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I've been thinking about something like your first request. There are some skills already that alter the agility of the battlers, e.g. Slow, Haste and so on, and it would be great to see the effects of that before actually casting the skill, however, this is a rather complex modification and I have other priorities right now in terms of new features and code cleaning.
About your second request, how would it be if the actors got exp points with every kind of action except for switching with a backup member?
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First request : Ok, I'll wait until you don't have any higher priorities then. :3
Second request : Well yeah, basically every action except switch and skip would allow the actors to gain exp. And that would work with the backup members that were switched during the battle too. I'm not sure, but I guess that would be kinda hard to do, too.
And yeah, honestly I started FFX a few days ago and it's only then that I understood the awesomeness of the switch/summon thing. I realised I just didn't understand the way your battle system worked before playing this game. I'm REALLY enjoying it now, and am really thankful, good job. :3
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Oh, yes, right, switch and skip too.
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I'm just a new comer here. Your battle System works very well.
But if you know and nicely, can you teach me how to make Monsters and battler sprites? I've tried to make it, but when I tried in game, it doesn't lookd good. The character action isn't right. I think the thing I need is a sprites sheet.
Can you give me some Animation Sprites sheet that work well with your Battle system? Or an empty sheet is Ok. I will try to make it.
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I guess you may be having some troubles in configuring the animation system.
DerVVulfman Wrote: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.
The point is, there are not right spritesheets and wrong spritesheets. Size, for example, doesn't matter. The important thing is that you use a spritesheet consisting of a grid of poses. Namely, the grid will have all the different animations corresponding to different actions in rows, each row displaying the frames for that animation.
I have posted some battlers here
http://rmvxp.com/thread-1466.html and here
http://rmvxp.com/thread-1467.html. As you can see, there are spritesheets with different number of rows and columns, and that is because you can supply any of them to the system, but then, you have to configure the system and tell it how many rows and columns (poses and frames) each spritesheet has. By default the system attempts to use a spritesheet as an 11x4 grid.
Read the details in the guide linked in the opening post, or the one linked by DerVVulfman in the quoted text.
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New Release!!!
Version 3.0
v3.0 Minkoff/DerVVulfman v12.3 animation system adopted.
v3.0 Fixed a bug that made dead enemies be revived with several consecutive turns.
v3.0 Fixed a bug that affected bars and actors with zero SPs.
v3.0 Fixed a bug that caused skills to be wrongly disabled for actors with the MP1 or HalfMP states.
v3.0 Fixed a bug that caused the ATB and HP bars to be shown for escaped battlers.
v3.0 Fixed a bug that caused ATB and HP bars to be shown in the top-left corner of the screen at the beginning of a battle.
v3.0 Fixed a bug that made dead actors accumulate superarts points.
v3.0 Fixed a bug that prevented the animation of the hp bars from being shown in case of gameover deriving from the "Change HP" battle event.
v3.0 The single/all element can be applied to skills with the "One Ally" scope.
v3.0 Party members cannot be switched with dead backup members during battles.
v3.0 An actor cannot react against himself.
v3.0 Skill costs reflect MP1 and HalfMP states.
v3.0 Changed the management of battle events, allowing a battle event to be executed if a given actor has the current turn, before commands are chosen.
v3.0 The "Change HP" battle event does not lead to gameover if the party is removed and summoned actors are fighting, instead the party makes its return.
v3.0 Temporary states are removed from backup actors, summoned actors and transformed actors at the end of the battle.
v3.0 Doom and poison effects moved at the end of the turn.
v3.0 Reaction triggered when guarding (optional).
v3.0 Built-in multiple-hits skills.
v3.0 Per-skill configurable delays with updates of the turns window during skill selection.
v3.0 Configurable height of the hp/sp bars in battlestatus-window style 1.
v3.0 Configurable text and text border color of the hp/sp bars in battlestatus-window style 1.
v3.0 Optional variation of the defense value calculation with PDEF-F and MDEF-F used as scaling factors for the defense provided by PDEF and MDEF.
v3.0 Trincea and Altruismo cannot be used on oneself.
v3.0 Optional communication of immunity to state change.
v3.0 Optional SP recovery on Defend.
v3.0 Different HP/SP recovery settings for party members and enemies.
v3.0 Animated bars for status window style 2.
v3.0 Skills that deal damage proportional to a physical attack.
v3.0 Icons for the states in the status window.
v3.0 Conditional experience gain.
v3.0 "Switch" command disabled when there are no backup party members.
v3.0 Gameover when all the "ordinary" actors die.
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Wow that's a lot of updates, awesome :D
Um I'm just wondering, is there a way to display the CTB just like this?
Just wondering if you can give me some pointers...orz
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Turns displayed in a horizontal way, with a picture as background can be done.
Skill window positioned wherever you want and with the size you want can be done.
Help window shown just above the skill window (with a picture as background) cannot be done yet.
Status window and with four icon states and faces cannot be done, but I want to add a third style like that.
Command window with icons in those positions cannot be done, you can do something similar with style 2.
Do you have those graphic resources?
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Humpf, that's some awesome updates! :D
I just love the new features you added. Thanks!
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Yes I do, they're mine :D
Um, I could give them to you if you want or I can make an alternate version so people won't use them by accident for their games? orz