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Darke
  Wed Aug 26, 2009 9:24 pm
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I really dunno if I posted this before , because I've been looking for it and didn't find it

Again I ask , where to get enemy sprites compatible with this Battle System ?

Thanks in advance :smile:


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No ID
  Thu Aug 27, 2009 2:39 am
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http://www.crimson-penguin.com/
u have to do it yourself though. I have a whole mess of battlers compatible with this system monsters included. I will give 'em out in September.

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Atoa
  Thu Aug 27, 2009 1:58 pm
Victor Sant
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@Darke
I'm also working on some battlers packs.

@dpoteat
From wich game you're making batters? I'm also working on some battlers from crimson penguin, and since you're going to share them it would be a waste of time if I also make them xD


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poeman
  Thu Aug 27, 2009 3:00 pm
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Quote:
- Chrono Trigger like battle


What do you mean by this exactly? Do you mean spells and attacks have an area of where they effect and can damage more enemies if they are closer?


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No ID
  Thu Aug 27, 2009 3:34 pm
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This is true, so here is a list of the battlers I have thus far.

Content Hidden


All battlers have 140 x 140 frames and in ccoa's style. As you can see I don't have as many from crimson tide as I thought I did and this is because I am also using a lot of dollmage battlers and a few of the green raven rtp styled ones. However, I recommend that everyone do their own battlers, especially for Atoa's system since everything is customizable.

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Atoa
  Thu Aug 27, 2009 3:53 pm
Victor Sant
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@poeman
A "turn" battle (it can be turn, atb or ctb) that haapens on the field without transtions. (it's not really the field but i managed to use the field as back ground and even make tilesets priorities to have effect on battle).

For now there's no area based attacks but i will see if it's possible to add them

Image

@dpoteat
wow good.
I'm focusing in making monters at first.
But i also suggest people making their own battlers, since they can add custo animations for specific actions.


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No ID
  Thu Aug 27, 2009 4:14 pm
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thanks and yeah, I don't have to many monster since in my game the hero's are the monsters.

And that was exactly my point. great system glad you put me on to it.

EDIT: by the way i was wondering if there was a way you could make a battler/enemy step forward while directly in front of the target?

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Darke
  Fri Aug 28, 2009 7:15 pm
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dpoteat wrote:
http://www.crimson-penguin.com/
u have to do it yourself though. I have a whole mess of battlers compatible with this system monsters included. I will give 'em out in September.


Mhhhm What do you mean I have to do it myself ? Ummm I'm actually not a game maker , my job is to get Sprites. So please when you will publish them , say something here so me , and many others , would realize it , thanks anyway . :thumb:


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No ID
  Fri Aug 28, 2009 8:59 pm
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@Darke
read our the post below the one u quoted and you'll understand my what I mean. When I do give out the sprites they are gonna have to be compressed into a zip file because they are all individual png's. Which takes up alot of space.

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Foreverwhere
  Sun Aug 30, 2009 1:03 am
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Odd thing that I noted, Atoa, while using your system, and I'm hoping that it hasn't already been reported, but if you are using the ATB ADd-on and use the Steal ability, no more actions are possible:

1)ATB meters fill up, but no one can take their turn.

2)Enemies can't go either.

I'm hoping that I'm not double posting, but it's the only major bug I can find so far that hasn't been mentioned.

Good job with an amazing script!

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Atoa
  Sun Aug 30, 2009 5:21 am
Victor Sant
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@MayorAnime
That one wasn't reported yet. thanks for the info.


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Foreverwhere
  Mon Aug 31, 2009 1:49 am
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Atoa,

Hopfully, this one has not been reported. I'm still quite new to bug-testing RMXP Scripts. It's not vital to my project or anything, and it could be that I am placing your scripts incorrectly. But when I attempt to use the Individual Battle Commands, I get this:

Image

And to show you where in the script things appear to go wrong, as well as my arrangement of scripts, I have another screenshot:

Image

The more I explore these scripts, the more I love them. Also, the more I explore them, the more I learn about RGSS. So, in many ways, this is really helping me out!

Good job!

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


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Atoa
  Mon Aug 31, 2009 9:06 pm
Victor Sant
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@MayorAnime
Check on the module Atoa of the Individual Battle Commands if there is a "Max_Commands_Shown = X", where X is an integer.
if that line is missing add it.


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dani3
  Wed Sep 02, 2009 5:13 pm
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I'm going to ask for too much now and I don't expect you to help me.. however it is worth a try :grin:

I managed to use 3 battle systems in my game (yours, Xas abs, modified by me and GubiD's)
The only thing that doesn't work is the atoa skill combination script.
I don't know if you are familiar with GubiD battle system, however whenever I try to use a combo skill it shows me this error on the game battler script:

Script "-Game_Battler-' line 1266: NoMethodError occurred.

undefined method 'hit' for # <Array:0x61e9a18>

Here is the script:
Content Hidden


Like I said, I don't expect you to give me a solution to this problem, but it would be great if I could change something on this script in order to make everything work. It is just a fantastic thing to have 3 different battle systems in a game!


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No ID
  Wed Sep 02, 2009 6:22 pm
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@dani3
if your using the Atb the the skill combination wont work. Maybe that's whats wrong?

@atoa
Remember this post?
dpoteat wrote:
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.


I found exactly what happens. When I use a skill that is targeted at the user, midway though the battle animation the hit pose will show or if "NODAMAGE" is applied the miss animation would show.

Now for basic user targeted skills I just used "TIMEAFTERANIM", and for user targeted skills with "NODAMAGE" I changed the skills power: to a negetive number like for the skill Cura, and now everything works fine.

Maybe you didn't need to know this information but I figured I'd post it anyway for those who may have encountered this same situation.

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Atoa
  Wed Sep 02, 2009 6:48 pm
Victor Sant
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@dani3
The problem is that the combination add-on makes an array of the battlers.

But the other systems aren't prepared to handle an array of battlers (they just handle one battler at each time).

But don't worry, I'm totally re-writting the Combination add-on. (almost finished).

In the old code, once you reach an combination, one skill was cast, using an avarage of the battlers stats.
E.g: If you uses skills id 20, 22 and 24, the skill 30 would be used instead (the skill power would be the avarage of the battlers stats)

Now, once you reach combination, each batter uses an different skill (that way you can control freely the skill settings), you can set the skills to be used at same time or separatedely.
E.g: If you uses skills id 20, 22 and 24, actor 1 will use skill 30, actor 2 will use skill 32, and actor 3 will use skill 34.

@dpoteat
Thank for the info, this will help me to find the source of this glitch


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dani3
  Thu Sep 03, 2009 6:09 pm
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that is great news! I just have to hope then that nothing else new will be imcompatible :biggrin:


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No ID
  Fri Sep 04, 2009 5:15 pm
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Atoa, is there a way to make the skill user "STEPFORWARD" in the direct path of his target instead of just taking a general step forward?

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Atoa
  Fri Sep 04, 2009 11:24 pm
Victor Sant
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you can use "MOVEPOSTION" to do this.
Just set the initial position far away from the target, that will make the batter stay aligned with the targert but will attack from far.


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No ID
  Sat Sep 05, 2009 2:15 am
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sorry man I saw move position but I didn't really understand what is was for lol. Thanks!

EDIT: It won't show the battle animation

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Atoa
  Sun Sep 06, 2009 6:44 pm
Victor Sant
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@dpoteat
I didn't undertood, using "MOVEPOSTION" don't show de battler animation?


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No ID
  Mon Sep 07, 2009 2:37 am
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yes.

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krisss666
  Tue Sep 08, 2009 7:53 pm
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I download Atoa Custom Battle System - ENG.rar, unfortunatly i can't dezip files : file is corrupted
Thanks to re-upload your demo :)


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Atoa
  Tue Sep 08, 2009 9:01 pm
Victor Sant
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@krisss666
The file ins't corrupted. i can't re-upload it now, but i dowloaded to check and it's fine.
Are you using winrar to unzip it?


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ezequiel
  Tue Sep 08, 2009 11:28 pm
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The project Cotema many errors ...
is very bug ,and more and more
incompatibility


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Atoa
  Tue Sep 08, 2009 11:35 pm
Victor Sant
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Location: Brazil
@ezequiel
I suppose you don't know what BETA means.

wikipedia wrote:
"Beta" is a nickname for software which has passed the alpha testing stage of development and has been released to users for software testing before its official release. It is the prototype of the software that is released to the public. Beta testing allows the software to undergo usability testing with users who provide feedback, so that any malfunctions these users find in the software can be reported to the developers and fixed. Beta software can be unstable and could cause crashes or data loss.

A "beta version" is the first version released outside the organization or community that develops the software, for the purpose of evaluation or real-world black/grey-box testing. The process of delivering a beta version to the users is called beta release. Beta level software generally includes all features, but may also include known issues and bugs of a less serious variet


Instead of saying "very bug, more and more", why you don't point the bugs so they can be fixed? ;D
It would be really far more useful than an empty comment.


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havoc11
  Sun Sep 13, 2009 2:23 pm
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hi,

l'm using your atoa with all scripts inclusive. (the demo iirc)
And now l'm stuck with the front battle style. its working, expect the animations.
l copied the "CUSTOM GRAPHICS POSES CONFIG" lines from the front battle demo and used the same battlers in my game. I already figured out that l have to change the 0 into 'base'. though the animation flow in the demo is still different... and l dont know why.

l need your help.


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Atoa
  Mon Sep 14, 2009 1:09 am
Victor Sant
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Location: Brazil
@havoc11
Did you set the battle layout do the frontal? (The first Constant from the basic setting)

And what exactly is different?


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Foreverwhere
  Mon Sep 14, 2009 2:20 am
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Atoa,

Sorry to bug you, but when is the next version due out? I want to really test the spit out of this script, but not if a new version is about to be released.

Thanks and good luck!

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


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havoc11
  Mon Sep 14, 2009 11:17 am
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Atoa wrote:
@havoc11
Did you set the battle layout do the frontal? (The first Constant from the basic setting)

And what exactly is different?


yes, its the front battle layout.

umm, hard to explain..
l will upload a demo, just do a test battle. You will notice its weird.

http://www.npshare.de/files/d8088eb1/Project3.rar


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