Posts: 51
Threads: 8
Joined: Mar 2010
hey charlie i find this bug a mount ago when i going and attack the enemy in battle test the enemy is doing a counter attack in my turn and then the game shutdown and there was a dialog box say this
Script 'CTB by Charlie - Scene_Battle' line 2820: NoMethodError
occurred.
undefined method `active_in_this_battle='for
#<Game_Enemy:0x7ef59e8>
can you fix this bugs and sorry for my bad ENGLISH
Posts: 1,126
Threads: 43
Joined: May 2009
The heal/damage over time thing is a big change from the way the BS works now, but it is interesting enough to give it a shot. Making the system ready for a fully customizable set of skills would be too much work though. I think I could start by adding one or more element to tag skills that would deal damage or heal over time instead of at the moment they are used. These skills would use the same damage/heal formulae of ordinary skills, with elemental correction and all that stuff, but the effect would be spread over multiple turns. I can foresee a lot of work here.
Let's say I like the idea but I don't know when I will do it.
@polo12
yeah, that bug has been pointed out before, change that line into
Code:
@active_battler.active_in_this_battle = true if @active_battler.is_a?(Game_Actor)
Posts: 6
Threads: 1
Joined: Mar 2010
haha yeah, youve done much more than enough to this system with what youve got. Its amazing you are still generous enough to work with it. I was just more wanting to know what you thought on it than asking you to put the over time stuff into it. Though, I do think it would be a huge addition as far as more dynamic battlels
But after working around with that script I posted, I managed to get it to work. I dont think it was not compatible with your system, it was just that the script was not working correctly at all. Not even with the default system. I deleted the main stuff about slip damage in the default and put it above your system and it works fine. It does not use calculations, of course, but I can live with having the slip damage do a specific number of damage rather than a %. I'm hoping I can incorporate the calculations at some point later by telling it literally what to do pwr*(int)-enmy pdef = # instead of just 5000 etc.
I do have one quick question about reactions and Trincia/Altruiso.
The reaction part on reactions and the defending part on the other 2 only seem to happen when an enemy does a basic attack. If a character is guarding with 100% chance to react and an enemy does fire to it, it will not react. If Trincia has been placed on an ally that is guarding and Fire is used on the guarding character, the character that is to protect the guarding character does not do so. Is this wha tis supposed to happen or have I messed something up? Is there some way to make them react or protect when the enemy uses skills?
Posts: 1,126
Threads: 43
Joined: May 2009
Yes, Reaction, Trincea and Altruismo (now Shield and Sacrifice) are supposed to work with physical attacks only. They mimic skills found in the FF-X's battle system which work in that way.
I guess I'll think about implementing something similar with skills too.
Posts: 109
Threads: 2
Joined: Feb 2010
Well met! Some more questions:
- Can I use Default icons in battle turns line for monsters, without icons?
For example default frame for monsters name? [always solved]
- There is a bug with monsters positions on the battle map. Sometimes if monster position isn't good - when he attacks the actor, he jump on him, and "dancing" some period of time... its looks very bad, but funny!
-Is it possible to make a skill, that will be attacks all people in battlefield? Enemy and Heroes both?
Posts: 1,126
Threads: 43
Joined: May 2009
Whatever happens in the maps has nothing to do with this script.
No, at the moment, in this BS, it isn't possible to have a skill that targets all the battlers.
Posts: 6
Threads: 1
Joined: Apr 2010
Hello
I have updated my old version 2.10 to the new 3.0
Everything works fine besides one thing; there is a whole new damage calculating system behind. And I have now clue how it works.
Since I have already setup all skills and characters, I would like to have it, as it was before, but I don't know were to change that.
Could somebody help? Would be great =)
Posts: 1,126
Threads: 43
Joined: May 2009
The new battle formulas are described in the attached guide.
Posts: 6
Threads: 1
Joined: Apr 2010
Charlie Fleed Wrote:The new battle formulas are described in the attached guide.
Ok, I saw them.
Hmmm, but what if I don't want to use these new formulas.
Can I deactivate them?
Posts: 1,126
Threads: 43
Joined: May 2009
Vengan Wrote:Hmmm, but what if I don't want to use these new formulas.
Can I deactivate them?
No, you can't deactivate them. The only way to change them would be to script another set of formulas and implement them in the current version, but I am not available for that kind of work.
Try to figure out if the current system is really that bad for you. Sure it's different but maybe you'll find a satisfying use for it.