUOTE (EvenAngels @ Apr 20 2008, 06:45 PM) *
Hello Charlie.
I know you get asked a lot of questions about this, so i apologize in advance.

For some reason, when in battle I am unable to use skills. I don't know why but the actual option doesn't show up in the menu. I'm using SephirothSpawns materia system, but i tried taking that out and it still didn't show up. Any ideas?

Oh, and the TECHNIQUE_NAME in the config is set to skill name i am using in the database.

If you can help it would be great, but either way, thanks for an otherwise brilliant script that i have been after for quite a while happy.gif.

EvenAngels


Maybe you'll find the answer by reading the instructions on how to configure individual battle commands. That's usually the problem when you don't see the commands for your skills.

Note that you HAVE TO configure individual battle commands, even if you want only one category "skills".

This post has been edited by Charlie Lee: Apr 20 2008, 09:40 AM


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EvenAngels
post Apr 20 2008, 10:02 AM
Post #102


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QUOTE (Charlie Lee @ Apr 20 2008, 07:50 PM) *
QUOTE (EvenAngels @ Apr 20 2008, 06:45 PM) *
Hello Charlie.
I know you get asked a lot of questions about this, so i apologize in advance.

For some reason, when in battle I am unable to use skills. I don't know why but the actual option doesn't show up in the menu. I'm using SephirothSpawns materia system, but i tried taking that out and it still didn't show up. Any ideas?

Oh, and the TECHNIQUE_NAME in the config is set to skill name i am using in the database.

If you can help it would be great, but either way, thanks for an otherwise brilliant script that i have been after for quite a while happy.gif.

EvenAngels


Maybe you'll find the answer by reading the instructions on how to configure individual battle commands. That's usually the problem when you don't see the commands for your skills.

Note that you HAVE TO configure individual battle commands, even if you want only one category "skills".


well now I feel rather small. Thanks for the help, it's working now.


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doom-o
post May 14 2008, 05:04 PM
Post #103


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I see that something in the CTB script causes item icons in the main menu to become smaller, could anyone tell where that snippet of script is and how I can safely remove it to where items are still divied-up into categories but thay retain their original sizes, thanks.
Also, I think that this would be a major improvement towards the CTB script, mainly because the item icons now look grainy and nasty in-game.


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Charlie Fleed
post May 15 2008, 02:38 AM
Post #104


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Find the 'Windows Skill Technique Item' script page, locate the the line
CODE
class Window_Item < Window_Selectable_Plus
.
A bit below you find an initialize method with two calls 'super', each with five arguments. The last argument is the row height, change it to your preferred value.
The first call is used for the item window in battle, the second one for the menu. You should have no resize if you put 24.


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Charlie Fleed
post May 15 2008, 11:02 AM
Post #105


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VERSION 2.8 AVAILABLE!
v2.8 New skill Steal.
v2.8 New state Thievery.
v2.8 Defetead Aeons can be automatically retired from battle.
v2.8 Aeons recover a configurable amount of HPs at the end of each battle.
v2.8 Defetead Aeons become unavailable for a configurable number of battles.
v2.8 Added a new scene to visualize stats and skills of the Aeons and to make them learn new skills.

The new scene:


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buprettyinpink
post May 16 2008, 02:25 PM
Post #106


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so... hope this isn't a stupid questions, I understand how to work the CTB system but i don't understand how you change the status graphics to look like the one in your first screenshot...



I assumed there was an option for it in the configuration script but i couldnt find it sad.gif

This post has been edited by buprettyinpink: May 16 2008, 02:29 PM


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Charlie Fleed
post May 16 2008, 02:53 PM
Post #107


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STATUS_WINDOW_STYLE=2

It's in the configuration, near the end. smile.gif


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Bremeb
post May 17 2008, 01:18 PM
Post #108


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Again Charlie, I love your work. A question though, would it be possible to have different techniques require a different wait time rather then just have all skills have one flat recharge? And would delay attacks (I.E. Your target's turn gets pushed back when hit) be possible as well?
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Charlie Fleed
post May 17 2008, 02:50 PM
Post #109


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Actually these features are already in my plans, for future versions though.


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Drowna
post Jun 4 2008, 02:07 PM
Post #110


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Good, excuse my English if they do not understand something n_nU is my fault, I have a doubt about the script, which I think is fantastic and I have chosen to use in my project and I have my doubts.

I have created a very small engine that lets you remove a character in battle and replaced by another, an engine type transformation. So when using the ability of this engine works, I removed the basic character and leaves me to the transformation into battle, but the various commands battle each character, including the other characters and I can not use the skills when using this engine.

Is there some method to solve it?


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DerKomet
post Jun 4 2008, 02:11 PM
Post #111


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Hey I checked this system out, one of my favorites. Really well done, although I wish that you could also select ATB based instead of turns... not that the turn feature is bad, it's really good actually. So I'm wondering, is this something you plan to do in the future?

p.s. props for the new addons in ver. 2.8


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Charlie Fleed
post Jun 4 2008, 02:14 PM
Post #112


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If I correctly understand your situation, you can't see the skill command for any character. Well, it is likely that your "transformation" engine does not have anything to do with that.

The battle system uses individual battle commands. Every skill must be assigned a category in order to be accessed.
Read the instructions on the configuration of individual battle commands in the first post and you should figure out how to do it.
Ask me if you have further problems.


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Drowna
post Jun 4 2008, 03:21 PM
Post #113


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Well back again and I hope not bother. Decided giving up trying to repair the error and then a friend told me that there was a script that towards something similar, with many animos and I decided to use it and everything seems to work well when I miss a mistake.

Do I have resigned and quit using that system transformation? Or there will be any way to fix it? Anyway I will add here a picture with the error and the script that my friend made

[Show/Hide] Script Transformation
#=========================================================================
=====
# ** TDS Transform skill
# Version: 2.3
#------------------------------------------------------------------------------
# Transforms a player when he uses a skills(Read below for instructions)
#==============================================================================

# Used for transformation information
TRANSFORMATION = {"Revenge" => [26, 1], "Humano" => [4, 1]}

#--------------------------------------------------------------------------
# * Use of the hash and information input
#--------------------------------------------------------------------------
#
# "Name of the skill" => [ID of the player to transform into, ID of animation]
#
# Example:
#
# "Transform" => [3, 22]
#
# TRANSFORMATION = {"Transform" => [3, 22]}
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# This class handles the actor. It's used within the Game_Actors class
# ($game_actors) and refers to the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# * Public Instance Variables
#--------------------------------------------------------------------------
attr_accessor :transformed # Transformed flag
attr_accessor :turn_back_id # ID for transforming back
#--------------------------------------------------------------------------
# * Setup
# actor_id : actor ID
#--------------------------------------------------------------------------
alias tds_transform_skills_setup setup
def setup(actor_id)
tds_transform_skills_setup(actor_id)
@transformed = false
@turn_back_id = 0
end
end

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================

class Scene_Battle
#--------------------------------------------------------------------------
# * Make Skill Action Results
#--------------------------------------------------------------------------
def make_skill_action_result
# Get skill
@skill = $data_skills[@active_battler.current_action.skill_id]
# If not a forcing action
unless @active_battler.current_action.forcing
# If unable to use due to SP running out
unless @active_battler.skill_can_use?(@skill.id)
# Clear battler being forced into action
$game_temp.forcing_battler = nil
# Shift to step 1
@phase4_step = 1
return
end
end
# Use up SP
@active_battler.sp -= @skill.sp_cost
# Refresh status window
@status_window.refresh
# Show skill name on help window
@help_window.set_text(@skill.name, 1)
# Set animation ID
@animation1_id = @skill.animation1_id
@animation2_id = @skill.animation2_id
# Set command event ID
@common_event_id = @skill.common_event_id
# Set target battlers
set_target_battlers(@skill.scope)
# If skill name is one used for the transformation execute effect
if TRANSFORMATION.has_key?(@skill.name.to_s)
# Sets transform ID to a variable
transform_id = TRANSFORMATION[@skill.name.to_s][0]
# Sets transform animation ID to a variable
transform_anim = TRANSFORMATION[@skill.name.to_s][1]
# Makes the actor be the transformed one for animation
actor = $game_actors[transform_id]
# Updates the status window
@status_window.update
# Checks each party member to transform them
for i in 0...$game_party.actors.size
# If the party member ID is the same as the active player transform
if $game_party.actors[i].id == @active_battler.id
# Sets the turn back ID before the transformation
turn_back_id = @active_battler.id
# Transforms the new player into the desired one
$game_party.actors[i] = $game_actors[transform_id]
# Gives the transformed character the turn back ID
$game_party.actors[i].turn_back_id = turn_back_id
# Sets the player transformation flag on
$game_party.actors[i].transformed = true
end
end
# Shows transformation animation
actor.animation_id = transform_anim
@status_window.update
@status_window.refresh
# Animation ID of the transformation
end
# Apply skill effect
for target in @target_battlers
target.skill_effect(@active_battler, @skill)
end
end

#--------------------------------------------------------------------------
# * Frame Update (after battle phase)
#--------------------------------------------------------------------------
alias tds_transform_skill_update_phase5 update_phase5
def update_phase5
tds_transform_skill_update_phase5
# If C button was pressed
if Input.trigger?(Input::C)
# Battle ends
battle_end(0)
for i in 0...$game_party.actors.size
if $game_party.actors[i].transformed == true
$game_party.actors[i].transformed = false
id_change = $game_party.actors[i].turn_back_id
$game_party.actors[i] = $game_actors[id_change]
end
end
# Refresh player
$game_player.refresh
# Refresh party members
$game_party.refresh
end
end
end

[Show/Hide] Error Picture


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Charlie Fleed
post Jun 4 2008, 04:31 PM
Post #114


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From what i could see, this error actually depends on the interaction with the Animated Battlers script.
I implemented a summon script and i saw that it can be difficult to make Animated Battlers and party-changing scripts work together.
In this transformation script I would try to implement that part in make_skill_action_result with a common event instead... besides that part is not aliased, which means that one should manually cut and paste the lines needed into my script, you cannot just add the script.
I'll give it a look in the next few days.

Anyway, the idea of character transformation is interesting and i could implement this feature in a future release. So i suggest you to wait for the next update of my system to have a full integrated and operating transformation feature.

EDIT: where are you from? I see some spanish in the screens... Maybe with also a spanish version of your messages i could understand better smile.gif

@antifarea: no, it's not in my plans for the moment. There are lots of features that need to be completed first, and then i will be able too start thinking of that.

This post has been edited by Charlie Lee: Jun 4 2008, 04:38 PM


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BannedBot 197
post Jun 4 2008, 07:04 PM
Post #115



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nice one
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Drowna
post Jun 5 2008, 03:45 AM
Post #116


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yes i from spain. do you can understand me if i write the messages in spanish?? are you sure??


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Charlie Fleed
post Jun 5 2008, 04:02 AM
Post #117


Charlie Fleed
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QUOTE (Drowna @ Jun 5 2008, 12:59 PM) *
yes i from spain. do you can understand me if i write the messages in spanish?? are you sure??


Well, actually i was saying that english and spanish together could help. But it's not really necessary and it would be too tedious for you.


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Drowna
post Jun 5 2008, 04:18 AM
Post #118


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Muy bien entonces podre hablar en ambos idiomas por si acaso no se entiende algo de uno pues para que se entienda en el otro por lo menos, porque puede ocurrir que alguien tenga la misma duda que yo y no lo entienda jejeje. Bueno entonces esperare con ansias la siguiente actualizacion para ver como quedara las habilidades de transformación ^^


Trad: Okay then can speak both languages if you do not understand something because of one to be understood in another at least, because it may happen that somebody has the same doubt and he do not understand hehe. Well then wait forward to the next update would be to see how the skills of transformation ^ ^


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Calintz16438
post Jun 12 2008, 06:26 PM
Post #119


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Uh-oh...
I may have found the perfect battle system for my game.

Is this system tested to work 100%??
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Charlie Fleed
post Jun 13 2008, 06:43 AM
Post #120


Charlie Fleed
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RM Skill: Undisclosed




QUOTE (Calintz16438 @ Jun 13 2008, 03:40 AM) *
Is this system tested to work 100%??


Only death is 100% sure. I can say that at the moment there are no reported bugs. Read the instructions, copy scripts, states, elements and common events from the demo and you should be fine.


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