iPhone App Directory
RPG Maker VX
 
Gallery Members Search Calendar Help


Welcome Guest ( Log In | Register )

Collapse

>Announcement

Keep an eye out for the upcoming 3rd Quarter Contest!
4 Pages V  < 1 2 3 4 >  
Reply to this topicStart new topic
> CS Ultimate Series; Overdrive, Upgraded to fit my new Ultimate series
Jet
post Dec 17 2009, 08:34 PM
Post #21


He Who Jets
Group Icon


Type: Coder
Alignment: Lawful Neutral




Very nice i must say. Better then KGC's. I have 3 issues that can easily be corrected though.

1.) You don't allow the user to easily change the colors of the gauge, where to position it, or whether to have it in the menu or not. (That all counts as 1)

2.) Your menu option isn't aliased. If you did that instead of overwriting it, you could easily just add it to the main script instead of having it seperate.

3.) You don't have the option to use pictures for the gauge, like KGC does. (This one is minor)

This post has been edited by Jet10985: Dec 17 2009, 08:35 PM


--------------------
Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 17 2009, 08:49 PM
Post #22



Group Icon


Type: Coder




1 & 3) This is because I'm too lazy to make visuals here; I believe rather than just taking what's been offered, they should make the visuals by themselves, either by making their own picture based gauge and incorporting into the script. It's not noob friendly, but I still think it's better. But yeah I should have the option to not use that half-assed gauge there, it's ugly.

2) This is due to many people using custom menu commands script. I believe it will be easier for them just to use that custom menu commands they already have, or use the one on the demo if they don't have any. As I stated there, the custom menu commands and the custom battle commands are there only as an example.

Thanks for the critic btw smile.gif


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
Jet
post Dec 17 2009, 08:53 PM
Post #23


He Who Jets
Group Icon


Type: Coder
Alignment: Lawful Neutral




No problem, i was just saying for the aliased menu, a lot of other scripts add a menu option as well, but they overwrite it. I'd just thought it'd be better to have an aliased one so it is compatable with the other not-so-well written menu options.


--------------------
Go to the top of the page
 
+Quote Post
   
quigonkeichy
post Dec 17 2009, 09:27 PM
Post #24


I MOVE THE STARS FOR NO ONE.
Group Icon


Type: Writer
Alignment: Lawful Evil




i'm having some problems using this script with the most recent tankentai side battle system with atb (not the kaduki one) -

i've replaced all the '@active_battler' with '@commander' but the battles don't work - i can go into battle fine, but whenever i select an action it won't actually do it, and after i've selected for all of the characters the game crashes, saying there's a problem with line 28 of the battle commands script.

i tried pasting the scripts into the tankentai demo and the issue was resolved (aside from the fact that i couldn't use the guard command or escape from battle), and i thought there might be a script conflict or something in my project but it still didnt work when i took out the tankentai add ons i was using (i dont have any other scripts affecting the battle system)

any help resolving this issue would be nice, and also, if it does get resolved, any help on how to allow the characters to guard and escape would also be dandy.

cheers.


--------------------





My project!



I support:
Spoiler:









Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 17 2009, 09:41 PM
Post #25



Group Icon


Type: Coder




I'm guessing that you are using another custom battle commands? Like the spin command or KGC's battle commands etc? If you are, don't use my custom battle commands or don't use the other custom battle commands. Regarding the cannot guard/escape, it's because my battle commands was designed for default battle system, and I must say the ATB really changes the default battle system too much that it's hard to make any battle script work with both.

Try this, delete any custom battle command script that you have, and use this instead of the custom battle commands in the demo:
Spoiler:
[/code]#===============================================================================
#CrimsonSeas Customized Battle Command
#For use with CrimsonSeas Overdrive
#by CrimsonSeas
#===============================================================================
#Just an example showing how this is done, most of you are probably using custom
#battle commands already so this is only as an example on how to add new battle
#selection.


class Scene_Battle
def update_actor_command_selection
if Input.trigger?(Input::cool.gif
Input.update
Sound.play_decision
start_party_command
elsif Input.trigger?(Input::C)
case @actor_command_window.index
when 0 # Attack
if @actor_command_window.commands[@actor_command_window.index] != Vocab::attack
if @commander.in_overdrive?
Sound.play_decision
start_skill_selection(true)
else
Sound.play_buzzer
end
else
Sound.play_decision
@commander.action.set_attack
start_target_enemy_selection
end
when 1 # Skill
Sound.play_decision
start_skill_selection
when 2 # Guard
Sound.play_decision
@commander.action.set_guard
end_command
when 3 # Item
Sound.play_decision
start_item_selection
end
elsif Input.trigger?(Input::RIGHT)
next_commander
# ←キーでコマンドキャラ戻し
elsif Input.trigger?(Input::LEFT)
back_commander
end
end

alias crmsn_start_skill_selection start_skill_selection
def start_skill_selection(od_window = false)
crmsn_start_skill_selection
@skill_window.dispose if @skill_window != nil
@skill_window = Window_Skill.new(0, 56, 544, 232, @commander, od_window)
@skill_window.help_window = @help_window
@skill_window.active = true
@skill_window.index = 0
end
end

class Window_ActorCommand
def update
if cursor_movable?
last_index = @index
if Input.repeat?(Input::DOWN)
cursor_down(Input.trigger?(Input::DOWN))
end
if Input.repeat?(Input::UP)
cursor_up(Input.trigger?(Input::UP))
end
if Input.repeat?(Input::RIGHT)
cursor_right(Input.trigger?(Input::RIGHT))
end
if Input.repeat?(Input::LEFT)
cursor_left(Input.trigger?(Input::LEFT))
end
if Input.repeat?(Input::R)
cursor_pagedown
end
if Input.repeat?(Input::L)
cursor_pageup
end
if @index != last_index
Sound.play_cursor
end
if Input.trigger?(Input::A) && @index == 0
if @commands[0] != "Overdrive"
@commands[0] = "Overdrive"
Sound.play_decision
refresh
elsif @commands[0] != Vocab::attack
@commands[0] = Vocab::attack
Sound.play_decision
refresh
end
end
if @index != 0 && @commands[0] == "Overdrive"
@commands[0] = Vocab::attack
refresh
end
end
update_cursor
call_update_help
end

def setup(actor)
s1 = Vocab::attack
s2 = Vocab::skill
s3 = Vocab::guard
s4 = Vocab::item
if actor.class.skill_name_valid # Skill command name is valid?
s2 = actor.class.skill_name # Replace command name
end
@actor = actor
@commands = [s1, s2, s3, s4]
@item_max = 4
refresh
self.index = 0
end

alias crmsn_draw_item draw_item
def draw_item(index, enabled = true)
enabled = false if !@actor.in_overdrive? && @commands[index] == "Overdrive"
crmsn_draw_item(index, enabled)
end
end
[/code]


This post has been edited by CrimsonSeas: Dec 17 2009, 09:48 PM


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
ZeroManArmy
post Dec 17 2009, 10:36 PM
Post #26


Click the Pokémon Banner!
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




Will this work with TSBS?


--------------------
Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 17 2009, 10:43 PM
Post #27



Group Icon


Type: Coder




What is TSBS? CBSes I know of are only the default, Tankentai, Zifee's WGB, RIBS, and Requiem ABS and Gubid's TBS. I don't know if this will work well with Gubid's TBS or with Requiem ABS, maybe it would with some modifications.


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
ZeroManArmy
post Dec 17 2009, 11:15 PM
Post #28


Click the Pokémon Banner!
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




So it works with Tankentai? Sorry


--------------------
Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 17 2009, 11:25 PM
Post #29



Group Icon


Type: Coder




I just realizes TSBS = Tankentai SBS, sorry tongue.gif
The main script works well, but the example Custom Battle Commands I put in the demo don't work with ATB version. It should still work with non-ATB though. If you use ATB, try out the Custom Battle Commands I just posted above, I tried on a clean Tankentai ATB demo and it works. Just make sure you don't have any other Custom Battle Commands script like ziffee's spin command or KGC's Custom Battle Commands. If you do have other custom battle commands script, you have to think of a way to call the overdrive selection yourself then.


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
ZeroManArmy
post Dec 17 2009, 11:30 PM
Post #30


Click the Pokémon Banner!
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




Oh ok. Im using the basic TSBS and Im also using ziifee's Spin Battle


--------------------
Go to the top of the page
 
+Quote Post
   
PIYA
post Dec 19 2009, 08:17 PM
Post #31


IM BACK!
Group Icon


Type: Designer
Alignment: Lawful Good




sigh... so im confused on how to add this into KGC's menu command. Im already using KGC's extended party script so i already have KGC's menu command. do i need to like script this into KGC's?


--------------------
Go to the top of the page
 
+Quote Post
   
chorrol
post Dec 20 2009, 08:19 PM
Post #32


Trololo
Group Icon


Type: Designer
Alignment: True Neutral




Crimson, this is one of the best scripts I've seen for RMVX. No kidding.
Will easily go in my top 10 biggrin.gif
Go to the top of the page
 
+Quote Post
   
quigonkeichy
post Dec 23 2009, 07:55 PM
Post #33


I MOVE THE STARS FOR NO ONE.
Group Icon


Type: Writer
Alignment: Lawful Evil




argh! sorry, another problem.

i dunno if it's a compatability thing or not i'm having difficulties using this script with KGC_EquipLearnSkill -

What seems to be happening is that the ReadNote script is picking up on the notes placed in OTHER skills - for example I have a 'Flee' skill, and in its notebox is <needTP 30>. Problem is, this skill is showing up in the Overdrive menu, and is acting as if it's an overdrive.


--------------------





My project!



I support:
Spoiler:









Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 24 2009, 06:03 AM
Post #34



Group Icon


Type: Coder




It's compatibility issue I think, because I tried making a skill with a tag like that in my demo and it doesn't count as an overdrive.


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
quigonkeichy
post Dec 24 2009, 09:01 PM
Post #35


I MOVE THE STARS FOR NO ONE.
Group Icon


Type: Writer
Alignment: Lawful Evil




i'm assuming there's no way to fix it then nah? i tried mucking about with ReadNote but I just ended up with errors :/


--------------------





My project!



I support:
Spoiler:









Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 24 2009, 09:18 PM
Post #36



Group Icon


Type: Coder




I tried putting KGC EquipLearnSkill in my demo then tried making a skill with <needTP 30> in the note, and no it's still recognized as a normal skill, not an overdrive, so there's actually nothing wrong with that. What might be your problem is another script that rewrite Window_Skill class, try to find it first.


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
dss
post Dec 24 2009, 09:50 PM
Post #37



Group Icon


Type: Coder
Alignment: Chaotic Neutral




I'm having issues with crashing whenever I try to do anything. I tried the fixes mentioned earlier in this topic, but still nothing. I'm using Tankentai + ATB and the only other scripts I'm using that are even remotely related to commands are YERD Custom Target Select and YERD Equip Skill Slots.

EDIT: I seem to have fixed this. For anyone having the issue, change the line in the overdrive script that's crashing it back to @active_battler instead @commander.

This post has been edited by dss: Dec 24 2009, 11:12 PM
Go to the top of the page
 
+Quote Post
   
quigonkeichy
post Dec 24 2009, 10:42 PM
Post #38


I MOVE THE STARS FOR NO ONE.
Group Icon


Type: Writer
Alignment: Lawful Evil




sorted it! wasnt working with KGC_HideSkill (or whatever its called), took that out and now it's working fine! cheers.


--------------------





My project!



I support:
Spoiler:









Go to the top of the page
 
+Quote Post
   
CrimsonSeas
post Dec 30 2009, 12:49 AM
Post #39



Group Icon


Type: Coder




Right now, I'm making a pack of scripts called CrimsonSeas Ultimate series; this pack contains scripts that I made that changes default game system. Think of it like KGC script library or Yanfly Engine, only this pack doesn't have that much script like theirs. As of now there are only 5 scripts available, but I'll be sure to keep adding more and I've updated this script to fit into the Ultimate series. Check first post for more details.


--------------------
As long as I can still make something myself, I'll make it myself. But in the case that I can't, please do help me out :P

Thanks Kaimi!
Go to the top of the page
 
+Quote Post
   
quigonkeichy
post Dec 30 2009, 02:14 AM
Post #40


I MOVE THE STARS FOR NO ONE.
Group Icon


Type: Writer
Alignment: Lawful Evil




both attachments seem to be linking to the same file?


--------------------





My project!



I support:
Spoiler:









Go to the top of the page
 
+Quote Post
   

4 Pages V  < 1 2 3 4 >
Reply to this topicStart new topic
1 User(s) are reading this topic (1 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 18th September 2014 - 10:49 AM

RPGMakerVX.net is an Privacy Policy, Legal.