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Mar 16 2011, 05:33 AM
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#41
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![]() I ate Sephiroth's sword. .w. ![]() 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 -------------------- ![]() |
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Mar 16 2011, 06:40 AM
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#42
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![]() ![]() 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 -------------------- |
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Mar 16 2011, 09:51 AM
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#43
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![]() I ate Sephiroth's sword. .w. ![]() 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? -------------------- ![]() |
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Mar 16 2011, 10:22 AM
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#44
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![]() ![]() 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.
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Mar 16 2011, 10:39 AM
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#45
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![]() I ate Sephiroth's sword. .w. ![]() 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
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Mar 17 2011, 04:02 AM
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#46
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![]() ![]() 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 -------------------- |
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Apr 1 2011, 01:30 PM
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#47
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![]() 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?
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Apr 1 2011, 06:09 PM
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#48
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![]() ![]() Type: Designer Alignment: Lawful Good |
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....<_< |
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Apr 1 2011, 09:29 PM
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#49
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![]() ![]() 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"
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Apr 2 2011, 03:09 AM
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#50
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![]() 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! -------------------- |
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Jun 13 2011, 01:08 AM
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#51
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![]() BrokenMessiah ![]() Type: Spriter Alignment: Chaotic Neutral |
I'm also having the issue with my skills being grayed out, was there a solution discovered?
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Jun 15 2011, 12:29 AM
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#52
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
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. -------------------- |
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Jun 25 2011, 01:54 PM
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#53
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![]() ![]() 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. -------------------- |
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Jun 27 2011, 02:09 PM
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#54
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![]() ![]() 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.
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Jun 27 2011, 03:15 PM
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#55
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![]() ![]() Type: Artist Alignment: Chaotic Neutral |
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. 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. -------------------- |
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Jun 28 2011, 01:43 AM
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#56
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![]() ![]() Type: Designer Alignment: Chaotic Evil |
i posted some links to videos to what this base script demo can go as far.
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Jul 4 2011, 04:23 AM
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#57
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![]() 8-bit hero ![]() 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.
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Jul 4 2011, 08:45 AM
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#58
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![]() ![]() 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] |
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Jul 7 2011, 01:46 AM
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#59
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![]() ![]() 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.
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Jul 7 2011, 05:20 AM
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#60
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![]() 8-bit hero ![]() 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.
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