CTB - A Final Fantasy X-like Battle System, Version 3.2
So I don't get it how to change what I wanted xD So maybe... just a little clue where to change the EXP Bar filling speed and where to add a sound per exp? :3

EDIT: Oh and also I would love to know where I can change the position of the actor atb bars and the height and wide of them (want to integrate them into the battle status)
[Image: 76561198077561206.png]
Reply }
Try this:
- to reduce the filling speed, you can insert a "@wait_count = <some number>" at line 148 of "CTB by Charlie - BattleReport";
- to add sound you can add a "Audio.se_play("Audio/SE/<name of the sound>", 100, 100)" just after that.
The positions of the atb bars cannot be easily changed as they are "associated" to the sprites and not to the battle-status window. That's something I could work on for future releases, but I'm busy with other stuff now.
Reply }
ok ty very much, it works^^
about the atb bars: yeah would be great^^

And my new question (sorry for asking so many questions >.<)
Could I flip the battle status actor positions?

So usually it's like this:
Actor 1 299/299 HP 999/999 MP
Actor 2 299/299 HP 999/999 MP
Actor 3 299/299 HP 999/999 MP
Actor 4 299/299 HP 999/999 MP

I need it like this (The first actor is the bottom actor in my game because of the summon positions, so it's a little bit weird^^) :
Actor 4 299/299 HP 999/999 MP
Actor 3 299/299 HP 999/999 MP
Actor 2 299/299 HP 999/999 MP
Actor 1 299/299 HP 999/999 MP

I tried it in CTB by Charlie - Windows but it just fu**** the whole thing up xD

ty
Reply }
Hi there!
Hey, Charlie, is it possible to combine your battle system with the script passes the title? And then there is an error in the appeal, whether it can somehow fix it?

PS. do you speek Italian?

Oh, i'm always solve this problem, i make my own title killer :)

if anyone interested
Code:
#==============================================================================
# ** TITLE KILLER
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# MADE IN RUSSIA
#==============================================================================
#  VILLAIN'S TITLE KILLER
# This is my first script modification
# It's skip the TITLE MENU without DEBUGS and system changes.
# It is like Auto-newgame.
# Replace Scene Title by this skript.
# WARNING!!! This script combines with CTB By Charlie Fleed.
# Feb 17 2010
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
      # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # SKIP TITLE
    command_new_game
    # Main loop
    # Prepare for transition
    Graphics.freeze
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
   #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
you can replace title scene by this script.
combines with CTB by Charlie! ^_^

Here New version:
Code:
#==============================================================================
# ** TITLE KILLER
#+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
# MADE IN RUSSIA
#==============================================================================
#  VILLAIN'S TITLE KILLER
# This is my first script modification
# It's skip the TITLE MENU without DEBUGS and system changes.
# It is like Auto-newgame.
# Replace Scene Title by this skript.
# WARNING!!! This script combines with CTB By Charlie Fleed.
# Feb 17 2010
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  def main
    # If battle test
    if $BTEST
      battle_test
      return
    end
    # Load database
    $data_actors        = load_data("Data/Actors.rxdata")
    $data_classes       = load_data("Data/Classes.rxdata")
    $data_skills        = load_data("Data/Skills.rxdata")
    $data_items         = load_data("Data/Items.rxdata")
    $data_weapons       = load_data("Data/Weapons.rxdata")
    $data_armors        = load_data("Data/Armors.rxdata")
    $data_enemies       = load_data("Data/Enemies.rxdata")
    $data_troops        = load_data("Data/Troops.rxdata")
    $data_states        = load_data("Data/States.rxdata")
    $data_animations    = load_data("Data/Animations.rxdata")
    $data_tilesets      = load_data("Data/Tilesets.rxdata")
    $data_common_events = load_data("Data/CommonEvents.rxdata")
    $data_system        = load_data("Data/System.rxdata")
    # Make system object
    $game_system = Game_System.new
    # Make title graphic
    @sprite = Sprite.new
    @sprite.bitmap = RPG::Cache.title($data_system.title_name)
    # If continue is enabled, move cursor to "Continue"
    # If disabled, display "Continue" text in gray
      # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # SKIP TITLE
    command_new_game
    # Main loop
    # Prepare for transition
    Graphics.freeze
    # Dispose of title graphic
    @sprite.bitmap.dispose
    @sprite.dispose
  end
   #--------------------------------------------------------------------------
  # * Command: New Game
  #--------------------------------------------------------------------------
  def command_new_game
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each type of game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    # Set up initial party
    $game_party.setup_starting_members
    # Set up initial map position
    $game_map.setup($data_system.start_map_id)
    # Move player to initial position
    $game_player.moveto($data_system.start_x, $data_system.start_y)
    # Refresh player
    $game_player.refresh
    # Run automatic change for BGM and BGS set with map
    $game_map.autoplay
    # Update map (run parallel process event)
    $game_map.update
    # Switch to map screen
    $scene = Scene_Map.new
  end
  #--------------------------------------------------------------------------
  # * Command: Continue
  #--------------------------------------------------------------------------
  def command_continue
    # If continue is disabled
    unless @continue_enabled
      # Play buzzer SE
      $game_system.se_play($data_system.buzzer_se)
      return
    end
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Switch to load screen
    $scene = Scene_Load.new
  end
  #--------------------------------------------------------------------------
  # * Command: Shutdown
  #--------------------------------------------------------------------------
  def command_shutdown
    # Play decision SE
    $game_system.se_play($data_system.decision_se)
    # Fade out BGM, BGS, and ME
    Audio.bgm_fade(800)
    Audio.bgs_fade(800)
    Audio.me_fade(800)
    # Shutdown
    $scene = nil
  end
  #--------------------------------------------------------------------------
  # * Battle Test
  #--------------------------------------------------------------------------
  def battle_test
    # Load database (for battle test)
    $data_actors        = load_data("Data/BT_Actors.rxdata")
    $data_classes       = load_data("Data/BT_Classes.rxdata")
    $data_skills        = load_data("Data/BT_Skills.rxdata")
    $data_items         = load_data("Data/BT_Items.rxdata")
    $data_weapons       = load_data("Data/BT_Weapons.rxdata")
    $data_armors        = load_data("Data/BT_Armors.rxdata")
    $data_enemies       = load_data("Data/BT_Enemies.rxdata")
    $data_troops        = load_data("Data/BT_Troops.rxdata")
    $data_states        = load_data("Data/BT_States.rxdata")
    $data_animations    = load_data("Data/BT_Animations.rxdata")
    $data_tilesets      = load_data("Data/BT_Tilesets.rxdata")
    $data_common_events = load_data("Data/BT_CommonEvents.rxdata")
    $data_system        = load_data("Data/BT_System.rxdata")
    # Reset frame count for measuring play time
    Graphics.frame_count = 0
    # Make each game object
    $game_temp          = Game_Temp.new
    $game_system        = Game_System.new
    $game_switches      = Game_Switches.new
    $game_variables     = Game_Variables.new
    $game_self_switches = Game_SelfSwitches.new
    $game_screen        = Game_Screen.new
    $game_actors        = Game_Actors.new
    $game_party         = Game_Party.new
    $game_troop         = Game_Troop.new
    $game_map           = Game_Map.new
    $game_player        = Game_Player.new
    
    
    #+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
    # ======================================================================
    # ===================BATTLE TEST SUMMONS CTB FIx=============================
         # Play title BGM
    $game_system.bgm_play($data_system.title_bgm)
    # Stop playing ME and BGS
    Audio.me_stop
    Audio.bgs_stop
    # Execute transition
    Graphics.transition
    # SKIP TITLE
    command_new_game

    # ========================================================================
    
    # Set up party for battle test
    $game_party.setup_battle_test_members
    # Set troop ID, can escape flag, and battleback
    $game_temp.battle_troop_id = $data_system.test_troop_id
    $game_temp.battle_can_escape = true
    $game_map.battleback_name = $data_system.battleback_name
    # Play battle start SE
    $game_system.se_play($data_system.battle_start_se)
    # Play battle BGM
    $game_system.bgm_play($game_system.battle_bgm)
    # Switch to battle screen
    $scene = Scene_Battle.new
  end
end
the BUG with summons and transformations in battle test was fixed here.
Reply }
I have a new problem...
How to make a Woozy pose with 30%? When i input 30 - it makes the Woozy with 30 HP... but in instruction was weitten about %s.
Reply }
you have to input 0.30 ^^
Reply }
Zarox, I don't have the time to work on edits of the styles for any person who requests them. I'm sorry, I hope you understand. I try to make the styles as customizable as possible from the configuration.

Villain, thanks for sharing your patch for the summons in test battles. I'll try it.
Reply }
Ok no prob^^ I can live with that too, it's just a little bit weird :D ty anyway :D
Reply }
You are welcome!
when i put 0.30 there is an error in 2 - Sprite System at line 494
Reply }
MNK_LOW_HP_PERCENTAGE = 0.25 # Health% for WOOZY pose.
MNK_LOW_HP_ACTOR = {} # Ind. health% for actors.
MNK_LOW_HP_ENEMY = {} # Ind. health% for enemies.
MNK_LOW_HP_FLAT = false

this is how my config looks like and it's written with 0.25, so it's really weird that this error occures.
Reply }


Possibly Related Threads…
Thread Author Replies Views Last Post
   The Wanderers: The Customizable Encounters System DerVVulfman 0 234 08-24-2024, 07:12 PM
Last Post: DerVVulfman
   Battle Item Count kyonides 4 2,122 02-04-2024, 05:49 AM
Last Post: kyonides
   Super Simple Vehicle System - Enhanced DerVVulfman 65 93,603 06-02-2023, 06:16 PM
Last Post: Sujabes467
   Dalissa's Battle Cry DerVVulfman 2 7,380 05-09-2023, 03:07 AM
Last Post: DerVVulfman
   Zenith Tactical Battle System Plus (ZTBS+) DerVVulfman 0 2,794 05-10-2022, 10:42 PM
Last Post: DerVVulfman
   Actor Battle Items DerVVulfman 4 6,014 11-08-2020, 12:36 PM
Last Post: Mel
   Battle Report Raziel 1 6,921 05-29-2020, 02:27 AM
Last Post: Whisper
   Commercial System Package DerVVulfman 11 14,195 01-04-2020, 12:37 AM
Last Post: Pelip
   KItemDesc XP Zilsel Version kyonides 4 7,628 12-01-2019, 06:11 AM
Last Post: kyonides
   ZLSL's Battle Portraits DerVVulfman 4 7,447 11-12-2019, 04:10 AM
Last Post: DerVVulfman



Users browsing this thread: 11 Guest(s)