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Atoa
  Wed Jul 08, 2009 2:35 pm
Victor Sant
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@Squall leonhart 323
http://www.crimson-penguin.com/
http://www.spriters-resource.com/
http://sdb.drshnaps.com/


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dani3
  Wed Jul 08, 2009 4:54 pm
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Atoa, I was wondering if a could have a copy (if you still have it..) of the acbs v1.0 (march 11 i believe??)
because I was able to make the blitz script work with that one..


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Atoa
  Wed Jul 08, 2009 6:01 pm
Victor Sant
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@dani3
forget about the old version, the next update will have major changes, and will come with an fully working blitz.

The older versions have too many bugs.


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Nolund
  Thu Jul 09, 2009 8:47 am
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I'm actually really excited about this update. Can you give us any idea on when this update will be done?

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Atoa
  Thu Jul 16, 2009 7:57 pm
Victor Sant
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Finally the script is updated to v2.0 Beta

I would like to remember that this is an BETA version, so it may contain some bugs and glitches.

I would ask people to test and give feedback so i can fix any eventual bug.


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dani3
  Fri Jul 17, 2009 8:10 pm
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I still think this is the best turn based battle system available, however the blitz skill script still doesn't work..
I swear it worked in the first beta you released back in march


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Atoa
  Fri Jul 17, 2009 9:06 pm
Victor Sant
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Yes i noticed that, but i already fixed that.
if you don't want to redonload the demo just go to the line 256 of the blitz script and replace @active_battler.current_action == 1 with @active_battler.current_action.kind == 1

But i suggest redownloading it becase of other small bug fixes (and one major bug fix in the summon add on)


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Mikepjr
  Sat Jul 18, 2009 1:10 am
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I keep getting a corrupt message when i open the file.
I think it need re uploaded.


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dani3
  Sat Jul 18, 2009 10:09 am
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I still get an error on the blitz script, when I fail the combination:

line 278: NOMethod occurred.

undefined method "frame_max" for nil:NilClass


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Atoa
  Sat Jul 18, 2009 4:13 pm
Victor Sant
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@Mikepjr
wich message?
The file is working fine here.
Make sure to use licenced rmxp.

@dani3
fixed \o thanks for reporting.


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No ID
  Sat Jul 18, 2009 8:10 pm
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Victory Window 2 gets an Error Code

Script 'ACBS l Victory Window 2' Line 87: TypeError Occurred
no implicit conversion from nil to integer

Victory Window 3 has a slight glitch

When Enemy has no collapse; the action menu shows even after battle is finished and it shows on the Victory Window overlapping the stats and actor pictures.

Other then that everything is great and I like how this script is simplified and complex at the same time.


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Mikepjr
  Sat Jul 18, 2009 8:38 pm
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The rar file when i open it in winrar is giving me an error message.
Not RMXP.
It still extracts properly, but i just get an error when im extracting it.

I have this other problem, i set all weapons and spells and everything in the main code to make the hero battlers step to the side to attack, but if an enemy is too close to the center of the screen, the players will step backwards instead, any idea how to fix it?

If i have to i will show you all the false messages i changed to true in the core script to make the heros and monsters just step to the side, the reason i did this in the core script is because i did not feel like going through changing each weapon and spell to make the players take a step rather then moving to the monsters, besides, it was not working that way.

Just let me know and i can tell you each line i changed from false to true to get them to do that.

If your wondering why i wanted it changed like this, im trying to get your battle system to work just like Final Fantasy on the NES works.

Also, i noticed the damage numbers pop up right when the animation occurs on a player or monster.
Is their a way to make it wait until after the animation is done to make the numbers pop up?


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Atoa
  Sat Jul 18, 2009 9:55 pm
Victor Sant
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@dpoteat
Thanks for the info, i will check it right now


@Mikepjr
Well, like i said the file is workin fine here so i don't know what can be happening.

About the postion glitch, normally you woudn't need to set any line true/false to make the battlers stepfoward. I suggest don't messing with the main code ulness you kwnow what you doing.
It's not hard to add the "NOMOVE/STEPFOWARD" effect to all battlers and actions, just do some ctrl+c > ctrl+v.

But i will check the glitch of the hero seteping back if the enemy is too near.

About the damage popup.
Expand to see the code.

If you have any problem with this let me know.


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Mikepjr
  Sat Jul 18, 2009 10:29 pm
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Ouch, i did not even see that for actor settings lol, well i can change the main code back like it was, i was just looking for a quick way to tell all skills and attacks to use stepping forward.
Thankyou, i totally missed the actor settings part.

Um.. okay i tell the actors and enemies to have a move type of stepforward and they still move to target.
Not sure if its a script bug or what.
Is their a specific order i should put the special settings in?
I have it in this order.
Actor_Settings[1] = ["NOCOLLAPSE","TIMEBEFOREANIM/20","MOVETYPe/SCREENCENTER","TIMEAFTERANIM/20"]
Does the order matter?


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No ID
  Sun Jul 19, 2009 2:59 am
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Slight Error With the Skill Reflect Add-On

Script ACBS l Skill Reflect' line 151: Name Error Occurred
uninitialized constant Scene_Battle::Enemy_Animation_Invert

I Tried to Install the old Version of this Script add-on hoping it would work but to no avail, (which i figured) i received a somewhat similar message.

P.S. I actually use this script add-on so if u could please let me know when you have fix this problem or leave a spoiler with the correct code u would b the man.


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Atoa
  Sun Jul 19, 2009 5:27 am
Victor Sant
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@Mikepjr
the order doesn't matter, but the text is case sensitive, so if you pated this line from the script, this is the error: MOVETYPe
Also if you want the battlers to step foward, like in final fantasy, use "MOVETYPE/STEPFOWARD" instead of "MOVETYPE/SCREENCENTER".

Also the MOVETYPE settings for actor works only if they're unnarmed.
If they have an weapon or are using an skill or item, the weapon/skill/item setting will be used.

@dpoteat
The victory window 2 and reflect add on are fixed, about the victory window 3 glicth, i wasn't able to reproduce it, did you use another add on or something different happened on the battle?


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Mikepjr
  Sun Jul 19, 2009 7:25 am
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Okay, i went back rechecked and fixed everything, but the enemies are still moving to target.. i have everything set.. so... maybe a bug?

yeah, i just checked through fallowed your instructions to the letter, and the only move type that works when you put it for enemies is NOMOVE, if i put STEPFOWARD or SCREENCENTER, the enemies still move to the players and attack rather then what i put, so it must be a bug.


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Squall leonhart 323
  Sun Jul 19, 2009 4:02 pm
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I Had A Look...Liked It ALOT But I'm Not Going To Use It In My Current Game. Also The Enemy's When They Attack Me With Magic And I Have Reflect It Doesn't Reflect At All It Defeats The Whole Object So I Got Rid Of The Add-On Reflect And Used A Different Reflect Which Worked Well. One Of The Best Things About This Script Is That It Is Compatible With Mostly Everything! Well Done!

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Game Completion:

10%
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1% Weapons Items Etc...


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No ID
  Sun Jul 19, 2009 7:21 pm
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yea uh reflect sill doesn't work. sorry.

whats wrong with this line?

151: animation_mirror(@active_battler) if Enemy_Animation_Invert and not @active_battler.actor?


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Atoa
  Sun Jul 19, 2009 10:26 pm
Victor Sant
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@dpoteat
the line itself, i changed the animation invertion system so simply delete this line. (i'm sure i deleted it before repostinf it lol '-')

@Mikepjr
i will check it


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Mikepjr
  Mon Jul 20, 2009 2:29 am
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Um i hate to bug again, but im having another prioblem with this script, i cant use menu items now, if i take your scripts out i can use items in the menu, if i put your scripts back in, i cant use menu items..
So i thought id let you know.
I just checked again to make sure it was not a mistake on my end, and its not. your scripts some how prevent items from being used in the menu screen.


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Atoa
  Mon Jul 20, 2009 5:28 pm
Victor Sant
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@Mikepjr and dpoteat
I just reuploaded the demo with the fixes for the reflect and the "item bug".


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No ID
  Mon Jul 20, 2009 5:34 pm
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thats kool but i did what u said and it worked so....

once again great script


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Atoa
  Mon Jul 20, 2009 6:16 pm
Victor Sant
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@dpoteat
but i suggest you redownload the demo so you can get the item bug fix


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Mikepjr
  Mon Jul 20, 2009 9:21 pm
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Thanks, i will keep checking for bugs, i still get some error messages when i open the file in winrar.


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Atoa
  Mon Jul 20, 2009 11:50 pm
Victor Sant
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@Mikepjr
Thanks for the support in the bebug, i will add you to the credits when relase the full update.


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Mikepjr
  Tue Jul 21, 2009 12:05 am
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No problem, im looking through it thoroughly, it still has a bug where when you tell the enemies step forward they move to target, for now i have them all set to just stand still, but you cant tell whos attacking with stand still lol, rather then stand still for enemies, i would give them a white flash showing you which enemie is attacking lol.. or its just a thought anyhow.

So far most of the bugs seem to be ironed out, everything seems to be working like it should except for the movetype for enemies.


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ShinryuMk2
  Tue Jul 21, 2009 9:00 am
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order "MOVEPOSTION/**" in "ACBS | Config 2 - Advanced" do not work , it goes to at a position , X,Y , as a result , TRUE but , it doesn't go to at , A,B ,

and

order , Skill Combination , use can not ,
if , can use already ,
fix fire1 + fire1 = fire2 can ?,
its antiques can not ,


beg one's pardon, mean "MOVEPOSTION/**" , I writes wrong.


Last edited by ShinryuMk2 on Wed Jul 22, 2009 3:28 pm, edited 1 time in total.

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Atoa
  Tue Jul 21, 2009 3:05 pm
Victor Sant
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@ShinryuMk2
Man I didn't understood half of what you said.
"TIMEBEFOREANIM/**" has nothing to do with movement and X,Y postion. And is working fine.
I Suppose you was talking about the setting: "MOVEPOSTION/**"
I will check this one.

about the second question, i get nothing of it '-'


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No ID
  Tue Jul 21, 2009 6:27 pm
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yea uh hate to sound like a groupie but since i re downloaded like u suggested all MOVETYPE/STEPFOWARD skills and items step backwards.

whatupwitdat?

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