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game_guy
  Wed May 19, 2010 11:58 pm
Opera == Epic
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Location: 1337
Gubid wrote:
I have absolutely no requirement to the SDK, I just have it in the demo to show that it is compatible if you need to use it for other scripts. As part of that, where to place it to ensure that it doesnt cause issues with my stuff.

I am looking into the Enh Equipment thing.


Ah Thank you. I had no idea it didn't require it. Might want to include that in the post. Thanks for letting me know :)

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Gubid
  Thu May 20, 2010 12:53 am
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OK, new demo for you all. This is final candidate!

... downloads updated

I also included a patch (in the XP demo) for that mini map script by squall .

If you have any issues with the new demo, please let me know immediately!

I have fixed the Enhanced Equipment stuff and added some new features for equipment affecting skill ranges. This allows you to give them special equip that will enhance their ability to cast skills via range, reduced min range, and field. Couple other new features, but they are pretty small. See the demo for information on them.


Last edited by Gubid on Thu May 20, 2010 4:24 pm, edited 1 time in total.

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Azuriyuu
  Thu May 20, 2010 3:58 am
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Ran headfirst into this:

Image

When I loaded up the first battle.


And may I suggest when making equipment that can modify skill ranges to make a true/false for skill ranges being modifyable/unmodifyable? That way spell type skills will be effected while skills designated to be weapon skills or self-effect skills have their ranges unmodified.


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Gubid
  Thu May 20, 2010 4:49 am
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Hmm, I even retested to make sure it wasnt a problem. Oh well, here is a new demo that should resolve the issue. For me it occurs randomly, no everytime.

...downloads updated

Sorry that I missed it.


Last edited by Gubid on Thu May 20, 2010 4:24 pm, edited 1 time in total.

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Azuriyuu
  Thu May 20, 2010 5:38 am
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I'm still getting the same error. @.@

What's causing/caused the error?


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Gubid
  Thu May 20, 2010 1:46 pm
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Location: Utah, US
OK, I have found the problem. The here is the updated demo that resolves it.

XP 1.5.1.4
VX 1.5.1.4


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Azuriyuu
  Thu May 20, 2010 9:18 pm
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Alright, no more Insta-Crash superbugs. I'm testing other things and seeing if/how they work now.

EDIT: Multiple attacks from Guillaume777's Multi-Slot script don't seem to be working. I don't know why as you have a patch which seems designed to make it work, but that's my observation.


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Sabao
  Fri May 21, 2010 11:22 am
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Location: The 7107
NINJA.

Hey, just dropping by to say excellent work on the latest version of your GTBS on both platforms. Mousie's finally working perfectly on XP and I love the ring menu on VX, fits the very compact graphics perfectly!

Quick question, by the time the final build is out will both VX and XP versions carry the same features?


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Charlie Fleed
  Sat May 22, 2010 10:24 am
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Location: Italy
Just FYI, in case you didn't notice this paragraph, Gubid. :)
"about Enhanced Equipment"


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game_guy
  Sat May 22, 2010 4:11 pm
Opera == Epic
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Location: 1337
I get this error when going into battle.
Image

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Azuriyuu
  Sat May 22, 2010 11:23 pm
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Gameguy, are you using the one on the front page or the MOST RECENT 1.5.1(Which is called 1.5.1.4)? The latest link has the fix.


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Gubid
  Sun May 23, 2010 1:07 am
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Location: Utah, US
His error is coming from something else. In particular its in the ai for the movement decision for an enemy or neutral char. I would question what skills etc are setup for the char/enemy? That is all that I can think would trigger the error.

Also, thanks Charlie, I got it fixed already. I had partial integration already, just didn't have it for armors.

Sabao, yes both XP and VX have the same feature base and match code EXACTLY! This makes supporting it way easier. Although it is still nice to have you guys report what version you are using so that I can ensure I do the appropriate testing to ensure it is fully corrected.

Az, I haven't had time to check into the multislot script not working. I will let you know when I have had a chance to review it.


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game_guy
  Sun May 23, 2010 5:51 am
Opera == Epic
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Location: 1337
I'm using 1.5.1.4. I made a new map, added 3 enemy events named enemy1, enemy2, enemy3, and enemy4. Did the same with actor events. Then placed a normal event on the map that initiated a battle with 2 ghosts. Right as the battle started it crashed.

EDIT: I havent configured anything. I downloaded the new one and just did the above.

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Untra
  Mon May 24, 2010 12:12 am
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Location: Denver, CO
[minor bugs]
hey gubid, I noticed that occasionally the game freezes during an enemy's turn. The game doesn't really "freeze" as the mouse still scrolls and you can double click on various battlers to make their help windows pop up, but otherwise the game just stops moving.

(I'm in TEAM mode, by the way) What I was more concerned about was wondering how to make the cursor go straight to the active battler in phase 1 during the players turn, instead of leaving the cursor on the actors tile and leaving it up to the player to press B to bring up their phase 1 window.

And speaking of which, why is B the key that selects the active battler instead of C? on the keyboard, B is generally the esc key and C is usually the spacebar or enter key. I don't think this was done intentionally, but after pouring over the phase_0 code I can't find the problem anywhere.

tldr Can you test out the battle system on Team Mode and look over the phase_0 code? Something isn't working quite right over there.

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Gubid
  Mon May 24, 2010 12:51 am
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Location: Utah, US
Sammael,
Looking into it..

gameguy,
I have tried and tried and tried to duplicate that problem, but I cannot get it to occur. Are you using XP or VX? Perhaps share your demo that has the issue so I can look into it closer.


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game_guy
  Tue May 25, 2010 1:54 am
Opera == Epic
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Location: 1337
Just talk to the girl to initiate the battle. I've ran through it a few times. Sometimes it happens at the beginning, or after a few turns. Or right before the battle starts.
http://www.sendspace.com/file/qkp2jh

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Untra
  Wed May 26, 2010 4:57 am
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Location: Denver, CO
hey gubid

replace the last bit of tbs_phase_0 with this. It should fix the problem with the poor Team based navigation. It jumps the cursor to the current active battler if nothing is selected, and brings up the active battlers menu if the active battler is selected. Line 2369 I believe.
Expand to see the code.


Also, the name is Untra. not sammael.

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kaiserik
  Tue Jun 01, 2010 11:41 am
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Hi !

How can i act on the extra troops ? I can hurt, change or other (with event) on the 8 monsters registred by the game but i can't do the same thing on the extra troops :/

It is possible to have a larger image animation supported by the script?


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pariah247
  Tue Jun 08, 2010 7:21 pm
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Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.


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dricc
  Mon Jun 14, 2010 11:05 am
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I also have an issue : when i give a monster a move range = 0 (i don't want him to move) , the game crashed .

It is at these lines in Scene_Battle_TBS :
#clones move info so it doesnt have to be recalculated
move_positions = @move_positions.clone
routes = @route.clone


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Eriol Clowphengire
  Mon Jun 14, 2010 1:04 pm
Hard Rock saves the Space
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Location: Antipolo, Rizal (Philippines)
workaround: surround the event with blank events and set their event names as "block" or soemthing.


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Thula
  Mon Jun 14, 2010 1:20 pm
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This whole thread just makes me reflect how much complex yet flawless FFT battle system was.


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Gareth
  Sat Jun 19, 2010 7:17 am
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Really great script, man! Congrats!

I have a question about it: there is a way to take off the "Status" option in the battle menu?

Thx! :D


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kingjing
  Wed Jun 23, 2010 12:48 am
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I'm having a problem with this. For some reason, it works perfectly on one map, but when I try it on a second map, it automatically teleports to map 004 upon victory. If I remove map 004, then VX crashes, saying it can't locate map 004. Even when I copy my map into the demo version, I get the same problem. WTF is going on?


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dricc
  Thu Jun 24, 2010 9:22 am
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Eriol Clowphengire wrote:
workaround: surround the event with blank events and set their event names as "block" or soemthing.


Thanks for trying but this is not a solution ...
If i put events like this , the characters cannot approach the boss .

Someone succeed to put a monster that doesn't move ?

@kingjing : check your setup !


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Gareth
  Sun Jul 04, 2010 4:52 am
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I already solved my old question, about the Status thing, thanks!

But now...

pariah247 wrote:
Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.


Well, I'm having this same problem... Are we making something wrong? (Probably? :P)


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pariah247
  Wed Jul 28, 2010 4:12 am
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But now...

pariah247 wrote:
Is anyone else having this trouble with enemy skills? If you assign a skill to an enemy (and remove Attack as an option), it will constantly retreat instead of approaching to use the skill unless the range is greater than 1. So, if an enemy has an skill that requires being close to the player to use, the enemy will never approach to use it.


Well, I'm having this same problem... Are we making something wrong? (Probably? :P)[/quote]

Anyone figure this out yet? Enemies that use skills are useless in my game at this point because they just continually retreat.


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Gubid
  Fri Jul 30, 2010 9:23 pm
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Location: Utah, US
Pariah, have you tried adjusting the AI difficulty settings? I understand that the reason they dont 'approach' is simply because they are trying to guard themselves by maintaining their attack distance needed to perform the attack away. As in, if you dont move then they should still come in the following turn to attack. I am actually going to be re-releasing a new version of 1.5 which corrects many of these little annoyances with the engine. However again, like 1.5, I dunno when that will be.


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showpei
  Thu Aug 12, 2010 3:41 pm
Member
First of all, thanks for this great script
Gubid,you are a genius!!
but...
I got a problem

The problem is this:
When I use $ scene.set_character ("enemy", 1,11,10,0)
Always error
(GTBS VX v1.5.1.4)


Image

Why is this happen?
set actor is successful
set enemy always fail

ps.V1.4 dont have this problem

another problem is...
when I use team mode in my game
after maybe two or three turns,enemy will stock
and I cant control the game(even use esc)


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zchin
  Sun Aug 15, 2010 11:54 pm
T.Y.A.H.A.N.D. = Thank you and have a nice day
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Hmmmm... Two question...

How would I go about making 10 actors in one battle. Also, does the GTBS come with a multiple player script?

Thank you and have a nice day!


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