iPhone App Directory
RPG Maker VX
 
Gallery Members Search Calendar Help


Welcome Guest ( Log In | Register )

Collapse

>Announcement

The 2nd Quarter Contest has arrived! Go check it out in the Community Announcements now!
8 Pages V  < 1 2 3 4 5 > »   
Reply to this topicStart new topic
> Tomoaky SRPG2 v1.0121, tactical battle system
Rating 4 V
LampJelly
post Mar 16 2011, 05:33 AM
Post #41


I ate Sephiroth's sword. .w.
Group Icon


Type: Artist




Thank you thank you! <':
I'm sorry to ask another question again, I hope I'm not being a nuisance.

When I click Action, all of the commands there are in gray and I can't use them.


Secondly, whenever I choose Equip, this error message pops up. I have items already equipped in my party.
http://i275.photobucket.com/albums/jj294/l...lly/samp2-2.png

What should I do?

This post has been edited by LampJelly: Mar 16 2011, 05:35 AM


--------------------
Go to the top of the page
 
+Quote Post
   
new
post Mar 16 2011, 06:40 AM
Post #42



Group Icon


Type: Designer
Alignment: Chaotic Evil




i don't find a reason they would be grayed out, which means they are unuseable.. the demo works fine right? i think your error is due to importing the scripts and then you have a custom skill script too. as well as from that image, there is no script "TileSprite" in the demo. my game didn't have those errors. errors begin when you add new scripts to the battle system. so, what are those other scripts you are using?

This post has been edited by new: Mar 16 2011, 06:41 AM


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
LampJelly
post Mar 16 2011, 09:51 AM
Post #43


I ate Sephiroth's sword. .w.
Group Icon


Type: Artist




I have:
- Zifee Spin Command
- Kylock Side View Battle System
- Diakonos Battle Background
- Jens009 Critical Flash
- KGC Victory ME Stopper
- Mode 7 VX
- BulletXT Thomas Edison VX
- Ccoa Weather
- Moghunter Mog Menu
- Skyval's Ring and Bar Menu
- Neo Message and Save System
- KGC Cursor Animation

I think that's about it! <: Would you want a copy of my file to see the scripts?


--------------------
Go to the top of the page
 
+Quote Post
   
new
post Mar 16 2011, 10:22 AM
Post #44



Group Icon


Type: Designer
Alignment: Chaotic Evil




this battle system is said to be incompatible with any other custom battle system. so i never thought it'd work with an SBS. usually custom menus that modify the next scene of equip,item,save scenes give error. so mog menu could be one source. also, you have both mog's and skyval's menu scripts? you have a script that modifies the Scene_File, you can check that. try removing the scripts one by one (the most accurate method). KGC cursor is compatible, like in the video in the original post. again, the demo alone works fine, if you have compatibility issues this won't be entertained. i do my own compatibility tests and patches.



--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
LampJelly
post Mar 16 2011, 10:39 AM
Post #45


I ate Sephiroth's sword. .w.
Group Icon


Type: Artist




Thank you very much! I'm going to try these; it worried me that it might be the SBS script that's causing the problems. I'll try to fix this and do my best to report. And don't worry, I won't ask about patches! :D


--------------------
Go to the top of the page
 
+Quote Post
   
new
post Mar 17 2011, 04:02 AM
Post #46



Group Icon


Type: Designer
Alignment: Chaotic Evil




i just remembered, maybe you used the tag <nomove> on the skills so they cannot be used once the player chose the move comand before the action command. this tag is for making skills become immobile skills.

EDIT:

1. if you want to make a Fire Emblem stat growth use Class Stat Limits by Mithran with Rei Random Stat Level Up
2. if you want a make FFTA stat growth use Class Dependent Stat Bonuses on Level Up
3. if you want to make enemies grow stats as actors level up use YERD Enemy Level Control

This post has been edited by new: Mar 17 2011, 06:27 AM


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
Minyel
post Apr 1 2011, 01:30 PM
Post #47



Group Icon


Type: Writer
Alignment: True Neutral




Would there be a way to make a sound and picture display when the 'Enemy Turn' or 'Your Turn' pops up?


--------------------
I support:

Go to the top of the page
 
+Quote Post
   
Nelderson
post Apr 1 2011, 06:09 PM
Post #48



Group Icon


Type: Designer
Alignment: Lawful Good




QUOTE (Minyel @ Apr 1 2011, 09:30 AM) *
Would there be a way to make a sound and picture display when the 'Enemy Turn' or 'Your Turn' pops up?

Yeah.....look at the Turn Event Manager in the demo for examples on how to do it....


--------------------
STOP BEING A JAPFAG CRIMSON!!!

Meh.....F$#@ you Mike <=== Still applies....<_<
Go to the top of the page
 
+Quote Post
   
new
post Apr 1 2011, 09:29 PM
Post #49



Group Icon


Type: Designer
Alignment: Chaotic Evil




yes, nelderson is correct. you just changed the show message into show picture with play SE. im using STR_27 Text Picture v1.2 to show the "Turn X" and "X Phase"


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
Minyel
post Apr 2 2011, 03:09 AM
Post #50



Group Icon


Type: Writer
Alignment: True Neutral




QUOTE
Yeah.....look at the Turn Event Manager in the demo for examples on how to do it....


QUOTE
yes, nelderson is correct. you just changed the show message into show picture with play SE. im using STR_27 Text Picture v1.2 to show the "Turn X" and "X Phase"


Thanks!


--------------------
I support:

Go to the top of the page
 
+Quote Post
   
Havic
post Jun 13 2011, 01:08 AM
Post #51


BrokenMessiah
Group Icon


Type: Spriter
Alignment: Chaotic Neutral




I'm also having the issue with my skills being grayed out, was there a solution discovered?


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




Go to the top of the page
 
+Quote Post
   
new
post Jun 15 2011, 12:29 AM
Post #52



Group Icon


Type: Designer
Alignment: Chaotic Evil




QUOTE (Havic @ Jun 13 2011, 01:08 AM) *
I'm also having the issue with my skills being grayed out, was there a solution discovered?


yes read previous post. you missed out on something. this script demo isnt just copy paste.


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
FrostByte Games
post Jun 25 2011, 01:54 PM
Post #53



Group Icon


Type: Artist
Alignment: Chaotic Neutral




I'm lovin the battle system. Thank you for translating. I have a question, i hope you don't mind:

You have a summoner class. You want them to be able to summon monsters to help you, would you use an event such as this, this or this?

Or would you need to use a different method? Also, would there be a way to make them stay out for only X turns?


Thanks in advanced.


--------------------
(Developers Blog here: http://darksunvx.wordpress.com/)
I Support:
Spoiler:





My Game:
Spoiler:
Dark Sun:
Storyline: | 0.5%
Database | 10%
Mapping | 0.2%
Graphics: | 20%
Music: | 5%
Scripts: 5%
Overall: | 6%
Go to the top of the page
 
+Quote Post
   
new
post Jun 27 2011, 02:09 PM
Post #54



Group Icon


Type: Designer
Alignment: Chaotic Evil




nope, there's no such thing as summon or unit conversion, only reinforcements. use the script call to change a fresh event into an ally or foe. what do you mean stay out? you cannot remove them from the battle completely but you can set them as dead which is zero HP.


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
FrostByte Games
post Jun 27 2011, 03:15 PM
Post #55



Group Icon


Type: Artist
Alignment: Chaotic Neutral




QUOTE (new @ Jun 27 2011, 02:09 PM) *
nope, there's no such thing as summon or unit conversion, only reinforcements. use the script call to change a fresh event into an ally or foe. what do you mean stay out? you cannot remove them from the battle completely but you can set them as dead which is zero HP.


Thanks. I appreciate it. smile.gif

I've been experimenting with this system a little bit. I like this system a lot. I will definately be using this system at one point.


--------------------
(Developers Blog here: http://darksunvx.wordpress.com/)
I Support:
Spoiler:





My Game:
Spoiler:
Dark Sun:
Storyline: | 0.5%
Database | 10%
Mapping | 0.2%
Graphics: | 20%
Music: | 5%
Scripts: 5%
Overall: | 6%
Go to the top of the page
 
+Quote Post
   
new
post Jun 28 2011, 01:43 AM
Post #56



Group Icon


Type: Designer
Alignment: Chaotic Evil




i posted some links to videos to what this base script demo can go as far.


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
Thrillhouse
post Jul 4 2011, 04:23 AM
Post #57


8-bit hero
Group Icon


Type: Undisclosed
Alignment: Unaligned




I switched over to this a few months ago but I have a question that's got me stuck. In my last battle system, I converted the battle formula to be atk minus def = damage. But, it doesn't seem to work the same with this system. I assume it gets overwritten somehow later in the script with the default formula. Is there any way to change it? If so, could someone please post how? Thanks in advance.


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


RMVX CIVIL WAR - VX LIBRE!
Go to the top of the page
 
+Quote Post
   
erthia
post Jul 4 2011, 08:45 AM
Post #58



Group Icon


Type: Designer
Alignment: Lawful Good




@Thrillhouse
I am using the same tactics engine for my game, The Legend of Erthia. I have adjusted much when I come to battle formulas. You will indeed need to paste the new battle formula below the tactical script or edit the tactical script's version itself.

This is the original game battler formula code. WHat you need to do is make a new script below all tactical scripts and call it something like new battle formula. Copy this below everything else and edit the script as you need to, which you did earlier. It should work.

class Game_Battler
def make_attack_damage_value(attacker)
damage = attacker.atk * 4 - self.def * 2 # base calculation
damage = 0 if damage < 0 # if negative, make 0
damage *= elements_max_rate(attacker.element_set) # elemental adjustment
damage /= 100
if damage == 0 # if damage is 0,
damage = rand(2) # half of the time, 1 dmg
elsif damage > 0 # a positive number?
@critical = (rand(100) < attacker.cri) # critical hit?
@critical = false if prevent_critical # criticals prevented?
damage *= 1 if @critical # critical adjustment
end
#damage = apply_variance(damage, 20) # variance
damage = apply_guard(damage) # guard adjustment
@hp_damage = damage # damage HP
end
end

name='Thrillhouse' date='Jul 4 2011, 04:23 AM' post='454286']
I switched over to this a few months ago but I have a question that's got me stuck. In my last battle system, I converted the battle formula to be atk minus def = damage. But, it doesn't seem to work the same with this system. I assume it gets overwritten somehow later in the script with the default formula. Is there any way to change it? If so, could someone please post how? Thanks in advance.
[/quote]
Go to the top of the page
 
+Quote Post
   
new
post Jul 7 2011, 01:46 AM
Post #59



Group Icon


Type: Designer
Alignment: Chaotic Evil




yes that's right. i added myself a max cap damage of 999 too. and magic damage just equal to difference in spirit.


--------------------
download here
(Ask before using a bar from someone's sig -Touchfuzzy)
Go to the top of the page
 
+Quote Post
   
Thrillhouse
post Jul 7 2011, 05:20 AM
Post #60


8-bit hero
Group Icon


Type: Undisclosed
Alignment: Unaligned




Thanks! I added that after the script (with 1's in the multipliers) but it still seemed like it was giving high numbers so I went up and changed it somewhere else too (in the SRPG script I think). It seems like it's working but I haven't tried any spells yet.


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


RMVX CIVIL WAR - VX LIBRE!
Go to the top of the page
 
+Quote Post
   

8 Pages V  < 1 2 3 4 5 > » 
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: 24th April 2014 - 09:58 PM

RPGMakerVX.net is an Privacy Policy, Legal.