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badmonur
  Mon Nov 26, 2007 8:39 pm
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When the screen moves over to the player or enemies when its their turn. I expires some sideshow action going on. Not much but its noticeable.

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Gubid
  Mon Nov 26, 2007 8:44 pm
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I will look to see if there is a more solid way of updating the status window, cause cycles through over and over each and every turn and waste a lot of CPU. I already have a couple of ideas, but we will see how they pan out.

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TwistedDragon
  Mon Nov 26, 2007 9:17 pm
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Hey Gubid, can you make the enemies Fade away when they died? :S that would be better if you ask me :p


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EDIT: I tried to delete the DOWN thingy in the Script but it didn't work :( please help me :)

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Last edited by TwistedDragon on Mon Nov 26, 2007 9:18 pm, edited 1 time in total.

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Gubid
  Tue Nov 27, 2007 12:52 am
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I have nearly finished the remove battlers from map (which fades in the standard red like the default battle system). Characters are being revived and so on now correctly, but I still have to finish creating the gui for reviving when that option is set. Then the next step is the AI. I think I will have them randomly choose a location in which they can use it and use it if someone is dead. That way I dont have to get too complex with it for determining far position etc.

Other updates from today..
1. Exp for all party members and variations setup and appear to be working correctly.
2. [BUG] Fix for line 4473 error, dont know why I didnt do it this way to begin with.
3. Faces is Status.. I am putting them in the right side of the status window and push the contents of the left side. So far it looks good - Not Complete
4. Remove Dead Battlers - This is mostly complete, just need gui and AI update for enemies and neutral characters. - Not Complete
5. [BUG]Animation occuring while screen scrolling, force screen to stop scrolling until animation complete.
6. Noticed default Failure Common Event was set incorrectly in GTBS module, corrected
7. Expanding Demo Story to include more than 1 battle, plus a BATTLE TEMPLATE map for easier new implementation. - Not Complete
8. Single Animation for spells set to ALL area of effect.. this way it doesnt play over and over for the larger spells(kinda annoying) - Not complete.

Well that is all I had time for. I will continue to work on the incomplete things later and will give you an update when I have one.

I plan to update the thread once all these updates are complete.

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subzero
  Tue Nov 27, 2007 1:21 am
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[QUOTE=Gubid;324442]I just checked it a minute ago and it appears to still be working, give it another shot.


This is more than likely that you havent placed your actor events on the map. It is trying to move the cursor to the "team leader" but because the actors werent spawned (due to it not being placed) it errors. The naming should be actor1.. etc, while enemies should be enemy1.. etc. Please let me know if this continues to be a problem.[/QUOTE]

I actually did do that. Let me show you how I have it set up.
http://i18.tinypic.com/6wo4nlg.jpg[/IMG]

Also I noticed that you cant use custom character sets. Every time I use a custom one It isn't visible. When I choose a battler, it shows the character sets battler. Like when I use a custom sprite and use fighter01 battler. The fighter01 sprite is used instead.
Does anyone els see that?

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Last edited by subzero on Tue Nov 27, 2007 1:37 am, edited 1 time in total.

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Sles
  Tue Nov 27, 2007 3:12 am
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I haven't tried that yet.


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subzero
  Tue Nov 27, 2007 3:36 am
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Ok, got it to work.
New problem tho. When the battle starts and begins to scroll. The music stops and it just shows my character. Doesnt give me any options. y is that?

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Gubid
  Tue Nov 27, 2007 4:14 am
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Quote:
Also I noticed that you cant use custom character sets. Every time I use a custom one It isn't visible. When I choose a battler, it shows the character sets battler. Like when I use a custom sprite and use fighter01 battler. The fighter01 sprite is used instead.
Does anyone els see that?

The reason it does this is because I have it use the battler sprite name to look in the char sprite directory(this is exactly the way that nick does it in his as well) To get around this I would suggest you import a blank battler sprite of the same name as your char sprite and it should work just fine. Just remember, that anytime you update their look that you need to update both the battler and the char sprite.
Quote:
When the battle starts and begins to scroll. The music stops and it just shows my character. Doesnt give me any options. y is that?

Not sure, but I have a guess.
1. Your battle start event you showed on the screen shot... is it by chance setup to AUTORUN, and if it is did you set a switch and create a second page for PRESS BUTTON? If you havent done that second setup it will appear to "LOCK" the game as you mentioned. This will happen on the event if you do that as well. Point is though, that map events still could interfere with the battle hence you need to make sure those are closed up.

OR

You set a victory condition that is met before the battle is fully ready to go.

OR

you have it set on TEAM mode and it really isnt locked, you just need to click enter when the cursor is over the player to select them to start.

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redxa3
  Tue Nov 27, 2007 4:39 am
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Quick question...
Is it possible to use the default battle system and this one in a game? If yes, how so?


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Gubid
  Tue Nov 27, 2007 4:49 am
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This battle system is intended to replace the default bs and hence it does not allow the old one to be used. I have had this question before and am thinking about making an option that you could "switch" to turn the TBS on or off. Perhaps I should put a vote on and see what people think, cause I dont know if I want to take the time to do it.

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Sles
  Tue Nov 27, 2007 4:50 am
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I vote yes.


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redxa3
  Tue Nov 27, 2007 4:59 am
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Oh? Then I vote yes.


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TwistedDragon
  Tue Nov 27, 2007 8:00 am
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You got my Vote :p (YES :p)

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subzero
  Tue Nov 27, 2007 10:12 pm
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[QUOTE=Gubid;325318]The reason it does this is because I have it use the battler sprite name to look in the char sprite directory(this is exactly the way that nick does it in his as well) To get around this I would suggest you import a blank battler sprite of the same name as your char sprite and it should work just fine. Just remember, that anytime you update their look that you need to update both the battler and the char sprite.

Not sure, but I have a guess.
1. Your battle start event you showed on the screen shot... is it by chance setup to AUTORUN, and if it is did you set a switch and create a second page for PRESS BUTTON? If you havent done that second setup it will appear to "LOCK" the game as you mentioned. This will happen on the event if you do that as well. Point is though, that map events still could interfere with the battle hence you need to make sure those are closed up.

OR

You set a victory condition that is met before the battle is fully ready to go.

OR

you have it set on TEAM mode and it really isnt locked, you just need to click enter when the cursor is over the player to select them to start.[/QUOTE]


Thanks man, I forgot about the configurations. Except for my problems, I don'e see a single bug so Good Job. LOVE THE SCRIPT!

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masquerade__
  Tue Nov 27, 2007 10:28 pm
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I'm getting an error when my battle starts...

Script '-Battle_Cursor-' line 63 NoMethodError

undefined method `*' for nil:NilClass

Expand to see the code.


I copied everything from the demo exactly. Any ideas?

In case it has something to do with the problem, I'm using Trickster's skill scripts. (Passive Effects, Grab Bag of skill effects, Multi-Attack)

By the way, the demo is amazing. This is easily the nicest battle system I've ever come across.

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Last edited by masquerade__ on Tue Nov 27, 2007 11:04 pm, edited 1 time in total.

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Gubid
  Wed Nov 28, 2007 12:26 am
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Quote:
I'm getting an error when my battle starts...

Script '-Battle_Cursor-' line 63 NoMethodError

undefined method `*' for nil:NilClass
Techinically I dont use the def moving for the cursor, so that should be able to be commented out without affecting anything. If that doesnt work, let me know.

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Blood Red Sandman
  Wed Nov 28, 2007 1:03 am
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just one stupid silly n00b question: how do i implant this tbs in my own game? do i just copy scripts form demo to my game, and set everything as in demo, or i build my game around demo?

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Gubid
  Wed Nov 28, 2007 2:37 am
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You can do either really. Just need the script in there and its required components. (wait images in the pictures directory)

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Blood Red Sandman
  Wed Nov 28, 2007 2:39 am
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ok. thx a lot

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masquerade__
  Wed Nov 28, 2007 2:59 am
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Well I commented it out, but now I'm getting another error. It wasn't doing this before. I had actually tried deleting the line that was giving me the error, and it worked once. I got through an entire battle, but then at the end, another one of my scripts gave me an error.

Anyway, I'm getting a new error:

Script: 'Scene_Battle_TBS' line 820: NoMethodError

undefined method 'name'

Expand to see the code.


This occurs after the battle has started. It shows "Battle Start" and then when it should fade out, the error pops up.

EDIT: One more question: Is it possible for me to have more than one battle on a map? The reason I'm questioning the possibility is because I'd have to have more than one event named "enemy1" "enemy2" and so on...

Welllll, I just tried in the demo, and it got too weird. Anyway, do you know of a way that I can do it?

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Last edited by masquerade__ on Wed Nov 28, 2007 3:23 am, edited 1 time in total.

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Gubid
  Wed Nov 28, 2007 4:02 am
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Quote:
Anyway, I'm getting a new error:

Script: 'Scene_Battle_TBS' line 820: NoMethodError

undefined method 'name'

Expand to see the code.


This occurs after the battle has started. It shows "Battle Start" and then when it should fade out, the error pops up.

The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.

As for the multiple battles... no because it will only use the first found event by the name of event1. The second one will be ignored. The only way to get around this is to have a battle event or something during the battle remove the events from the map data.

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ubcfreakiest
  Wed Nov 28, 2007 5:02 am
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Great script! I was wondering if there was any simple way to skip the menu on your characters turn? Basically when you get a turn I want you to be able to move right away.


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Gubid
  Wed Nov 28, 2007 5:39 am
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Yes, but you have to modify the set_active_battler method with the stuff from tbs_phase_1 where it calls the move stuff. Just copy it out to the set_active_battler and it will automatically jump to that, but when canceled it should return and act like normal. Make sure that you only do that for the actor, not the enemy or neutral characters, cause that will cause problems. (mainly display, but still problems)

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masquerade__
  Wed Nov 28, 2007 7:15 am
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[QUOTE=Gubid;326223]The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.

As for the multiple battles... no because it will only use the first found event by the name of event1. The second one will be ignored. The only way to get around this is to have a battle event or something during the battle remove the events from the map data.[/QUOTE]

Perfect. I'm such a donkey when it comes to scripting.

Anyway, now I'm getting something reaaaaallly odd.

When the battle starts, it scrolls to the character who's turn it is, and as soon as it does, the battle music stops, and it goes back to the map music, but I can't do anything. Nothing on screen changes.

Now the WEIRDEST part is that if my character, Sigurd, who happens to be "actor2" is first in the battle, it carries on fine. Only when he goes first the battle works.

Later on in that battle, however, when it got to one of the monsters, it froze and I got an error "Script is hanging"

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KorijPayne
  Wed Nov 28, 2007 8:00 am
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Amazing! I loved it. I thought it was well done. The only thing I thought was a little bit sloppy was the Battle Result, but besides that it was fantastic.
Keep up the good work!
--DAN

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Gubid
  Wed Nov 28, 2007 2:32 pm
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Quote:
When the battle starts, it scrolls to the character who's turn it is, and as soon as it does, the battle music stops, and it goes back to the map music, but I can't do anything. Nothing on screen changes.
Similar to your last problem I would guess. You now have a victory event that is met before you start and thus you win immediately. That may be the root of this and the other problem you mentioned. If not, please pm me with a link to the download of your demo so I can figure out what is happening.

Quote:
Amazing! I loved it. I thought it was well done. The only thing I thought was a little bit sloppy was the Battle Result, but besides that it was fantastic.
Keep up the good work!
--DAN

Thanks Dan, It took me right about 6 months to develop this, and 1 day of that six months was the battle results. I did it very closely to the way it is done in FFT. What would you change about it? What makes you dislike it?

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TwistedDragon
  Wed Nov 28, 2007 2:42 pm
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Hows that "Fade" coming along? Not to be offensive or something,but does it take that long to make the enemy Fade instead of getting a "Down" character ? :S

~TwistedDragon

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WooX
  Wed Nov 28, 2007 3:10 pm
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Yeah, great script! As I sugested to Gubid, it would be neat to have the battlers apearing in (what I think it is) the status windows, just like that:

http://img413.imageshack.us/img413/7219/makerbattlerxp5.th.png[/IMG]

Can't wait till the update is done! ^^


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Gubid
  Wed Nov 28, 2007 3:13 pm
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Quote:
Hows that "Fade" coming along? Not to be offensive or something,but does it take that long to make the enemy Fade instead of getting a "Down" character ? :S

That in itself isnt that had, but I am not doing just that in the update. Please be patient.
Quote:
Yeah, great script! As I sugested to Gubid, it would be neat to have the battlers apearing in (what I think it is) the status windows, just like that:
I did this, although I put it on the right side and moved the contents to the left. I did this to avoid using additional space to display the status window.

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WooX
  Wed Nov 28, 2007 7:47 pm
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yeah,the pic. was just as an example anyway, as long as there is a battler pic there, its just fine to me...


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