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> [ RPG Tankentai Sideview Battle System v3.4e & ATB v1.2c ], Battle System by Enu (Update: July 10, 2011)
Rating 4 V
Armisael191
post Apr 20 2009, 05:24 PM
Post #721



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QUOTE (Mr. Bubble @ Apr 20 2009, 05:16 PM) *
I just tested it and it works fine. I had Catform state grant a bonus to attack and I had a damage increase with a normal attack. I think that's all I can help you with since I think your problem is just user error.


Which version of the SBS are you using to test with? I'm testing with the EXTRA demo. It can't be user error considering I haven't changed anything other than the skill set to The User.

Okay, it works for catform, the other transformation skills it does not work for. Any ideas on that? What's different about cat form in the script from the other transformation skills?

After more testing, you'll see that the transformation skills are very much bugged and are only there for appearance.
If you escape a battle after you reverted, you'll enter the next battle as a cat.

If you use the buff and escape a battle, it'll become a permanent increase in damage.
So if you have catform give 150% attack, and you use catform, and escape the battle, it doesn't cancel catform. So you'll just be running around with 150% attack until you win a battle, and catform is technically canceled, since it seems that catform is only truly canceled during the victory sequence of a battle.

After doing some more testing, for some reason, now Ylva's not returning to normal. Her state is, meaning her attack is going back down to normal, but when I enter another battle, she's in catform again. Again, the only thing I have touched in this demo is that catform's state adds 150% attack.

This post has been edited by Armisael191: Apr 20 2009, 05:38 PM


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Mr. Bubble
post Apr 20 2009, 05:42 PM
Post #722



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Armisael191 @ Apr 20 2009, 10:24 AM) *
If you use the buff and escape a battle, it'll become a permanent increase in damage.
So if you have catform give 150% attack, and you use catform, and escape the battle, it doesn't cancel catform. So you'll just be running around with 150% attack until you win a battle, and catform is technically canceled, since it seems that catform is only truly canceled during the victory sequence of a battle.

If you're concerned about running away with catform still applied, simply run a parallel process common event that makes sure it will get removed.

Neither catform or the transformation add-on uses "OBJ_ANIM" which is why it's not applying through normal means. In the Transformation add-on line 50, change it to:

CODE
        N01::ACTION["TRANSFORM_SEQ"] = ["BEFORE_MOVE","WAIT(FIXED)","TRANSFORM_ANIM", "OBJ_ANIM",


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Armisael191
post Apr 20 2009, 05:53 PM
Post #723



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QUOTE (Mr. Bubble @ Apr 20 2009, 05:42 PM) *
If you're concerned about running away with catform still applied, simply run a parallel process common event that makes sure it will get removed.

Neither catform or the transformation add-on uses "OBJ_ANIM" which is why it's not applying through normal means. In the Transformation add-on line 50, change it to:

CODE
        N01::ACTION["TRANSFORM_SEQ"] = ["BEFORE_MOVE","WAIT(FIXED)","TRANSFORM_ANIM", "OBJ_ANIM",


I can make transform: demon,wolf,and dragon and the revert skills work just fine the way I want them too. For some reason catform still will not work properly. Whether its ylva not restoring to a human form after victory, or anything. Cat form is very buggy, but I'm not having problems with the other 3 forms anymore.


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Mr. Bubble
post Apr 20 2009, 10:39 PM
Post #724



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Type: Undisclosed
Alignment: Unaligned




QUOTE (Armisael191 @ Apr 20 2009, 10:53 AM) *
I can make transform: demon,wolf,and dragon and the revert skills work just fine the way I want them too. For some reason catform still will not work properly. Whether its ylva not restoring to a human form after victory, or anything. Cat form is very buggy, but I'm not having problems with the other 3 forms anymore.

If you really want to use the cat form skill from the demo, you can change the "TRANSFORM_CANCEL" single-action to this:

CODE
  "TRANSFORM_CANCEL"  => ["change", false,"$ylva"],


I am aware of the bug regarding transformation single-actions and how it can persist after battle, but I had thought it was limited to the ATB. This is the work-around fix.


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MASH_MX
post Apr 21 2009, 12:22 AM
Post #725


"Everyone Is Unique In There Own Defined Way."
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I am having trouble understanding how to implement this:

For boss collapse animations, look in the SBS Configuration script for this section:

#--------------------------------------------------------------------------
# ● Enemy Collapse Animation Settings
#--------------------------------------------------------------------------
# return 1 (Enemy sprite stays on screen after death.)
# return 2 (Enemy disappears from the battle like normal.)
# return 3 (Special collapse animation.) <- Good for bosses.

With a boss character that you would create.
Would you declare this in the events section for that enemy?
How is it properly done.


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Mr. Bubble
post Apr 21 2009, 12:39 AM
Post #726



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Type: Undisclosed
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QUOTE (MASH_MX @ Apr 20 2009, 05:22 PM) *
I am having trouble understanding how to implement this:

For boss collapse animations, look in the SBS Configuration script for this section:

http://www.rpgmakervx.net/index.php?s=&...st&p=112935


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Xalidir
post Apr 21 2009, 01:24 AM
Post #727



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Alignment: Unaligned




ok, i have a few questions myself

in my RPG, i have the ATB version SBS, and i'm using created skills. the "spells" work great, but the "skills", the ones that should go to the enemy don't work.

example:
Justine (my rogue) has a poisoning strike. but inside of her going to the enemy and poisoning, all it does is the graphic and adds the status. same goes for other moves

i have these overdrives in my game that work to an extent, for the battles only

KGC's Overdrive and Steal

basically: how can i make it so that some abilities actually go at the enemy and then do the animation or attack?

i'm sure this was answered, but my head hurts from trying to figure this out, so i'm going to try to search for it.

edit: awesome battle system, too bad i now have to fix my bosses >_<

This post has been edited by Xalidir: Apr 21 2009, 01:27 AM


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My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
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Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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Mr. Bubble
post Apr 21 2009, 01:53 AM
Post #728



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Type: Undisclosed
Alignment: Unaligned




When it comes to skills, your project can't read your mind. You have to tell your game, in the script form, how you want your skill to look like. That's why there are so many examples in the configuration scripts.

QUOTE
Here's a very basic way of assigning a regular a melee attack to a skill. In the SBS Config script, look for a section named "Skill ID Sequence Assignments." In that section, find these lines:

CODE
    when 92
      return "NORMAL_ATTACK"


What you want to do is add skill ID numbers after "when" separated by commas. For example, let say you want skill IDs 114, 225 and 43 to have a melee attack animation like a regular attack. Add those numbers in the "when" line like this:

CODE
    when 92, 114, 225, 43
      return "NORMAL_ATTACK"


114, 225 and 43 will now use "NORMAL_ATTACK", the action sequence key that is normally used for melee attacks. Understand? This is one of the first steps in understanding action sequences and how they are assigned and used. You don't need any extra add-ons to do this.


What I just explained is called a case expression. The SBS and ATB Configuration scripts uses this type of code a lot. If you don't understand how to add to a list of case expressions... well, that's not my problem.


I don't know why you mentioned Overdrive. As for KGC_Steal, it is not completely compatible with the SBS. The stealing function works, but a steal skill won't process an action sequence.


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Xalidir
post Apr 21 2009, 02:12 AM
Post #729



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many thanks smile.gif

yeah, i agree with steal, meh, oh well


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My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

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Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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Moonlight
post Apr 21 2009, 04:38 AM
Post #730



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Type: Coder




I didn't know about the issue for KGC_Steal since I'm not doing skill sequences yet in my game.

I did a small edit in the aliased "execute_action_skill" of the KGC_Steal script.

By default, we have :

CODE
  alias execute_action_skill_KGC_Steal execute_action_skill
  def execute_action_skill
    skill = @active_battler.action.skill
    if skill.steal?
      execute_action_steal
      @status_window.refresh
    else
      execute_action_skill_KGC_Steal
    end
  end


If you're doing this for your own game using RPG Tankentai SBS, this small modification should work :
EDIT : -Not working properly : Removed-

But for me, the real fix which should be implemanted in this script for the SBS with the RFTD addition would be :
EDIT : -Not working properly : Removed-

This way it will adapt if the user is using Sideview or not.

I just quickly edited the script and tested steal and some other skills and did not see any issue, if you see something wrong just forget this. ^^

This post has been edited by Moonlight: Apr 21 2009, 05:47 PM
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wltr3565
post Apr 21 2009, 10:09 AM
Post #731


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




Can I ask to? This thing bugs me.

I'm using sideview ver. 3.3+ ATB 1.1 Kaduki. Why the surprise attack doesn't occurred at all? I'm using modern algebra's diffrent BGM script as well. Thanks in advance (any helps)

EDIT: Just forgot to tell you, I have the back attack switch on.

This post has been edited by wltr3565: Apr 21 2009, 10:14 AM


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Mr. Bubble
post Apr 21 2009, 04:13 PM
Post #732



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Type: Undisclosed
Alignment: Unaligned




Thanks Moonlight. I will test it out after my exam. :x

QUOTE (wltr3565 @ Apr 21 2009, 03:09 AM) *
I'm using sideview ver. 3.3+ ATB 1.1 Kaduki. Why the surprise attack doesn't occurred at all? I'm using modern algebra's diffrent BGM script as well. Thanks in advance (any helps)

I'm not familiar with modern algebra's script, but your problem is likely user error or script incompatibility.


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Xalidir
post Apr 21 2009, 04:28 PM
Post #733



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Type: Undisclosed
Alignment: Unaligned




i just tried both alterings on a monster i know i can steal from, gives me the "Has nothing to steal" sad.gif. even though i love the fact that my thief now goes to the monster biggrin.gif

any idea how to fix this slight problem


--------------------
| |

My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

Want to Sprite?
An Introduction to Frankenspriting and Editing

Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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Moonlight
post Apr 21 2009, 05:08 PM
Post #734



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Type: Coder




This is true. Actually it seems the first item in the steal list of a monster can't be stolen and that failed attempt count as if the item was stolen.

This is a weird issue, I'll see what I can do to fix this. ^^'

EDIT : Ok, so forget my previous post and restore your "execute_action_skill" if you modified it. This time I edited execution action steal in a small patch that you should put below RPG Tankentai Scripts and KGC_Steal

This post has been edited by Moonlight: Apr 21 2009, 05:46 PM
Attached File(s)
Attached File  moonlights_kgc_steal_patch.txt ( 2.88K ) Number of downloads: 38
 
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Xalidir
post Apr 21 2009, 05:43 PM
Post #735



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Type: Undisclosed
Alignment: Unaligned




cool, i'll take a look


edit: sweeeeeet, it works, the monster lost his precious item smile.gif

This post has been edited by Xalidir: Apr 21 2009, 05:54 PM


--------------------
| |

My Request: Great Kingdoms RTP Portraits Request Form
IMPORTANT TO READ!!!
Board Rules

Want to Sprite?
An Introduction to Frankenspriting and Editing

Spoiler:
QUOTE (PINEDAVX @ Dec 20 2010, 08:22 PM)
If tomorrow we want to ban all idiots we have, we'll do it and no one has any right to appeal. Guess what? You don't have rights here, only privileges. Privileges we can and will take away from you as we see fit.

Pretty much, being here is a priviledge, and it CAN be revoked.

Supports:

---
Jet's Handed Weapon Snippet (Requested by me, ask Jet for permission)
Spoiler:
CODE
#===============================================================================
# Handed Weapons
# By Jet10985 (Jet)
# Requested by: Xalidir
#===============================================================================
# This snippet allows you to specify if a weapon is main or off-handed.
# Main handed can only be equiped in the first weapon slot.
# Off handed can only be equipped in the second weapon slot.
# This script has: 0 customization options.
#===============================================================================
# Overwritten Methods:
# None
#-------------------------------------------------------------------------------
# Aliased methods:
# Scene_Equip: update_item_selection
#===============================================================================
=begin
To make an item Main-Handed, put this in the notebox:

<main hand>

To make an item off-handed, put this in the notebox:

<off hand>
--------------------------------------------------------------------------------
Note: Off-handed weapons cannot be equipped at all if the actor can't dual-wield
=end

class RPG::BaseItem
  
  def hand
    if @hand.nil?
      i = 0
      for note in [/<main hand>/i, /<off hand>/i]
        @hand = self.note[note].nil? ? nil : i
        break if @hand != nil
        i += 1
      end
      @hand = 2 if @hand.nil?
    end
    return @hand
  end
end

class Scene_Equip
  
  alias jet9842_update_item_selection update_item_selection unless $@
  def update_item_selection
    if Input.trigger?(Input::C)
      item = @item_window.item
      equip_type = @equip_window.index
      if equip_type == 0 and !item.nil?
        Sound.play_buzzer if item.hand == 1
        return if item.hand == 1
      elsif equip_type == 1 and !item.nil?
        Sound.play_buzzer if item.hand == 0
        return if item.hand == 0
      end
    end
    jet9842_update_item_selection
  end
end


How to Fix Actor Related Variables the Lazy Way
Spoiler:
In the Game_Interpreter script, there's a line that is messed up.
CODE
Line: 750      actor = $game_actors[@parameters[1]]
Line: 751      actor = $game_actors[@params[4]]

To fix this, change Line: 750 from above to the one below
CODE
when 4 # Actor

This will fix any Actor Related Variables for you. I recommend grabbing the Variables Fix from the site.
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Moonlight
post Apr 21 2009, 05:49 PM
Post #736



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Type: Coder




I'm done and edited my post, tell me if you see anything wrong with this. ^^'

Edit : Thanks for the good news tongue.gif

This post has been edited by Moonlight: Apr 21 2009, 05:59 PM
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tilton372
post Apr 22 2009, 12:25 AM
Post #737



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Type: Undisclosed




No one answered my post so I assume I must have done something wrong, but I searched through all 37 pages of the forum and found no answers.

Basically a character with a weapon with dual_attack checked will only attack once but do double damage. I checked an original rpg maker VX game and the character is supposed to attack twice when equipped with a dual_attack weapon. This error is in the demo of this script as well. Please help.

Btw, I'm using the normal sideview script without ATB and no additional scripts.

This post has been edited by tilton372: Apr 22 2009, 12:26 AM
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Blaziruku
post Apr 22 2009, 03:26 AM
Post #738


Back for Forgotten Legacy!
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Type: Designer
Alignment: True Neutral




For the regular battlers (not kaduki) script, when I use Ragnarok monsters (the ones with _1, _2, _3) how do I make it that they use an attacking animation? (The ones in I think _2 or _3) It works, the Ragnarok monsters, but when they attack, they just walk up to you (Not in sync with feet) and hit you with no animation?


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wltr3565
post Apr 22 2009, 08:53 AM
Post #739


The best BAKA ever
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Type: Undisclosed
Alignment: True Neutral




QUOTE (Mr. Bubble @ Apr 21 2009, 11:13 PM) *
I'm not familiar with modern algebra's script, but your problem is likely user error or script incompatibility.

... But why the back attack doesn't occurred at all? Is there any bug in my SBS script or what?


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Moonlight
post Apr 22 2009, 09:34 AM
Post #740



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Type: Coder




How can you tell it doesn't occur at all ? If the average agi of your team is higher than the average agi of the enemy troop the chances a surprise attack will occur is only 3% if it's lower it's 5%. As far as I know you can't edit these numbers without editing the game scripts. Keep in mind that in a evented fight preemptive or surprise attack has to be forced to occur.

In the demo, if you put 100% chance by editing the Scene_Map script, suprise attack happens everytime so yeah, it seems to be an user error or a wrong statement. I don't know the Modern Algebra's script you're using either but by its name I can say you may have issues if it's anything about transition between Map and Battle BGMs. ^^'

This post has been edited by Moonlight: Apr 22 2009, 09:37 AM
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