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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 Jun 18 2008, 03:32 AM
Post #121


Charlie Fleed
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Updated with version 2.9

New features:
v2.9 Aeons recover a configurable amount of SPs at the end of each battle.
v2.9 Formula for techs damage changed: tech power now expresses the amount of damage as a percentage relative to a phiycal attack.
v2.9 Change SuperArt style by pressing SHIFT in the status scene.
v2.9 View HP/SP of summons during battle BEFORE you call them.
v2.9 Third type of Summon: transformation. Transformation cannot be reverted during battle. Transformed actors return to their basic form after battle.
v2.9 Physical attacks and skills cannot target flying enemies unless the battler uses a ranged weapon.
v2.9 Added missing animations to the summoning system: appearing summoned and transformed actors, returning party.
v2.9 Minkoff/DerVVulfman v10.7 (slightly patched) animation system adopted.


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Calintz16438
post Jun 18 2008, 09:06 PM
Post #122


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Nice...

puppeto4 : Nice...
If that's all that you wanna say,better keep it/don't post or just PM Charlie Lee
Warned for spamming happy.gif. Have a nice day
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Darrenus
post Jun 21 2008, 08:29 PM
Post #123


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Hello Charlie, As everyone else has proclaimed the battle system is a beauty, I've been looking for a side battle system since I switched from 2k3 to XP, anyways on to the reason for my note. I have a few questions and an error. I'm fairly newbish to scripting so I'm sure this problem is rather simple, but here goes. when I open the status window in my menu I get this error:



Also I can't seem to figure out how to differentiate flying enemies from non. If I use default enemy pictures they are ground but if I use the 3 enemies included in your demo they end up flying. Could you explain how I fix that? Anyways that's all the questions I can think of at the moment, aside from those two things it works perfectly! Keep up the good work!

I apologize for the large white box, I can't seem to get photobucket to register the smaller size.


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Charlie Fleed
post Jun 22 2008, 04:10 AM
Post #124


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Hi, for the first error i'm not sure it depends on my BS because it doesn't change anything in classes Scene_Status and Window_Status.
Try to disable this line "@status_window.refresh" near the end of the script page "Super Arts 1.4" and see if it still happens.


For the flying enemies, it is not a matter of what graphics they have (i mean, visually it is, but to be considered flying by the BS it is not). You define flying enemies by putting their ID in the array FLYING_ENEMIES=[], which is the last item of the configuration page. I'm gonna update the instructions btw...


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Darrenus
post Jun 22 2008, 01:40 PM
Post #125


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Thanks for the tips, I got the flying enemies thing working easily enough, but I attempted to do what you said about the error (I assume you mean to delete it when you say disable) and I still get the same error.

Ok So I was messing around with the script and disabled the error line, now I get an error about font, which makes me think I do not have the right font downloaded for what you use. Could you tell me what kind you used, and where I might find it and this last question is dumb, but how does one install a font in rpgmxp?

This post has been edited by Darrenus: Jun 22 2008, 01:46 PM


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Charlie Fleed
post Jun 22 2008, 02:11 PM
Post #126


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If you got the same error then you can put that line back in my script.
For the font error you can't delete lines and hope that it fixes the error... if you can see the text in the opening screen, then you have the font needed.
Maybe you have other scripts which are messing things up, as the status window has nothing to do with my script.
You should post a list of your scripts (only the names obviously) as well as what the error message says.


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Darrenus
post Jun 22 2008, 02:17 PM
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Yeah I figured deleting things wouldn't work :/. As far as custom scripts go, i'm not using any others. I had been using a custom quest script but have since removed all parts of it and reverted back to normal script. Other then that I'm only using the scripts included in your demo. I've already tried recopying it all and putting it back in. But as of yet, nothing new.

Edit: I forgot to add this before but this is the error: "Script 'Window_Base' Line 122: NoMethodError occured.
undefined method 'font' for nil:NilClass"

and this is the script: self.contents.font.color = normal_color

This post has been edited by Darrenus: Jun 23 2008, 08:02 AM


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Darrenus
post Jun 23 2008, 04:51 PM
Post #128


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Well I didn't resolve the problem but it definitely wasn't anything to do with your script. I started over, as I'm making all the graphics myself instead of using the RTP, and everything works just fine. So I apologize about wasting your time lol, but all's good and I love the script, just one question though, this is noobish but I seem to be having issues balancing the placement of the enemy troops with this new graphical system, could you perhaps add some pointers on where it should be placed to look normal?


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Charlie Fleed
post Jun 23 2008, 05:20 PM
Post #129


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No problem.

For the enemies' positions, there are many factors playing together, there is the scaled background, the offsets... i honestly go by trial and error with the editor. Add one enemy at a time...



PATCH for version 2.9, for a bug related to summons gaining exp points.
CODE
class Game_Party
  #--------------------------------------------------------------------------
  # * Refresh Party Members
  #--------------------------------------------------------------------------
  alias summon_refresh refresh
  def refresh
    # Original call
    summon_refresh
    # Actor objects split from $game_actors right after loading game data
    # Avoid this problem by resetting the actors each time data is loaded.
    new_actors = []
    for i in 0...@aeons.size
      if $data_actors[@aeons[i].id] != nil
        new_actors.push($game_actors[@aeons[i].id])
      end
    end
    @aeons = new_actors
  end
end


You can place this at the end of the script page Summon 0.4

This post has been edited by Charlie Lee: Jun 23 2008, 05:23 PM


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Kid_EMO
post Jun 27 2008, 07:16 AM
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First of all, Great script.

Secondly,



How do you get enimies to have images like in the first pic?
(I don't know if this has been asked yet)
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Charlie Fleed
post Jun 27 2008, 12:08 PM
Post #131


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I quote from the instructions included in the demo:

Pictures for the turn bars.
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/.
[...]
Pictures can be used for the enemies as well. The name of the picture must match the name of the monster, if a picture cannot be found, the old plain block with the monster's name is shown. Use TURN_USE_PICTURES_ENEMIES=false to disable pictures for the enemies.
You will obtain better results if you use images with the exact size they will appear on the screen, so that RMXP will not perform any resize. The default size for the turn images is 84x20.

Let me know if you have problems.


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Kid_EMO
post Jun 27 2008, 12:29 PM
Post #132


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Hmmm...
I can't find the Turns sub-folder
Am I supposed to make it myself?
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Charlie Fleed
post Jun 27 2008, 12:33 PM
Post #133


Charlie Fleed
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QUOTE (Kid_EMO @ Jun 27 2008, 09:43 PM) *
Hmmm...
I can't find the Turns sub-folder
Am I supposed to make it myself?


Yes. You can also look at the demo if you have doubts.


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Kid_EMO
post Jun 27 2008, 12:41 PM
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Thanks it worked!!
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andicesharks
post Jul 3 2008, 08:18 AM
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I have a question. Ive looked through the code and tried to find this myself as well as this post but didnt see anything. forgive me if it has been gone over before...

I can find a few lines of code dealing with the "item needed" information but I cant seem to make out how it is working or what to change to configure different skills etc. I see that the only skill with item needed selected is "beast slayer" but I can not figure out what item is needed to use it or if that is even how it works.

to the point: what im trying to do is make a class with skills based on items. when there are none of the items, the skill cant be used. Ive created everything i need to make this work -- engineering shows up as the specific skill group, "bomb" is the skill and it takes away an item when used. you can keep using it though even when you run out of items. im wondering if your "item needed" part actually does something similar to what im talking about. if so, where can I find the lines to change this info... if not what exactly does this do? Thanks.



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Charlie Fleed
post Jul 3 2008, 09:21 AM
Post #136


Charlie Fleed
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Uhm...
Item needed is a property of a skill. It means that the skill can be used only if the actor has the required equipment (yes the name is kind of misleading, it's equipment and not item), and of course you can configure what weapons/armors will be needed to make the skill available. Note that the actor will be able to use the skill if he has at least one of those equipments.
Unfortunately for you, this has nothing to do with items in the inventory. It deals with equipment: weapons, armors and accessories.


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andicesharks
post Jul 5 2008, 02:52 PM
Post #137


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Ive got a couple of just curiosities about the system. If youve got time to answer feel free, no big rush though.

I was browsing around trying to see if i could understand what has been changed for the battle math. well, i couldnt. how much has changed from the default system and what are some of the major changes if any? does str, agi, dex etc play the same roll pretty much as in the default?

also

about the super arts, not asking you to go to any trouble by any means, just wondering if it is possible/easy to limit the actual script or at the very least, the bars to single party members? ...something where 1 of them has this system with the bar and abilities when it fills while the rest do not. i know you can just give a "super art" to only one of the people so it is getting the effect but the bars are still there for everyone.

and

with the super arts, separate from the question above, would it be complicated(as far as doing a lot of code as opposed to copy/pasting/renaming some things) to add the same script but using it in the other method? something where you can have both a pain and rage meter working independantly?
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Charlie Fleed
post Jul 6 2008, 04:19 AM
Post #138


Charlie Fleed
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RM Skill: Undisclosed




About the battle formulas:

physical attacks:
1) the first thing that is calculated is the power of the attack. It is the square of the attacker's atk.
2) this value is then modified by a function that takes into account the physical defense of the attacked actor. This function does nothing if the phy def equals the atk, while reduces or increases the attack power otherwise.
3) a second change is made by a function that compares the strengths of attacker and attacked. Again, it does nothing if they're equal.
4) the square root of the attack power is taken and the default elements correction is applied.

techniques:
1) the power of the tech is the square of the attacker's atk modified by the technique's power. A technique's power of 100 does nothing (read it as 100%).
2) same as physical attacks (actually there's an error here, which i'm going to fix in the next release)
3) same as physical attacks but with the dex parameter, not the strengths.
4) square root taken
5) default correction with technique's str_f, dex_f, agi_f

skills:
1) the power of the skill is the product of the attacker's int and the skill's power.
2) same as physical attacks but comparing attacked's magic defense and skill's power.
3) same as physical attacks but with the int parameter, not the strengths.
4) square root taken
5) default correction with technique's str_f, dex_f, agi_f
6) default elements correction is applied.



About disabling superart bars on a per character basis:
that's easy. it will appear in the next release.


pain and rage meter working independantly:
no, not that complicated. It would be almost all copy and paste.

This post has been edited by Charlie Lee: Jul 8 2008, 12:35 PM


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habs11
post Jul 8 2008, 12:32 PM
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hey i have a question about elements. when i choose for an enemy to have a B or A for example on a fire element, then when i cast fire on them it does do more damage than regular. however, when i have a E or F on the element, it just does regular damage, instead of nullifying or absorbing. is there something in the script that is messing this up? i tried moving things around to get it to work but i have had no success. any help would be appreciated, thanks.

habs11
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Charlie Fleed
post Jul 8 2008, 01:20 PM
Post #140


Charlie Fleed
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You know maybe this is a bug in rmxp.
I looked into the code that is supposed to return the weakest element modifier, that is the one to be applied (absorb, if present, should be selected), and it seems to me that it doesn't do it right.

CODE
weakest = -100
    for i in element_set
      weakest = [weakest, self.element_rate(i)].max
    end
    p weakest.to_s
    return weakest


see? if you have say the values 100, and -100 it does:
initialization: weakest=-100
1st for cycle: weakest=[-100,100].max=100
2nd for cycle: weakest=[100,-100].max=100

result=100

Change this piece of code, which is in Game_Battler3::elements_correct, into this

CODE
weakest = 200
    for i in element_set
      weakest = [weakest, self.element_rate(i)].min
    end
    p weakest.to_s
    return weakest


Note that if you have both a 200 modifier and a -100 modifier, the latter will win.

This post has been edited by Charlie Lee: Jul 8 2008, 02:45 PM


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