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 CTB - A Final Fantasy X-like Battle System, Version 3.2
DerVVulfman Wrote:The animation system has no allowances for 'individual' facing per battler. And most sideview systems have the battlers set up to face the left. That is why you will find most spritesheet resources facing the left.
My ACBS has that feature.

It's not too hard to set conditions on the script to make it automatically set the battler direction.
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Atoa Wrote:
DerVVulfman Wrote:The animation system has no allowances for 'individual' facing per battler. And most sideview systems have the battlers set up to face the left. That is why you will find most spritesheet resources facing the left.
My ACBS has that feature.

It's not too hard to set conditions on the script to make it automatically set the battler direction.

True, I could actually include that into Animated Battlers (for both the RPGMaker XP and RPGMaker VX versions). It isn't difficult as you so stated.

But it is unnecessary. Nearly every animated battlers resource i have seen on the net have been designed with the battlers facing the left. And one making the resources can just flip the image horizontally in their paint program as stated earlier.

But if someone really... really.... REALLY... needs it added into Animated Battlers, I guess it will be included.
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[Image: th_31.jpg]

A little preview of what is style 1 going to look like.
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Looks really cool, Charlie. Good Work.
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awesome xD looks like i love it :D

Would it be possible to change the atb a bit? so that it loads every time from scratch, only with different speed (depending on agility)?
Or would that cause too much effort with maybe changing the whole system?^^
[Image: 76561198077561206.png]
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Quote:Would it be possible to change the atb a bit? so that it loads every time from scratch, only with different speed (depending on agility)?
Or would that cause too much effort with maybe changing the whole system?^^
This is an FFX like battle, and FFX don't uses ATb, it uses CTB. wich isn't active.
So it would need an whole new script to change the turn system.

I would suggest you another script, but it would be an big spam.
Unless Charlie Fleed allows to link it here it ;D
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The ATB mode here is only a visual thing, Zarox. Agility plays a role in determining the turns, but not in the way of an ATB. As you said, it would be a totally different script.
If Atoa has suggestions for an ATB... :)
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@Atoa yeah i know your system, i really like it but use Charlies CTB from almost the beginning of my game and I just like everything (summons, superarts, layout, transforms) and I also like the battlesystem, I just think it would be even more better with ATB xD but that's ok, so I will use the CTB^^
[Image: 76561198077561206.png]
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@Zarox
But with the ACBS you *can* make an battle with layout and almost all system that charlie fleed CBS haves, except by that in the Chalie Fleed CBS most layout and options are already all set. In the ACBS you would need to make changes in the settings to have the same result.
But if the layout and options from Charlie CBS are more important than the ATB system for your project, you're making the right choice to stick with this ;D
It would be follish to work arround with the ACBS sttigns if the Charlie CTB has everything you need.
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Hey charlie. I am using your ctb of course but i have one thing that is a little strange. My battlers look fine when attacking but when one of my characters goes up to attack, the enemies battler is shown in the foreground instead of him making him kinda not show during his attack. How do i make it so he shows in the foreground.
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