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 CTB - A Final Fantasy X-like Battle System, Version 3.2
#51
[Image: 2_13.jpg]
Preview of version 2.13.
You can see icons in the command window, that black "3" over the hawk is the effect of a "Doom" spell, and yes, those are the turns arranged in a horizontal way (optional feature).
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#52
Looks great! And with the new skill effect you added, soon, I'm going to have to discard Blizzard's Tons Of Addons (no offense to him, but these are official added effects for this specific battle system)! The optional horizontal turns, can that be adjusted to new heights?

EDIT:
And I know this was in other versions too, but the way the numbers increase and decrease looks freaking nice. Just had to mention it. Also are you still planning on adding the HP/MP recovery with attack and defend?
It can be optional for people who want it.
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#53
Hi.

First of all, I'd like to thank you for this amazing script, can't wait for the next update ! I think it's the best CBS ever.

So, I have a little problem (I suck at scripting). I use the Moghunter's menu and I'd like to have the superart gauge in the menu directly, without having to go in the Status screen. So basically, there would be 4 gauges, one per character. I tried my best to do this but I don't understand anything. ;_;

Is there a way to do this ? I think it would be awesome, even for people not using mog's menu.

Thanks again for this great script !
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#54
Hey! Charlie, the battle system looks better and better with every version XD

I found something strange with the Auto-life and Auto-Phoenix status:

1st, when i use the Auto-life, it don't consume Tonics when a character turn to life and it don't work on Kaiser, when she dies don't back to life...

2nd, when i use Auto-phoenix status, and wasted all the tonics the characters continues using auto-phoenix ¿? other thing that happen it's that number of tonics return to 10, this only happenned to me 2 times in a lot of tests

both bugs was tested in my project and in your demo.

Now i have a question, Can i do that? 'REFLECT_NAME="Reflect", "Reflect +"' to create other Reflect status.

And for finish i have some status requests:
-Zombie
-1/2 SP
-SP = 1
-Stone status like in FF X, when an enemy attack to a character with the status it dies and disapear of the battle.

nothing more XD :rolleyes:
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#55
ElMaligno Wrote:Hey! Charlie, the battle system looks better and better with every version XD

I found something strange with the Auto-life and Auto-Phoenix status:

1st, when i use the Auto-life, it don't consume Tonics when a character turn to life and it don't work on Kaiser, when she dies don't back to life...

2nd, when i use Auto-phoenix status, and wasted all the tonics the characters continues using auto-phoenix ¿? other thing that happen it's that number of tonics return to 10, this only happenned to me 2 times in a lot of tests

both bugs was tested in my project and in your demo.

Are you sure??? Nothing like this happens to me. Just tested.

ElMaligno Wrote:Now i have a question, Can i do that? 'REFLECT_NAME="Reflect", "Reflect +"' to create other Reflect status.

No, it doesn't work that way. What's the purpose of it anyway?

ElMaligno Wrote:And for finish i have some status requests:
-Zombie
-1/2 SP
-SP = 1
-Stone status like in FF X, when an enemy attack to a character with the status it dies and disapear of the battle.

nothing more XD :rolleyes:

OK! (the SP ones are already done).

@MicKo: I will add bars as optional for the default menu only.

@Yin: hp/mp recovery done.
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#56
Quote:Are you sure??? Nothing like this happens to me. Just tested.

Yes I'm sure :lol: I tested yesterday and today again... i made this changes in your demo:
1-Delete the Refect magic from Jackal
2-Increase the AGI of Jackal
3-Increase the power of Aquatic Cacophony
4-i put accesories that causes Auto-Life / Auto-Phoenix to all characters
5-and for the last test of today i put 1 tonic instead 10, for quick tests

more data, the 'Kaiser bug' occurs when she come in battle when a character is death, then before she launch his auto-life magic, a character with Auto-phoenix, revives the death character... the battle continues and when Kaiser dies the charactes with the Auto-phoenix state don't revives his...

Quote:No, it doesn't work that way. What's the purpose of it anyway?

Oh! I only want to create the same effect but with different duration. :o

Thanks in advance, for the status effects, Charlie

I have one question, the '$game_actors[11].get_next_turn' thing needs the force action or it give you a real turn?
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#57
Auto-Life does not consume objects, Auto-Phoenix does.
If you have one character reviving a dead ally and you gave 1 Tonic to the party, nobody will be able to revive anyone after that.
The dead character will resurrect only if he/she has the Auto-Life state.

I'm sorry but I can't reproduce these errors, everything works fine here...

get_next_turn gives you a real turn.
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#58
Update.

v2.13 New overdrive types Category, Critical.
v2.13 Icons in the battle command window.
v2.13 New state "Stop Time" (aka how to get consecutive turns).
v2.13 New state "MP 1" (reduces mp consumption to 1).
v2.13 New state "Half MP" (halves mp consumption).
v2.13 New state "Doom" (starts a countdown to death).
v2.13 SP/HP recovery on Attack and Defend (Optional).
v2.13 HP bars for enemies killed at least once (Optional).
v2.13 New state "Zombie" (inverts the effects of skills with ATK_F=0 and items, aka how to kill with an extra-potion).
v2.13 New state "Stone" (instantly killed by physical attacks and skills with ATK_F>0).
v2.13 Blue Magic (learn skills from enemies).
v2.13 Optional horizontal turns bar.
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#59
Awesome!

And there's even the superarts gauge in the basic menu. Love it.

I still have a little problem though, couldn't find out how to change that (I'm not even sure if it's the CTB or the animated battlers) : There is like 1-2sec between the attack animation of the battlers and the hit animation. I'm not sure if I'm really clear here, but basically there is a delay between the attack and the hit animation.

Any idea how to reduce this delay ?
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#60
YAY! Updating now!
EDIT: Not a big deal since I'm using enemy turn pictures, but when you switch it to false on horizontal mode, their names don't show up on the turns.
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