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> CTB by Charlie Fleed - A Final Fantasy X-like Battle System, Language: RGSS -- Version: 3.1 - NEW Jul 4th 2010
kyle1234lee
post Feb 16 2008, 11:25 AM
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Hmmmm...i'll figure that out.


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Przemek1602
post Feb 16 2008, 11:16 PM
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I know now what was the problem i have not pasted it above the Main. Now everything is working ok. PS I have figuret it now in the morning playing with the scripts: :-)


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kyle1234lee
post Feb 22 2008, 10:41 AM
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Hello there! I just wanna share what I got while training with your'e script:



so? what do you think? Is it fine already, or needs more improvement to look like the demo.?


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Charlie Fleed
post Feb 22 2008, 10:53 AM
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You should move the party a bit to the left.
You can use a small version of every character's face and call it <character_name>-small.png and it will be shown in the HUDs. You can use photoshop or some program in order to make it so that you obtain a better quality small face, rmxp sucks at resizing images.
That pink monster looks cut at the bottom...


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kyle1234lee
post Feb 22 2008, 11:01 AM
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Yeah, your'e right, the party should be moved a bit to the left, but how will I do it?


and I think youre right the size of the facesets are a bit odd looking too. I mean it's kinda blurr, anyway tnx for telling me what to improve in it.

my only problem is: "how will I move the party a bit to the left?"


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Charlie Fleed
post Feb 22 2008, 11:52 AM
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QUOTE (kyle1234lee @ Feb 22 2008, 07:08 PM) *
my only problem is: "how will I move the party a bit to the left?"

In the CBS page "CTB by Charlie - Game_Actor" you can find a definition of an offset. It's 80. Change it. (Search 80 if you can't find it).


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kyle1234lee
post Feb 23 2008, 03:12 AM
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Oh, I got 2 questions for you Charlee:

1. How much do you think I will change 80? increase it or decrease it? if you suggest, how much do you change it?


2. And how can I use faces for the monsters gauge turn?, since only heros can. Cause I want to use it for fights like boss or somethin'


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Charlie Fleed
post Feb 23 2008, 04:21 AM
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1. C'mon, don't ask me this... try some values and check if they are ok... smile.gif
2. It will be possible with the next release.


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kyle1234lee
post Feb 23 2008, 05:31 AM
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1. Umm. that would be fine. happy.gif

2. and a second release? that would be awesome! keep me informed of it... thumbsup.gif


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Charlie Fleed
post Feb 24 2008, 08:09 AM
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Updated to version 2.6

New features:

v2.6 Curative skills do not depend on target's int.
v2.6 It's possible to tag selected skills so that they cannot be reflected.
v2.6 Redesigned, floating and more essential status-on-battle window.
v2.6 Display of skills grouped by category in the Skills Menu can be disabled from the configuration.
v2.6 Support for images of the enemies in the turn window.
v2.6 Skills Learning System version 1.7 included.


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kyle1234lee
post Feb 24 2008, 08:12 AM
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Sweet..I'll download it..(is there a download)? well..


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habs11
post Feb 29 2008, 10:04 PM
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hey is there any way for you to script such that the summons will only stay for a certain number of rounds, like 3 or so?

im also having trouble with the reaction state. in the demo, when in reaction, the character counterattacks, i cant get mine to do that. any help would be great, thanks.
Reason for edit: Please do not double post! Rather, edit your first post. Thank you.
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Charlie Fleed
post Mar 1 2008, 03:02 AM
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QUOTE (habs11 @ Mar 1 2008, 06:11 AM) *
hey is there any way for you to script such that the summons will only stay for a certain number of rounds, like 3 or so?


Currently not, maybe in future versions.

QUOTE
im also having trouble with the reaction state. in the demo, when in reaction, the character counterattacks, i cant get mine to do that. any help would be great, thanks.


Be sure to have spelled the "Reaction" state name correctly, it must match the name configured here
CODE
REACTION_NAME="Reaction"

besides note that there is a probability of reaction
CODE
REACTION_PROBABILITY=50

which you can change to 100 in order to be sure if it is working or not.

Lastly, what other scripts are you using?

This post has been edited by Charlie Lee: Mar 1 2008, 03:05 AM


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habs11
post Mar 2 2008, 08:16 PM
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i figured out the problem, i was using the limiting damage script, so it was messing it up. all i had to do was put the limiting damage script above the reaction script. sorry about wasting your time.

however, i have another question. i was wanting to have an archer as a character, but the only problem is, when the archer attacks, she walks over to the enemy and shoots her bow. is there any way to get her to stand still when attacking? thanks for the help.
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Charlie Fleed
post Mar 3 2008, 02:57 AM
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QUOTE (habs11 @ Mar 3 2008, 04:23 AM) *
i figured out the problem, i was using the limiting damage script, so it was messing it up. all i had to do was put the limiting damage script above the reaction script. sorry about wasting your time.


It's ok.

QUOTE
however, i have another question. i was wanting to have an archer as a character, but the only problem is, when the archer attacks, she walks over to the enemy and shoots her bow. is there any way to get her to stand still when attacking? thanks for the help.


Just added to the FAQs, use MNK_STATIONARY_WEAPONS.


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habs11
post Mar 4 2008, 02:36 PM
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thanks a lot for that, i appreciate it.

i have yet another question though, sorry to keep bothering you, but i am really liking your skill learning system, the only problem is i cant get the "learning status" screen to come up while in the menu. while im in the character status screen and i push the "r" button i just get a sound effect, nothing happens. any help would be great, thanks.
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Charlie Fleed
post Mar 4 2008, 03:33 PM
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The learning status is now accessible with the command
CODE
$scene=Scene_Learning_Status.new(0)


You can put it as a common event to be called when an object is used, or customize your menu in order to have an additional entry (recommended). I'm sending you a PM with a few guidelines for modifying the menu that I have posted elsewhere .


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habs11
post Mar 4 2008, 08:21 PM
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hey thanks for that, everything works good with the menu. however, i have another problem, i only can use learning skills on weapons. if i try to use armor or accessories, then whenever im in the equipment menu and try to equip something i get this error message.

Script"Skills Learning System" Line 371: NoMethodError occurred.

undefined method "learnings" for nil:NilClass

i cant seem to fix it. thanks for any advice.
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MadMark
post Mar 5 2008, 12:56 AM
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QUOTE (Charlie Lee @ Feb 16 2008, 12:40 PM) *
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.



Ive been using the UMS with this script for a while now, seems to work fine for me so I agree with Charlie Lee, it is compatible, and thanks for this Battle System Charlie, works like a treat.

This post has been edited by MadMark: Mar 5 2008, 12:57 AM
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Charlie Fleed
post Mar 5 2008, 03:00 AM
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QUOTE (habs11 @ Mar 5 2008, 04:28 AM) *
hey thanks for that, everything works good with the menu. however, i have another problem, i only can use learning skills on weapons. if i try to use armor or accessories, then whenever im in the equipment menu and try to equip something i get this error message.

Script"Skills Learning System" Line 371: NoMethodError occurred.

undefined method "learnings" for nil:NilClass

i cant seem to fix it. thanks for any advice.


Damn! My fault, there still were some istances of $game_weapons instead $game_armors. I thought i had corrected them all. Anyway, i re-uploaded the demo. Overwrite that script page with the new one.


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