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Squall leonhart 323
  Wed May 13, 2009 1:01 pm
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Im @ School So The Pics Are Filtered When I Get Home I Will Have A Look Great Job Though! :lol:

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The Final Fantasy Tales Are True But Will The Universe Be Destroyed?...
Game Completion:

10%
9% Scripts
1% Weapons Items Etc...


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Atoa
  Wed May 13, 2009 1:32 pm
Victor Sant
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Location: Brazil
@ShinryuMk2
The action sequence isn't working fine in this version.
I'm just finnishing to fix the bugs on SBS Tankentai to update this script.


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DashRendar27
  Thu May 21, 2009 10:24 am
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Sorry, I wanted to PM but accidently typed here.


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Yin
  Fri May 29, 2009 11:20 pm
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I get an error while testing the victory window 3 in window base line 30. The error is "disposed window". Oh yeah, I'm using the ctb.
And when trying to access the bestiary I get an error on line 543.
Nevermind the bestiary error, I fixed it. But the victory window 3 problem is still there.


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Atoa
  Sat May 30, 2009 3:07 am
Victor Sant
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Location: Brazil
@Yin
Thanks, soon i will update the script to fiz these bugs and bring new features.


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Yin
  Sat May 30, 2009 5:19 am
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Can't wait, I'm at a dilemma with the battle system I am using and I ran across this one. Now I just want to test this out to see if I really want to make the switch.

EDIT: I've been working with your battle system since yesterday and I think that it is very promising! I've already set it up the way I want it, but I have a suggestion for your ctb order style number 1 and 2. You see how you have it set up to show the name of the skill for order style number 0? I assume that is easier to do since it's kind of like a message window. Is there any way you can make it show the skill name either under the name in horizontal mode or under (or next to in vertical pictures mode?) It would very helpful. Or it doesn't even have to be the skill name, it can be the skill's icon even.


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LukeLukeLuke
  Sun May 31, 2009 3:29 pm
Art Student, Illustrator
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Location: Orlando, Florida, USA
On playtest I get "RGSS1013J.dll could not be found". Haven't changed anything.


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Yin
  Sun May 31, 2009 4:41 pm
Member
I think you can just replace the game.rxproj with a fresh one to fix that problem. If not, go into the game.ini file and change that to RGSS102E.dll and it should work. If that doesn't work then I can't help you.


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Mikepjr
  Sun May 31, 2009 9:43 pm
Guy who knows less, than he thought he knew.
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Location: North Carolina USA
I love this script, i replaced an old one with this one, just having to make a lot of modifications to get it exactly how i like it.
Its really nice so far.


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Yin
  Mon Jun 01, 2009 4:08 am
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There's many bugs that need to be fixed in this. So my decision is not yet made, but is heavily swayed in this direction due to it being so customizable. Do any blue magic scripts work with this? Or trickster's steal script, I know this has a steal in it too, but I'd like to also be able to steal enemy skills for a certain amount of turns. By the way I really like the scan, but is there a way to put a picture of the enemy in there somewhere or maybe in another window next to it?

Now for the bug report, hope these haven't been posted yet. In the over drive script, I get an error on line 390 which is @actor.sp -= calc_sp_cost(@actor, @skill) whenever I try to use cure from the menu.

And the blitz skill won't even work with my setup. I get an error on line 261 which points to this:
if (@active_battler.actor and @active_battler.current_action == 1 and not

says actor is an undefined method for game_enemy or something? There's more but I didn't take note of them.

My set up is with
ctb, actor advance status, individual battle commands, reflect, overdrive, charge, blitz, autolife, combination, scan, summon, bestiary and I took the victory window out for now (because the error). I'm just slowly adding more to it. I'm pretty sure I'm going to use the enemy advanced status and the animated faces. So, if there's any more I'll post it here.


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dani3
  Tue Jun 09, 2009 6:32 pm
Member
Yin wrote:



And the blitz skill won't even work with my setup. I get an error on line 261 which points to this:
if (@active_battler.actor and @active_battler.current_action == 1 and not

says actor is an undefined method for game_enemy or something? There's more but I didn't take note of them.



That happens in his demo as well, it means he didn't check for errors before releasing it!
Atoa, your battle system would be great if you fixed those bugs and if you cared to test it before releasing it :smile:


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Mikepjr
  Tue Jun 09, 2009 7:01 pm
Guy who knows less, than he thought he knew.
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Location: North Carolina USA
Yeah their are a lot of bugs, a lot of the true or false parts of the scripts, like the one for if players stay on screen when they die, does not work.

I am having to bypass a lot of the true or false parts of the customizations to get some things to work.

Anyone figured out how to make the enemies blink after the strike then have them dissapear if they die?

When i strike them everything pretty much happens at once... you strike, it does damage and the enemy dies all right then and there .. when what should be modifiable is like.. strike the enemy... then the enemy blinks with a sound effect, then if he is out of HP he dies.. as is it happens all at once.. it needs to wait until after the animation is done..

Lots of bugs and it could use some more add ons, i do love the HP number pop up.. and how you can make it pop up like old FF games, thats cool.

Keep up the good work, and i hope for a newer version soon with less bugs.


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Atoa
  Tue Jun 09, 2009 10:08 pm
Victor Sant
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Location: Brazil
@dani3
It's not a matter of testing or not testing.
I do a lot of tests, but theres *hundresds* confugations, and it's not possible for me to test all combinations.

it would help more if instead of saying, "there's a lot of bugs", you point me the bugs. So it can be fixed faster.

@Mikepjr
And there's not a lot of bugs.
This is an *customizable* script, and it won't configure itself alone.
Most of the "bugs" are wrong configuration.

What i'm working now is easier configurations commands.

And like i said to dani3, it would help more if you point the bugs.

The more complete feedback, the faster the bug fix.


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dani3
  Tue Jun 09, 2009 10:15 pm
Member
I already did! When I try your demo with the blitz skill script it does not work..
I get an error on line 261:

"if (@active_battler.actor and @active_battler.current_action == 1 and not"


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Mikepjr
  Wed Jun 10, 2009 10:59 am
Guy who knows less, than he thought he knew.
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Location: North Carolina USA
Line 76 of ACBS | Config 1 - Basic
Move_to_Attack =
If you put false the characters wont even attack, they just stand there, thats what i would call a bug.

Line 97 of ACBS | Config 1 - Basic
Actor_Collapse =
i set it to false so the battlers would stay on screen, i figured this means they use a custom death animation and stay there, but when i put it to false nothing changes they still fade to red, either something else needs changed in the script or something needs to be elaborated on.

Im basically trying to set everything up to work like final fantasy 4 battle system.. but some things go wrong..

Also at one point changed some script parts to make the characters move left and right to attack but not to target.. but later i changed one of the above true or false statements and it stayed stuck to where no one would move, i would just keep picking attack and nothing would happen..

You should put a simple true or false so all the weapons make the characters move forward but not all the way to the target, rather then going down a list and saying this weapon move you forward this one does this one does.. i rather just say true and have it so everything makes you step forward.. i mean it would be easier.

i will say this, i love what you did with the attack numbers customizations to where the numbers could be made to bounce up in different ways, that was and is cool.

So okay.. not a lot of bugs, but a few bugs are present.. some true or false customizations do not work.. i mean good job over all, its just some of those true or false customizes.. some dont work at all or not right

I dont mean to insult or anything, im just pointing out where the problems are...


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Atoa
  Wed Jun 10, 2009 1:55 pm
Victor Sant
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Location: Brazil
@dani3
The bug was already reported, so be patient.
Pointing the same bug several times won't help me to solve it.

@Mikepjr
Quote:
If you put false the characters wont even attack, they just stand there, thats what i would call a bug.

And so i am, that's why i already solved it.

Quote:
i set it to false so the battlers would stay on screen, i figured this means they use a custom death animation and stay there, but when i put it to false nothing changes they still fade to red, either something else needs changed in the script or something needs to be elaborated on.

You figured wrong, this one is for the actors have the same normal collapse effect as enemies (the red fade). To set custom collapse for enemies, the line is:
No_Collapse_Enemy = []
then the enemy won't have the red fade.

Quote:
Also at one point changed some script parts to make the characters move left and right to attack but not to target.. but later i changed one of the above true or false statements and it stayed stuck to where no one would move, i would just keep picking attack and nothing would happen.

That's what i'm working on. There's a lot of settings, but some of them are really a pain to configure.

Quote:
im just pointing out where the problems are...
Now you're pointing the erros, and now you recive my thank ;D


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Yin
  Wed Jun 10, 2009 4:36 pm
Member
I hope this hasn't been mentioned, but in battle, I can press x and keeps going to a different person. I'm using the ctb. Also, when I do that, the ctb doesn't change order and the others keep blinking like it's still their turn. I can do this even at the start of a battle when nobody has gone yet.


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Mikepjr
  Thu Jun 11, 2009 1:33 am
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Location: North Carolina USA
So is their any way to change it to where all the monsters use a custom animation for deaths?
Like a set true or false to make them use the red fade or not?

I was planning to customize all the deaths to use a row of animation for dieing.


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Atoa
  Thu Jun 11, 2009 12:52 pm
Victor Sant
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Location: Brazil
No_Collapse_Enemy = 1...X
where X is the max number of enemies.


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Mikepjr
  Thu Jun 11, 2009 10:09 pm
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Cool! Thankyou ^_^


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Leggerrr
  Fri Jun 12, 2009 9:52 am
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Is there a Visual Equipment Script that can go with this that can change the appearance of the Battler?


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Atoa
  Fri Jun 12, 2009 1:13 pm
Victor Sant
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Location: Brazil
@Leggerrr
This battle uses custom sprites, so no, Visual Equip won't work.


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Leggerrr
  Fri Jun 12, 2009 5:41 pm
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So there's no possible way to change the battler sprite if you change the piece of equipment the character is holding?


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Mikepjr
  Sat Jun 13, 2009 5:55 am
Guy who knows less, than he thought he knew.
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Location: North Carolina USA
Im having this problem with Victory Window 1, it shows #a.name and #a.exp.d[7] EX!
Anyone got any ideas why its doing that?
Im asuming its supposed to show the name of the characters or something.

And i think Leggerrr is asking if you can have the battlers hold a different weapon.. or in this case have a different animation for the battlers depending on what weapon is equipped.

And you can change the animations that apear on the enemy depending on what is equipped, but i think what ever they hold in battle is the same no matter what.

Their is a way to do it through events.. by changing the battle sprites depending on what weapon is equiped.. but that would mean a ton of the same graphics reused and thus a bigger file when your game is done...

it would be something in common events that are going paralel with like.. say.. if this is equiped, change battler to such and such.. but that would mean a larger game file when your done.... i can see why you would want something different.. say later on in the game my main character starts using axes.. you dont want to see a sword in your hand yet your using axes... i guess the best thing to do would be to stick with one weapon type per character...


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Atoa
  Sat Jun 13, 2009 6:58 pm
Victor Sant
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Location: Brazil
@Leggerrr
If it's only about the weapon, i will add some new options to easy graphic change depending on the weapon, but only for the weapon.

@Mikepjr
Could you post an Image?


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Mikepjr
  Sun Jun 14, 2009 10:01 am
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Location: North Carolina USA
Sure.. let me get a screen shot..
Image
It has some weird text.

It would be cool if i could just find a classic final fantasy styled battle result but no one has made one thus far... so i went with Victory Window 1, and it just displays that weird text, even when i go up a level.. its odd.


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Atoa
  Sun Jun 14, 2009 9:07 pm
Victor Sant
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Location: Brazil
strange, i will check this and fix on the next update.


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Yin
  Mon Jun 15, 2009 7:46 pm
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How would I go about using VX Algorithm for Attacks, but XP for Skills?
EDIT:
Nevermind, I figured it out and it was a stupid idea, I forgot some stats are completely ignored.


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Nolund
  Tue Jun 16, 2009 8:03 am
Factose Intolerant
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Location: Carrying on like a Wayward Son
Oh em gee!!

After taking a break from my project for a couple of weeks due to problems in my battle system, it's GREAT to come back and find this. Put it in my game and everything works amazingly! Definitely planning to use this.


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Squall leonhart 323
  Tue Jul 07, 2009 7:09 pm
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Oh, Just Wondering Where Do You Get The Battlers Because When I Had This Script (Yes I Did Say WHEN) I Couldn't Find Any That Where Very Good! Just Wondering...

_________________
The Final Fantasy Tales Are True But Will The Universe Be Destroyed?...
Game Completion:

10%
9% Scripts
1% Weapons Items Etc...


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