CTB - A Final Fantasy X-like Battle System, Version 3.2
#31
Try putting the Superarts script page (and only that) after the multi-slot system.
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#32
I will try that when I get home. I was thinking about doing that, but when I looked at the Enhanced Weapons V0.6 and CTB V2.11 they both stated that it would go there. I also tried it in the 2.10 version and it seemed to do the same thing. I found it weird, but I was thinking about just overriding the system and integrating them together.
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#33
thecrimsonking Wrote:I looked at the Enhanced Weapons V0.6 and CTB V2.11 they both stated that it would go there.
Yes, I know, if it works I will change that.
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#34
It worked, but the alignment is off which is an easy fix. The weird thing though is that when you first enter the scene is makes the text bold, but then when you press shift is then corrects everything. Here is what I was talking about.
[Image: test2s.png]
[Image: test1d.png]
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#35
That happened to me too, I think it has to do with the scene updating or something like that, but I'm not a scripter. I can't really give info on that.
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#36
ok, within the Superart script page at around line 300, replace the Window_Status code with this:
Code:
class Window_Status
  alias sa_refresh refresh
  def refresh
    sa_refresh
    # Superarts
    actor=@actor
    return if !actor.has_superarts?
    x=300
    y=0
      temp_fontsize=self.contents.font.size
      temp_fontbold=self.contents.font.bold
      self.contents.font.size = 12
      bar_sa=Bar.new(x,y+16,200,4,self.contents)
      bar_sa.back_opacity=200
      bar_sa.bar="bar"
      bar_sa.bar_background="bar_hp_bg"
      bar_sa.highlight_complete = true
      bar_sa.bar_complete = "bar complete - superarts"
      bar_sa.refresh(actor.super_arts_points,SUPER_ARTS_MAX)
      self.contents.draw_text(x,y,200,24,"SUPERARTS GAUGE")
      self.contents.draw_text(x,y+16,200,24,"SUPERARTS TYPE: "+actor.superart_type_s)
      self.contents.blt(x+140,y+20,RPG::Cache.picture("shift"),Rect.new(0, 0, 28, 12))
      self.contents.draw_text(x+170,y+16,60,24,": change")
      self.contents.font.size=temp_fontsize
      self.contents.font.bold=temp_fontbold
  end
end
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#37
Hmmm it seems that it is still doing the same thing.
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#38
Then it's not my fault, because this code takes the font properties at the beginning and restores them at the end.
I guess it's something else...
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#39
Version 2.12 is here. Updates:

v2.12 Cursor memory (optional).
v2.12 Auto-Life
v2.12 Extended stats in switch character window.
v2.12 Little changes in the Reflect support (Trincea and Altruismo cannot be reflected).
v2.12 Skills can be set up to be reflected based on the comparison of user's and target's intelligence.
v2.12 Rotating state animations for party members and enemies updated.
v2.12 New overdrive type Emphaty.
v2.12 New battle formulas.
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#40
Just played the demo and the new features are really cool. No errors so far, but I haven't really tried out everything yet. I really like the skill menu and the auto-life addition. Also, I like the new turns window, is that a picture behind them or a window? I'll just look and see for myself.
Also, thanks for explaining the battle formulas, they were definitely confusing before.

EDIT: Now, I may sound retarded asking this, but there's nothing out in the open that says what priority does. So.... What does priority do?
Reply }


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