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Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
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Jan 12 2009, 07:39 AM
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#41
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![]() of "The PSI Kicks" fame... so yeah... not famous ![]() Type: Designer |
This script is simply phenomenal. I wasn't planning on making the game I'm working on into an SRPG, but I may have to reconsider with this one...
I do have one question however. Is there anyway to make it so that your characters and enemies are able to counter-attack? Would that be implemented in this script or another? |
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Jan 12 2009, 09:28 AM
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#42
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![]() Sho Minamimoto ![]() Type: Designer |
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Jan 13 2009, 02:34 AM
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#43
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![]() im learning rgss2 ![]() |
@Angelking did you try putting it in your project folder...in 100% that is the prob...lol
-------------------- ![]() Which Final Fantasy Character Are You? Final Fantasy 7 ![]() ![]() ![]() ![]() Click on an egg to help me grow my dragons Can you read this? Click the spoiler to find out. » Click to show Spoiler - click again to hide... « |
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Jan 13 2009, 01:10 PM
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#44
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![]() Type: Undisclosed |
Hey guys, pls pls pls, help me about this, I've seen a script that may fit in this tactical battle system, that is the stealth detection system script. Can anyone pls tell me how to use the stealth detection script for GTBS? Coz I am making a tactical naruto rpg game that have techniques like shadow binding tech., some ninja traps and ninja combos like using rasengan to an enemy caught by shadow binding technique, isnt that great? So, how can I make traps to caught enemy if the enemy is aware of our presence? So the stealth detection is the solution for this. The enemy wont detect us if my ninjas were hidden in the forest of trees and we will surprise them with some great combo. Hehe, sounds like extreme ninja strategy battles. I hope someone will help me combine GTBS to stealth detection script. Im iliterate on making scripts so i have no idea how to make it. Please help and thank you very much.
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Jan 18 2009, 11:18 AM
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#45
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![]() Type: Undisclosed |
@Lord of Reck
Thank you, that was pretty much it, problem was, I never knew there was a project file. It's not in with the rest of the files, in a seperate part of my computer, thanks for your help, getting more problems now but I think this is just because I haven't setup the script yet, just wanted to see if it worked. |
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Jan 24 2009, 09:47 PM
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#46
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I'm back from my vacation. ![]() Type: Undisclosed |
very nice script, I'm planning to make game with this battle, but i have a little problem,
can we make event in the middle of battle, for example : enemy/allied reinforcement? and I found a bug for team-based mode, which you can have unlimited move/attack if you press ESC in your turn. So, i can beat 10 enemies with only 1 character in single turn. This post has been edited by edjie: Jan 24 2009, 09:49 PM -------------------- Check out my game :
1. The Contract (Completed) : http://www.rpgmakervx.net/index.php?showtopic=8008 2. The Contract II A.k.a Deception (Completed) : http://www.rpgmakervx.net/index.php?showtopic=11635 ---Remake--- 3.The Contract : Truth (enhanced remake of the Contract) : 2011-2012 |
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Jan 25 2009, 09:08 AM
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#47
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![]() My previous avatar, turned into toast ;P ![]() Type: Designer |
You can make events in the middle of a battle by renaming the event to "battle_event" (always do this if you want the event to be in a battle),
and using conditional branches and scripting such as "$game_temp.battle_turn == 2" , if you want the event to happen on turn 2 or "$game_temp.in_battle" , if your in a battle when you've activated the event. as for the repetitive moves glitch, "Find the def set_active_battler section of Scene_Battle_TBS and remove or comment out the line that says: @active_battler.clear_tbs_actions(true) and it will resolve the problem." -quoted from Gubid |
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Jan 26 2009, 02:00 AM
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#48
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I'm back from my vacation. ![]() Type: Undisclosed |
@P-Drogan
thx you, it worked well, no more repetitive move glitch. but after that I have a script error, when Neutral unit turn begin, it had script error, it says : Script 'Scene_Battle_TBS' line 3458 : NoMethodError occured undefined method 'paralyzed?' for nil:NilClass have any idea? This post has been edited by edjie: Jan 26 2009, 04:20 AM -------------------- Check out my game :
1. The Contract (Completed) : http://www.rpgmakervx.net/index.php?showtopic=8008 2. The Contract II A.k.a Deception (Completed) : http://www.rpgmakervx.net/index.php?showtopic=11635 ---Remake--- 3.The Contract : Truth (enhanced remake of the Contract) : 2011-2012 |
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Jan 26 2009, 10:37 AM
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#49
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![]() My previous avatar, turned into toast ;P ![]() Type: Designer |
@P-Drogan thx you, it worked well, no more repetitive move glitch. but after that I have a script error, when Neutral unit turn begin, it had script error, it says : Script 'Scene_Battle_TBS' line 3458 : NoMethodError occured undefined method 'paralyzed?' for nil:NilClass have any idea? did it looked anything like this on line 3458, under Scene_Battle_TBS? " if @active_battler.paralyzed? or @active_battler.sleeping? " if not, then either replace that line with above , or if that doesn't work, replace everything starting at "#---------------- Process AI Action #------------------" with this: CODE #---------------------------------------------------------------------------- # Process AI Action #---------------------------------------------------------------------------- def tbs_phase_7 return if update_screen if @waited == false @wait_count = GTBS::ENEMY_THINK_TIME @waited = true end #if battler is paralyzed or sleeping then end turn. if @active_battler.paralyzed? or @active_battler.sleeping? if @active_battler.hp > 0 and @active_battler.slip_damage? @active_battler.slip_damage_effect @active_battler.damage_pop = true end @active_battler.has_doom? @attack_before_move = false @active_battler.blink = false @tbs_phase = 0 if $game_system.cust_battle == "TEAM" $game_system.acted.push(@active_battler) battler = @active_battler @active_battler.clear_tbs_actions @active_battler = nil if battler.is_a?(Game_Enemy) next_enemy end else @wait = false @temp_acted += 1 @ATB_Active = true @active_battler.clear_tbs_actions @active_battler = nil end return end if none of them worked, then I'm stumped. You can always ask Gubid in another forum through the link in the first post. |
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Jan 28 2009, 09:20 AM
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#50
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I'm back from my vacation. ![]() Type: Undisclosed |
@P-Drogan
thank you, the problem resolved. -------------------- Check out my game :
1. The Contract (Completed) : http://www.rpgmakervx.net/index.php?showtopic=8008 2. The Contract II A.k.a Deception (Completed) : http://www.rpgmakervx.net/index.php?showtopic=11635 ---Remake--- 3.The Contract : Truth (enhanced remake of the Contract) : 2011-2012 |
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Jan 28 2009, 07:55 PM
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#51
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![]() Tell them I hate them ![]() Type: Undisclosed |
Wow. This makes me wish I had XP.. I'm wondering how this would look with a parallax background.. I'll have to try that.
Many thanks! This made my day. |
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Jan 28 2009, 11:02 PM
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#52
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![]() Tell them I hate them ![]() Type: Undisclosed |
This really isn't that big of a deal but, it's slightly irritating because I don't know what's causing it..
I finally (I think) figured out how to make my own battle.. And I was so proud of myself. =P I made them an enemy, named it, set the stats.. etc. I made a troop, put all the enemies there.. Imported $graphics.png into BOTH characters and battlers Copied and pasted the slime monster that initiates the battle, and changed some of the dialog. I changed the battle to the one I made.. Wasn't sure what the script: set_open_scene did, so I didn't change that. Side question: What does Script:tbs_victory("boss"##) mean? What do the numbers do? I changed them to the troop ID anyway... And then, when it try to run it, it'll tell me that it can't find graphics/battler/$$graphic.png Why is it double $?! I mean, I can always change the name to $$, so this is more out of curiosity. I know I was probably something I did, but I cannot figure it out for the life in me! EDIT" I tried loading just graphic.png without the $, and it still wanted one $ for the battle.. Which seemed reasonable, until I realized now I have to have both graphic.png AND $graphic.png (the same picture) in the same folder. Why is that? This post has been edited by Dr.Phil: Jan 28 2009, 11:18 PM |
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Jan 30 2009, 11:34 AM
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#53
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![]() My previous avatar, turned into toast ;P ![]() Type: Designer |
Side question: What does Script:tbs_victory("boss"##) mean? What do the numbers do? I changed them to the troop ID anyway... tbs_victory("boss",##) means that you will win a battle when you defeat a particular enemy, such as slimes, based on their Enemy ID (for slimes, it's 001). Also if you want an event to occur afterwards then insert this one: "tbs_victory("boss", ##, [u]##[\u])" , Where the the underlined ## is the common event ID that you want to activate. Note: You will never win a battle until all of the particular enemies are defeated (this means that you must kill all of the slimes, not just one.) hope that helps! |
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Feb 3 2009, 10:31 PM
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#54
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This is an awesome script! I was totally interested in using this...however, I'm having a bit of a problem. When you level up in your system, it displays a quick Level Up! message, which is fine. However, I've been using a script called LevelUpDisplayConfig, which shows a screen at the end of a normal battle if you've leveled up with your new stats and such. I cannot find a way to impliment this into your script! If there's any advice you could give me, I'd appreciate it. Thanks!
CODE module LevelUpDisplayConfig
#-------------------------------------------------------------------------- # * General Configuration Options #-------------------------------------------------------------------------- #The windowskin file name, minus the extension WINDOWSKIN_NAME = 'Window' #The sound effect name that is played when the window is displayed LEVEL_UP_SE = 'Recovery' #The sound effect volume LEVEL_UP_SE_VOLUME = 80 #Display the skill window? USE_SKILL_WINDOW = true #The title text used in the "New Skills" window (if not nil) #For example, NEW_SKILL_TITLE_TEXT = 'Abilities' NEW_SKILL_TITLE_TEXT = nil #Show the actor's sprite? USE_SPRITE_GRAPHIC = true #Opacity of the main window WINDOW_OPACITY = 255 #-------------------------------------------------------------------------- # * Stat Window Configuration #-------------------------------------------------------------------------- #The color of the actor's name in the window (gold by default) NAME_COLOR = Color.new(255,235,0) #The color of the actor's level in the window (gold by default) LEVEL_COLOR = Color.new(255,235,0) #The color of the actor's stat names in the window (gold by default) STAT_COLOR = Color.new(255,235,0) #The color of the actor's old stat values (white by default) OLD_STAT_COLOR = Color.new(255,255,255) #The color of the actor's new stat values, if a net gain (green by default) NEW_STAT_VAL_COLOR = Color.new(0,250,154) #The color of the actor's new stat values, if a net loss (red by default) STAT_VAL_LOSS_COLOR = Color.new(255, 0, 0) #-------------------------------------------------------------------------- # * Skill Window Configuration #-------------------------------------------------------------------------- #The color of the text in the skills title window SKILL_TITLE_COLOR = Color.new(255,215,0) #The color of the new skills text in the skills window SKILL_WINDOW_FONT_COLOR = Color.new(240,248,255) #-------------------------------------------------------------------------- # * There is no need to modify the constants below #-------------------------------------------------------------------------- STAT_WINDOW_WIDTH = 320 SKILL_WINDOW_WIDTH = 165 WINDOW_HEIGHT = 220 SUB_WINDOW_HEIGHT = 45 end include LevelUpDisplayConfig #========================================================================== # * Window_LevelUpdate #-------------------------------------------------------------------------- # The main window that appears in battle when a level is gained. # Displays stat info, faceset, and (optionally) the actor sprite. #========================================================================== class Window_LevelUpdate < Window_Base def initialize(actor) w = STAT_WINDOW_WIDTH h = WINDOW_HEIGHT if USE_SKILL_WINDOW super(272 - (w / 2) - (SKILL_WINDOW_WIDTH / 2), 50, w, h) else super(272 - (w / 2), 50, w, h) end self.windowskin = Cache.system(WINDOWSKIN_NAME) self.back_opacity = WINDOW_OPACITY @actor = actor @animation_index = 0 @arrow = Cache.picture('level_up_arrow') @y_offset = 12 #give some room under level display #begin drawing new level and old stat text @col_one_offset = 0 #Draw old stats @col_two_offset = @col_one_offset + 60 #begin drawing Faceset/sprite and skills gained @col_four_offset = 0 #begin drawing Faceset/sprite graphics @col_five_offset = 190 #play the sound effect se = RPG::SE.new(LEVEL_UP_SE, LEVEL_UP_SE_VOLUME) se.play #calculates the offet for drawing level info calc_level_offsets setup_name_window draw_stat_names draw_old_stat_values draw_arrows draw_new_stat_values draw_actor_rep update end #-------------------------------------------------------------------------- # * Create and display the name window #-------------------------------------------------------------------------- def setup_name_window @name_window = Window_Base.new(self.x + 20, self.y - 30 , fit_to_text(@actor.name), SUB_WINDOW_HEIGHT) @name_window.windowskin = Cache.system(WINDOWSKIN_NAME) @name_window.back_opacity = 255 @name_sprite = Sprite.new @name_sprite.bitmap = Bitmap.new(@name_window.width, @name_window.height) @name_sprite.bitmap.font.color = NAME_COLOR @name_sprite.x = @name_window.x + 15 @name_sprite.y = @name_window.y - 10 @name_sprite.z = 300 @name_sprite.bitmap.draw_text(0, 0, @name_sprite.bitmap.width, 60, @actor.name) end #-------------------------------------------------------------------------- # * Draws the level and stat text (not the values themselves) #-------------------------------------------------------------------------- def draw_stat_names self.contents.font.color = LEVEL_COLOR self.contents.draw_text(@col_one_offset, 0, 60, WLH, "Lv.") self.contents.font.color = STAT_COLOR self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.hp) self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.mp) self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.atk) self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.def) self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.spi) self.contents.draw_text(@col_one_offset, y_incr, 60, WLH, Vocab.agi) #reset the font color self.contents.font.color = Font.default_color #reset the y_offset to 12 y_incr_reset end #-------------------------------------------------------------------------- # * Draws the old level and stat values #-------------------------------------------------------------------------- def draw_old_stat_values self.contents.font.color = OLD_STAT_COLOR self.contents.draw_text(@col_level_old_offset, 0, 60, WLH, @actor.last_level) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_hp) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_mp) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_atk) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_def) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_spi) self.contents.draw_text(@col_two_offset, y_incr, 60, WLH, @actor.last_agi) #reset the font color self.contents.font.color = Font.default_color #reset the y_offset to 12 y_incr_reset end #-------------------------------------------------------------------------- # * Draws the arrows #-------------------------------------------------------------------------- def draw_arrows if @actor.last_hp - 100 < 0 @col_three_offset = @col_two_offset + 30 elsif @actor.last_hp - 1000 < 0 @col_three_offset = @col_two_offset + 40 else @col_three_offset = @col_two_offset + 50 end draw_arrow(@col_level_arrow_offset, 6) #level draw_arrow(@col_three_offset, y_incr + 6) #hp draw_arrow(@col_three_offset, y_incr + 6) #mp draw_arrow(@col_three_offset, y_incr + 6) #atk draw_arrow(@col_three_offset, y_incr + 6) #def draw_arrow(@col_three_offset, y_incr + 6) #spi draw_arrow(@col_three_offset, y_incr + 6) #agi calc_col_four_offset(@col_three_offset) #reset the y_offset to 12 y_incr_reset end #-------------------------------------------------------------------------- # * Draws the new level and stat values #-------------------------------------------------------------------------- def draw_new_stat_values draw_new_stat(@col_level_new_offset, 0, 60, WLH, @actor.last_level, @actor.level) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_hp, @actor.maxhp) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_mp, @actor.maxmp) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_atk, @actor.base_atk) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_def, @actor.base_def) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_spi, @actor.base_spi) draw_new_stat(@col_four_offset, y_incr, 60, WLH, @actor.last_agi, @actor.base_agi) self.contents.font.color = Font.default_color #reset the y_offset to 12 y_incr_reset end def draw_new_stat(x, y, w, h, prev_val, val) if val > prev_val #gain self.contents.font.color = NEW_STAT_VAL_COLOR elsif val == prev_val #no change self.contents.font.color = OLD_STAT_COLOR else #loss self.contents.font.color = STAT_VAL_LOSS_COLOR end self.contents.draw_text(x, y, w, h, val) end #-------------------------------------------------------------------------- # * Draws the faceset and optionally the actor sprite #-------------------------------------------------------------------------- def draw_actor_rep draw_actor_face(@actor, @col_five_offset, 0) if (USE_SPRITE_GRAPHIC) x_pos = @col_five_offset + ((self.width - @col_five_offset) / 2) - 18 draw_character(@actor.character_name, @actor.character_index, x_pos, 160) end end #-------------------------------------------------------------------------- # * Draws an arrow #-------------------------------------------------------------------------- def draw_arrow(x, y) src_rect = Rect.new(0, 0, @arrow.width, @arrow.height) self.contents.blt(x, y, @arrow, src_rect) end #-------------------------------------------------------------------------- # * figures out the spacing for the level text display #-------------------------------------------------------------------------- def calc_level_offsets @col_level_old_offset = @col_one_offset + 30 if @actor.last_level < 10 @col_level_arrow_offset = @col_level_old_offset + 20 else @col_level_arrow_offset = @col_level_old_offset + 30 end @col_level_new_offset = @col_level_arrow_offset + 26 end #-------------------------------------------------------------------------- # * Increments the y counter #-------------------------------------------------------------------------- def y_incr @y_offset += WLH return @y_offset end #-------------------------------------------------------------------------- # * Resets the y counter #-------------------------------------------------------------------------- def y_incr_reset @y_offset = 12 end #-------------------------------------------------------------------------- # * calculate where to draw col four text (new stat values) #-------------------------------------------------------------------------- def calc_col_four_offset(col_three) @col_four_offset = col_three + 22 end #-------------------------------------------------------------------------- # * Fit the window width to the text #-------------------------------------------------------------------------- def fit_to_text(text) w = self.contents.text_size(text).width + 32 return w > 90 ? w : 90 end #-------------------------------------------------------------------------- # * Update the child window position #-------------------------------------------------------------------------- def update_child_window_pos @name_window.x = self.x + 20 @name_window.y = self.y - 30 @name_sprite.x = @name_window.x + 15 @name_sprite.y = @name_window.y - 10 end #-------------------------------------------------------------------------- # * Destroy the sprite! #-------------------------------------------------------------------------- def dispose super @name_window.dispose @name_sprite.dispose end end #============================================================================ # * Window_SkillUpdate #---------------------------------------------------------------------------- # The learned skill window #============================================================================ class Window_SkillUpdate < Window_Base def initialize(actor, parent_x, parent_y, parent_width) x = parent_x + parent_width h = WINDOW_HEIGHT w = SKILL_WINDOW_WIDTH super(x, parent_y, w, h) self.windowskin = Cache.system(WINDOWSKIN_NAME) self.back_opacity = WINDOW_OPACITY self.contents.font.color = SKILL_WINDOW_FONT_COLOR @actor = actor @skills = [] setup_title_window populate_skill_list end #-------------------------------------------------------------------------- # * create the title window #-------------------------------------------------------------------------- def setup_title_window #check to see if custom text is defined if NEW_SKILL_TITLE_TEXT == nil skill_title_text = sprintf("New %ss", Vocab.skill) else skill_title_text = NEW_SKILL_TITLE_TEXT end middle_parent = self.x + (self.width / 2) w = fit_to_text(skill_title_text) h = SUB_WINDOW_HEIGHT x = middle_parent - (w / 2) y = self.y - 30 @title_window = Window_Base.new(x, y, w, h) @title_window.windowskin = Cache.system(WINDOWSKIN_NAME) @title_window.back_opacity = 255 @title_sprite = Sprite.new @title_sprite.bitmap = Bitmap.new(@title_window.width, @title_window.height) @title_sprite.bitmap.font.color = SKILL_TITLE_COLOR @title_sprite.x = @title_window.x + 15 @title_sprite.y = @title_window.y + 4 @title_sprite.z = 300 @title_sprite.bitmap.draw_text(0, 0, @title_sprite.bitmap.width, 32, skill_title_text) end #-------------------------------------------------------------------------- # * My edit of draw_item_name. # Necessary because the default one changes the font color. #-------------------------------------------------------------------------- def draw_my_item_name(item, x, y, enabled = true) if item != nil draw_icon(item.icon_index, x, y, enabled) self.contents.font.color.alpha = enabled ? 255 : 128 self.contents.draw_text(x + 24, y, 172, WLH, item.name) end end #-------------------------------------------------------------------------- # * draw all of the skills that were learned #-------------------------------------------------------------------------- def populate_skill_list skills = @actor.last_learned_skills y = 0 for skill in skills draw_my_item_name(skill, 0, y) y += 32 end end #-------------------------------------------------------------------------- # * Fit the window width to the text #-------------------------------------------------------------------------- def fit_to_text(text) return self.contents.text_size(text).width + 32 end #-------------------------------------------------------------------------- # * Kill the sprite! #-------------------------------------------------------------------------- alias :eds_old_dispose :dispose def dispose eds_old_dispose @title_window.dispose @title_sprite.dispose end end #========================================================================== # * Game_Actor #-------------------------------------------------------------------------- # overrides - # * display_level_up (if DISPLAY_DEF_MESSAGE is set to false in config) #========================================================================== class Game_Actor < Game_Battler attr_reader :last_level attr_reader :last_hp attr_reader :last_mp attr_reader :last_atk attr_reader :last_def attr_reader :last_spi attr_reader :last_agi attr_reader :last_learned_skills #-------------------------------------------------------------------------- # * Change Experience # exp : New experience # show : Level up display flag #-------------------------------------------------------------------------- alias :eds_old_change_exp :change_exp def change_exp(exp, show) #save off the old paramters prev_skills = skills @last_level = @level @last_hp = self.maxhp @last_mp = self.maxmp @last_atk = self.atk @last_def = self.def @last_spi = self.spi @last_agi = self.agi eds_old_change_exp(exp, show) @last_learned_skills = skills - prev_skills end if USE_SKILL_WINDOW #below method is only used if we are using the skill window #-------------------------------------------------------------------------- # * Show Level Up Message # new_skills : Array of newly learned skills #-------------------------------------------------------------------------- # If we are not displaying the standard message when # gaining a level, simply remove the loop that creates # the learned skills message. Continue to display # the skills that were learned if we are not in battle. #-------------------------------------------------------------------------- alias :eds_old_display_level_up :display_level_up def display_level_up(new_skills) if $game_temp.in_battle $game_message.new_page text = sprintf(Vocab::LevelUp, @name, Vocab::level, @level) $game_message.texts.push(text) else eds_old_display_level_up(new_skills) end end end #skill window check end #============================================================================ # * Scene_Battle #---------------------------------------------------------------------------- # overrides - # * display_level_up #============================================================================ class Scene_Battle < Scene_Base #-------------------------------------------------------------------------- # * Display Level Up #-------------------------------------------------------------------------- def display_level_up #patch for KGC Equip Learn Skill script if $imported != nil and $imported["EquipLearnSkill"] display_master_equipment_skill end exp = $game_troop.exp_total for actor in $game_party.existing_members last_level = actor.level last_skills = actor.skills actor.gain_exp(exp, true) if actor.level > last_level win = Window_LevelUpdate.new(actor) #if we are using the skill window and the skills have changed... if USE_SKILL_WINDOW && last_skills.length != actor.skills.length s_win = Window_SkillUpdate.new(actor, win.x, win.y, win.width) wait_for_message s_win.dispose if USE_SKILL_WINDOW else #move the window back to center screen and update the name window win.x = 272 - (win.width / 2) win.update_child_window_pos wait_for_message end win.dispose end end end end |
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Feb 4 2009, 11:35 PM
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#55
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![]() Type: Undisclosed |
can anyone help me. i am using VX and every time its says battle start. then like 2secs later it says i win. i copied all the scripts and the images. what is wrong?
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Feb 9 2009, 05:53 PM
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#56
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![]() Type: Undisclosed |
I'm basically getting the same problem as the guy above. 'Activates' enemy, goes into the seperate map, players and enemies stand there for a few secs, unable to move, the it comes up with 'battle completed' and returns me to the original map, where the enemy still stands patrolling.
Tried messing with it but to no avail, can anyone help? |
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Feb 9 2009, 08:26 PM
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#57
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![]() Backseat Moderator ![]() Type: Artist |
I'm not sure if - now that Gubid's here, whether I should ask via here or his board but can you make a feature that allows the fighter to go into a battle screen when you choose to attack the enemy (classic style).
In Short: Move to enemy, choose "Attack", go into battle screen with player that chose to attack. -------------------- HEY BRO SIG'S WAY TOO BIG
-Kav WHATEVER -Midnight Assassin Bye Bye - BigEd781 |
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Feb 12 2009, 10:16 PM
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#58
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![]() ![]() Type: Musician |
I need help on GTBS
after I attack then confirm the attack the following error shows up: Script 'Bitmap/AnimObj' line 164: NoMethodError occurred. undefined method 'name' for nil:NillClass Please let me know if you have any suggestions... Can post script if needed... This post has been edited by bamboohamster: Feb 12 2009, 10:36 PM |
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Feb 13 2009, 12:26 AM
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#59
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![]() ![]() Type: Designer |
Is there a gun module for this like is there a script i can add on to make possible guns like the bow and arrow
-------------------- |
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Feb 13 2009, 04:14 AM
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#60
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![]() Type: Designer |
Ok i feel real noob for posting this but eh here it goes....
Ok is there a way i can put the player back to where the battle was called from like ... in my game the normal fights are called by sprites walking towards your charater and touching you ( much like Tales of symphonia if any one has played that) then i transfer them to the map were they fight. I wanna know if theres any way to put the charater back in the exact same spot that they were in when the monster touches you to start the fight..... oh and i LOVE this script >< it very well done tho i havent figerd it out completely |
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| Lo-Fi Version | Time is now: 24th May 2013 - 09:58 PM |
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