CTB - A Final Fantasy X-like Battle System, Version 3.2
Dude, im a fan of your scripts. i have a demo of your older ffx-like battle system but since i saw this thread, i really badly wanted the newest version. would you please fix the download link? it doesnt let me extract it for somereason. it gets an error when i try to extract with windows RAR.

thanks in advance dude. you rock!

EDIT: nevermind, i've downloaded once agian, this time on my desktop, and have succsessfully extracted the files. sorry for the stupid post.

my bad :/
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no problem :)
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Hi,
Your Battle system is really amazing but it doesn't work for my game.
I copied all your scripts to my game and pasted them one by one.
But when I try to play my game I get the following error:
"Script 'CTB by Charlie - Window' line 503: TypeError occurred.
undefined superclass `Window_Selectable_Plus' "

Well, I don't know what to do.
Line 503 is this
Code:
class Window_BattleStatus < Window_Selectable_Plus
Do I have to delete some existing scripts to make yours work?
Because I just copied them into my game....
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It looks like you didn't copy all the scripts. What about the ADD ONs? You need them too. (I guess I must change than name...)
Besides, you don't just need the scripts, you have to copy some elements, states... it's all described in the first section of the guide.
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Well I think I copied all scripts...
And which add-ons do i need??
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I'm talking about:
Bitmap, Draw Face 1.4
Window_Base Add On 2.9
W_Sel & W_Comm 1.2 (this is the one you probably miss)
Bar 1.4.1
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Okay,
Battle System works.
But the graphics aren't showing properly.
I know that the pictures of the monsters have to be little but how can I animate them?
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Drane Wrote:Okay,
Battle System works.
But the graphics aren't showing properly.
I know that the pictures of the monsters have to be little but how can I animate them?

This system uses a system entitled Minkoff's Animated Battlers - Enhanced, a system that changes your frontview system into a sideview system. Even though the one in Charlie Fleed's CTB is a different version, the instructions within the .pdf file ( located >HERE< ) will help you in configuring your battlers.
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eh, eh, the next version will use the latest version of animated battlers, no, better, a version you don't even know, which you will release in 2011...
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Looks like my post had some kind of problem, I can't see it anymore.

So, as I said...

Hey Charlie! D:
I want to add a skill that increases the next_action_time of the target. So, for example, if the enemy targeted should be the next battler able to do something, it could be replaced by another battler until a later turn (And I'm not really sure this makes any sense). I think I know how to do this, but now my problem is that I want the Turns Window to update so that when I'm selecting the enemy, I know the estimated action time as if the enemy was already affected by the skill. I tried different things on Scene_Battle but couldn't do anything that actually worked.

Also, something else I'd like to do... I only want actors that made something during the battle (guard,attack,skill,summon) to gain exp, but not the others. Right now your script doesn't care if the actors did something during the battle, and we can only change the exp gained by the actors in the backup party. I was thinking of a variable or something that would increase each time the actor attacks/guards/launches a skill/summones an aeon, so that if this variable is > 0, the actor could gain exp. Then again, I tried to see how I could do this but meh, I guess that's still early for me. :p

I don't really know if those would be hard features to implement, but if you could help me with that I'd (we'd) appreciate your script even more!
Thanks!
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