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Atoa
  Tue Jul 21, 2009 6:48 pm
Victor Sant
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@dpoteat
That was already reported by Mikepjr
Since i'm working on the code on better way to set blatters directions i'm sure that it will be fixed.


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No ID
  Tue Jul 21, 2009 6:52 pm
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EDIT: Actually i just rechecked everything and this only happens when evil guy is one of the enemies. when i battle any other enemy even the hell demons everything works fine.

just so u know what to look for? Maybe the shadow effect?

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Mikepjr
  Wed Jul 22, 2009 4:19 am
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It happens when you move an enemy too close to the middle of the screen, if you move your enemies back further away from the middle of the screen, the players should move back forward again.


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No ID
  Wed Jul 22, 2009 4:13 pm
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yea i figured that out thanks

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megatronx
  Wed Jul 22, 2009 4:28 pm
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when the crono trigger style would be avaible to download? thanks


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Atoa
  Thu Jul 23, 2009 3:56 pm
Victor Sant
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Location: Brazil
@megatronx
I have no ideia when i will be able to relase it. I hope I can do it in less than a month, but not sure.

Edit.:
Just an image to show the progress of the CT Add On.
Image

I'm currently working on the events interation with battle.


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ShinryuMk2
  Fri Jul 24, 2009 2:07 pm
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there is the way makes "anime" do not reverse like order "No_Mirror_Anime" of old ?


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Atoa
  Fri Jul 24, 2009 3:19 pm
Victor Sant
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@ShinryuMk2
I knew o forgot to add something u.u
I will add the "No mirror" option in the final version.


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Yin
  Mon Jul 27, 2009 8:23 pm
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In ctb when using union skills, I can use them over and over if I press x to back out after. It doesn't let me choose a target before using the skill. I think that's why. It happens in this order. I choose the skill, the skill happens, then I choose a target. If I press x during the target selection, I go back to the skill selection and I am able to do it over and over again until running out of mp. Also, the turns window doesn't reflect the changes in the other users turns after putting the cursor on the union skill. Also, super cut, just won't work. It acts like a skipped turn. I can choose my target just fine, but nothing happens. This is all in the demo.


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megatronx
  Tue Jul 28, 2009 10:21 pm
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Atoa wrote:
@megatronx
I have no ideia when i will be able to relase it. I hope I can do it in less than a month, but not sure.

Edit.:
Just an image to show the progress of the CT Add On.
Image

I'm currently working on the events interation with battle.



Looks promising :> is the battle happening on actual map, or is it just normal battle with picture of the map in the bg?

Good luck mate!


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Atoa
  Tue Jul 28, 2009 11:54 pm
Victor Sant
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It's the normal battle with the actual map on the BG.

But i'm making an caterpillar and an system to set enmy positions based on the events on map. So the battlers positions will be the same as the map positions.


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megatronx
  Wed Jul 29, 2009 12:06 am
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Atoa wrote:
It's the normal battle with the actual map on the BG.

But i'm making an caterpillar and an system to set enmy positions based on the events on map. So the battlers positions will be the same as the map positions.


I know it might be to much, but maybe you could add verry simple 8 directional pixelmovement, or make it compatible with fotz pixelmovement script?


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Atoa
  Wed Jul 29, 2009 12:28 pm
Victor Sant
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no, pixelmovement is one of the most buggy systems, causing problems with some event triggers.
8 direction movement depends on the caterpillar i'm making for the script.


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Triforcemaster
  Thu Aug 06, 2009 6:18 pm
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This script looks very well done but I can't use it...Why can't I you ask? I am having a problem extracting it, whenever I go to extract it with stuff it I get this message:

"Unable to expand archive
Archive (Location of archive is listed here)
Engine Error: Format Error"

Does anyone know how to fix this?


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Foreverwhere
  Mon Aug 17, 2009 4:25 am
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I just have to say that this is one of the most comprehensive and useful battle scrips I have ever seen, if not the best. I have been reading through it and configuring it to my tastes all day and simply love it! So, Atoa, congratulations on a script that is truly A+!

Atoa, are you still working on this script? If so, are you still looking for bug information? I don't want to go bothering you if you have enough fixes for now.

Once again, jolly good script!

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("Reach for the moon, if only to touch the stars." -C.L.)


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Atoa
  Mon Aug 17, 2009 2:20 pm
Victor Sant
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Location: Brazil
@MayorAnime
Yes, i'm still working on it. I just had an small delay due to some problems in my forum.

I hope this week i can relase an updant with the new add-ons, and some bug fixes.


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Foreverwhere
  Wed Aug 19, 2009 2:03 am
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Atoa wrote:
@MayorAnime
Yes, i'm still working on it. I just had an small delay due to some problems in my forum.

I hope this week i can relase an updant with the new add-ons, and some bug fixes.


Awesome! I love what I have seen so far, and how I can get it to work with other addons, with some minor tweaking. When you get your new release up, I'll test it and send any obnoxious bugs I find your way. Awesome job!

By the way, this may be a n00b question, but is it intentional that some of the comments are in Spanish? Not that it's a problem for me, just curious if this was a translation in progress as well as a WIP.

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("Reach for the moon, if only to touch the stars." -C.L.)


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Atoa
  Wed Aug 19, 2009 2:56 pm
Victor Sant
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Location: Brazil
it's not spanish, it's portuguese.

I first do it in portuguese, then i translate do english. But you already saw that there's thousand lines of comments, maybe something passed without notice.


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zidtri7
  Wed Aug 19, 2009 6:38 pm
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hi Atoa, I just downloaded your demo and try it but I encounter some error like this...

Image

well, this happens when I try to put "Show Animation" on an event.

what seems to be the problem?


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Foreverwhere
  Wed Aug 19, 2009 7:15 pm
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Atoa wrote:
it's not spanish, it's portuguese.

I first do it in portuguese, then i translate do english. But you already saw that there's thousand lines of comments, maybe something passed without notice.


Show my extreme linguistic skills... >_>

Good luck with that. I'll look for the next release with eager anticipation.

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("Reach for the moon, if only to touch the stars." -C.L.)


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Atoa
  Wed Aug 19, 2009 8:16 pm
Victor Sant
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@zidtri7
Thanks this will be fixed on the next update.


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No ID
  Tue Aug 25, 2009 7:48 am
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i found a rather small, odd, yet annoying bug.

sometimes when i use a "SEQUENCE" Skill for an enemy with either a "VICTORYPOSE" or an "ENEMYINTRO" the "ANIME" i choose for those "SEQUENCE" skills flickers between the intro and/or victory poses and the chosen "ANIME" pose.

if this is understandable can u tell me what i should do. right now i have just taken out the "ENEMYINTRO" and "VICTORYPOSE" for the enemies with "SEQUENCE" skills.

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ShinryuMk2
  Tue Aug 25, 2009 2:35 pm
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if want to give Damage popup the back uses skill end must do ?
because still show animetion not in time end an enemy die.

and pertaining to reduction part SP stay where?


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Atoa
  Tue Aug 25, 2009 9:12 pm
Victor Sant
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Location: Brazil
@dpoteat
Well this is an beta, i will check that and fix it since it wasn't supposed to happen.

@ShinryuMk2
I didn't understand a thing. You post is really confusing.


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No ID
  Wed Aug 26, 2009 5:53 am
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I know this is beta but sometimes its difficult to remember because this script so great. but i found another problem.

The status 'Blink' has no effect in battle, meaning the evade rate is useless. My game is based on speed which is the reason I really like your script but this problem is making things difficult. maybe there is a line in the script that I could change to make it all work?

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ShinryuMk2
  Wed Aug 26, 2009 11:03 am
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want to show Damage back uses the skill ends must do ?
because Animetion still don't end but an enemy dies before.

and part script pertaining to reduction SP stay where?

sorry me not dexterous English.


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Atoa
  Wed Aug 26, 2009 2:46 pm
Victor Sant
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Location: Brazil
@ShinryuMk2
Still don't understand nothing...

@dpoteat
Thanks for the info i will check it.
I suppose the problem isn't with the blink but with the evasion itself.


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action
  Wed Aug 26, 2009 5:56 pm
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Dangit, it's not SDK compatible. Waaah....
Well, this is the only CBS I want to use. It's probably the best so far, (that works.)

Hurry up with that "use of CCoas battlers" thing. I could use it!

Thanks,
-Lonelyelf

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No ID
  Wed Aug 26, 2009 6:18 pm
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@the cant speak english guy
my guess is use this sub setting
"TIMEBEFOREANIM/**" : Wait time before showing the battle animation
** must be equal the time in frames.
By default it's based on the sprite animation duration. Use this to adjust the time between the sprite animation and the battle animation.
For enemies/actors this is only used on normal attacks

cant understand what u mean as far as your sp difficulties but truthfully 95% of the problems u may have with this script can be solved by completely reading everything in green before you use it.

@LonelyElf
This Script is already compatible with ccoa's battlers. That's why I use it!

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Atoa
  Wed Aug 26, 2009 9:02 pm
Victor Sant
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Location: Brazil
Quote:
Hurry up with that "use of CCoas battlers" thing. I could use it!

I don't like people pushing me. ¬¬
And like dpoteat said, the system already support CCOA battlers, and you could set it reading the instructions and following the examples on the demo.
I will make a tutorial later to make easier to understand this processe, but this isn't one of my priorities.

@For the people waiting the update
I had some problems with my forum and i'm it took me almost 2 weeks to fix everything, that's why the relase was delayed.


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