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 CTB - A Final Fantasy X-like Battle System, Version 3.2
Yes, but i make the death state automaticaly removes after battle.
Have enother question what the skill stop Time does?
How it works? :)
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Villain Wrote:Yes, but i make the death state automaticaly removes after battle.
Have enother question what the skill stop Time does?
How it works? :)
The character or enemy in the "Stop Time" state will get an additional amount of turns equal to the turn-duration of the effect (well, actually one more than the amount of turns the duration lasts).

Basically, if you have a skill that puts the user in the "Stop Time" state, and have the duration set to 1 turn, then the character will get to move twice in a row after that. Set it to 0 turns, and the character will get ine move after the actual "Stop Time" move etc.

If you plan to use this state in your game, I'd recommend making it Super Art exclusive, very SP-expensive or enemy-only. Otherwise it will be kinda broken. =P

I personally only use it for certain boss battles, where the boss goes into a "rage" after a certain amount of turns or after he/she's down to a certain HP%, causing the boss to unleash two different moves at the same time etc.


Also, regarding that thing about the summons not reviving... I really don't know, this is just a thought but could it be because the HP is 1? The summons recover a certain % of HP/SP after each battle, but since the HP is just 1, a low % recovery might result in 0 HP being recovered. Have you tried changing the HP to another low number, like 10? Unless your game uses really low numbers, 10 HP and 0 Defense should probably be enough for any attack to instantly KO these shadow clones, but since the number is higher than 1, a 10% recovery rate (or whatever the recovery rate is) still works. Just a thought. =P
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AGAFURO Wrote:Also, regarding that thing about the summons not reviving... I really don't know, this is just a thought but could it be because the HP is 1? The summons recover a certain % of HP/SP after each battle, but since the HP is just 1, a low % recovery might result in 0 HP being recovered. Have you tried changing the HP to another low number, like 10? Unless your game uses really low numbers, 10 HP and 0 Defense should probably be enough for any attack to instantly KO these shadow clones, but since the number is higher than 1, a 10% recovery rate (or whatever the recovery rate is) still works. Just a thought. =P

Brilliant explanation. It could be that.
One can also set HP_RECOVER = 100 and keep the HPs to 1.
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Can you get it for vx??
Thanks:cheery:
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Sure, and cherries on top? Sarcasm


:)
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Is it seriously going to be in VX? *A*
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No, it's not in my plans. I already have enough work to do with all my scripts, Charlie's Arena and my studying of XNA and Visual C#.
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I am using your Sample game as the basis for my game so no files have been moved or graphics, ectra.

But I have added the FF7 menu
UMS text display and your FF9 skills learning system AFTER the scripts you had originally set
Upon going to see my Aeons abillities I get this error after clicking yes:

[Image: aertyuikm_by_CreatedThoughts.png]

Cry
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with which command are you exactly calling the scene?
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Don't worry adrienk, it's the old known draw_actor_face incompatibility issue. One of the other scripts you have must have a definition of draw_actor_face that overrides the one in "Bitmap, Draw Face 1.5". Change the definition in "Bitmap, Draw Face 1.5" to draw_actor_face_CF and do the same change in all the places where draw_actor_face is used in my scripts, be careful, only in my scripts.
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