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 CTB - A Final Fantasy X-like Battle System, Version 3.2
So many posts... x.x
Well, simple question; What if I want the majority of my Enemies non-animated, but about 3 or 4 of them are animated?

DEFAULT_ENEMY = false # If true, these switches allows the use
DEFAULT_ACTOR = false # of default battlers for actors/enemies
DEFAULT_ENEMY_ID = [] # Ids of enemies using default battlers
DEFAULT_ACTOR_ID = [] # Ids of actors using default battlers
DEFAULT_COLLAPSE_ACTOR = false # If true, restores the old 'red fade'
DEFAULT_COLLAPSE_ENEMY = false # collapse effect (using spritesheets)

Would I have to list all of the enemy IDs in DEFAULT_ENEMY_ID? I hope not... >.< I have lots of enemies.
Reply }
Eep. Sorry.

You would be listing all the default enemies in the 'DEFAULT_ENEMY_ID ' hash, leaving out your 3 or 4 that remain animated.

But it IS possible to accomplish. That's the main thing.

---
Thanks for actually reading the instructions and looking at the configuration section. So many people over the years merely asked 'Can I do that?' ^_^
Reply }
@xXEvirusXx
In case you are wondering why DerVVulfman answered to your question, that's because the animation system included in the CTB is the Animated Battlers - Enhanced script, which is a DerVVulfman's creation. :)

@DerVVulfman
Thanks for showing up. ;)
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Hmmm, oh well. =[ Thanks. I have lots of numbers to write, xD
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Ok. I got a question. I'm trying to make multiple levels of Aspire and Learning. Like a "Higher Learning" that not only teaches a Blue Magic skill, but also drains HP and SP. I'm not very good at scripting, but I tried a few things. The best I could get it to do is just Drain from the mob. Is there a way to classify Aspire and Learning as an Element so I and others could just tag it like that and make it easier?
Reply }
That is theoretically possible. With the last version I have added the "Drain" element, also keeping a "Drain" skill identified by its name. I could do the same with "Aspire", while "Blue Magic" is already an element.

However because of the way the battle system is coded, these three elements are not supposed to be used together.
Aspire is not fully compatible with Drain and cancels the effect of Blue Magic, while Drain and Blue Magic could have some damage visualization problems.
I will try to make all these behavior as much independent as possible, so that they can be used together, but you will have to wait for the next releases.
Reply }
Charlie Fleed Wrote:That is theoretically possible. With the last version I have added the "Drain" element, also keeping a "Drain" skill identified by its name. I could do the same with "Aspire", while "Blue Magic" is already an element.

However because of the way the battle system is coded, these three elements are not supposed to be used together.
Aspire is not fully compatible with Drain and cancels the effect of Blue Magic, while Drain and Blue Magic could have some damage visualization problems.
I will try to make all these behavior as much independent as possible, so that they can be used together, but you will have to wait for the next releases.

Alright sounds good. I have found a very...well just odd bug. It doesn't really affect game play, but it randomly started happening. It will display the "Skill" animation when characters attack. It wasn't doing this and I didn't change it in the script or add it to weapons. It just seemed to pop up out of thin air and how do I go about changing the way Superart points are gained? I figure it's though an event using a variation of $game_something?
Reply }
For the skill animation problem I have no idea.
For Superarts:
a) you can change the fill method for a single character from the Status scene by pressing SHIFT.
b) you can set the SUPER_ARTS_TYPE_DEFAULT for all the characters once and for all in the configuration.
c) you can set the super_arts_type with actor.super_arts_type=<type> for any character in any moment, example:
Code:
for actor in $game_party.actors
  actor.super_arts_type=3
end
Reply }
Charlie Fleed Wrote:For the skill animation problem I have no idea.
For Superarts:
a) you can change the fill method for a single character from the Status scene by pressing SHIFT.
b) you can set the SUPER_ARTS_TYPE_DEFAULT for all the characters once and for all in the configuration.
c) you can set the super_arts_type with actor.super_arts_type=<type> for any character in any moment, example:
Code:
for actor in $game_party.actors
  actor.super_arts_type=3
end
I know you stated that in the PDF, but I thought it would only change it for the group. So like 1.super_arts_type=3 would change it the first actor to the third type? Yeah I have no idea about the animations thing either. It was really random when it happened. I tried replacing the scripts, but it didn't help. I only use your CTB script. You think I should replace the games default scripts with that of a new project's? Thanks in advance and your script freaking rocks.

Just replaced all the default scripts and that didn't change anything. Like I said, it's not really game breaking or anything. Just looks kind of funky.
Reply }
The code you need to change the first actor's superart type is
Code:
$game_party.actors[0].super_arts_type=3

About the animation thing, maybe you have something in the configuration of Animated Battlers that's causing it. You could ask DerVVulfman in this thread http://rmvxp.com/thread-510.html
Reply }


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