CTB - A Final Fantasy X-like Battle System, Version 3.2
I'm using Raziel's Chrono Trigger CMS and recently applied this CBS script, but now when I go to open my menu, I get this:

[Image: rmxperror.png]

I've attached the appropriate script here, so if someone could help me out, that would be great! I love both so I'd like to use them both!

Also, on a side note, I was wondering if anyone knew how to change the enemies into static, non-animated battlers? I kind of want to keep them simple and I'm not sure how to change it after looking it over many times.

Help on these would be awesome!

Thanks


UPDATE:

Ok, so I figured it out. I just had to move the CMS script above the CBS script. But now my items window in the menu screen is all weird? I think it's because the item menu in the CBS is modified, so it also modifies it for the CMS too. If there's a way to keep the CBS item window sized the way it is but when out of battle have the item window set to default, that would be sweet.

Or just be able to keep it at the default and figure out how to adjust the window size for battles. Any help would be appreciated! Thanks!


Attached Files
.txt   Menu CT Script.txt (Size: 86.07 KB / Downloads: 1)
Reply }
habs11 Wrote:Hey Charlie, I found a small glitch in your party switcher. In the party switch scene, you cannot put characters into blank spaces in your party. For instance, let's say you have a total of 6 members in your party. Then there comes a point where you have to split into two 3 member teams. When all 6 members get back together, there is an empty spot for the 4th member of the party. If you go to the switch party screen, you only can replace the people that are in your party, limiting you to only 3 members. I tried it on your demo(removed on of the characters) and it was the same. I ran into this bug when I had my main character go solo, then brought up the party switch screen and he was the only one that could be replaced, and I couldn't fill the remaining 3 spaces. I looked through the forum and didn't see this yet, so sorry if you have already addressed it and I missed it. Thanks for your help.

I'm sorry, I don't see this problem.
I my demo:
1. I tried to remove the three additional actors in the party, that is Hero, Alexa and Sapphire.
2. I opened the switch screen, to see that Rain was the only actor in the main team, with the phoenix as a backup actor (available in battle).
3. I added the three actors back in the party.
4. I opened the switch screen and everything was ok. Four actors in the main party, one as backup.

I did everything with the standard add/remove actor event commands.

Zarox Wrote:Hey^^
Sorry if I'm bugging you, but when do you release the next version?

I don't know.

wonderjosh Wrote:I'm using Raziel's Chrono Trigger CMS and recently applied this CBS script, but now when I go to open my menu, I get this:

[Image: rmxperror.png]

I've attached the appropriate script here, so if someone could help me out, that would be great! I love both so I'd like to use them both!

Also, on a side note, I was wondering if anyone knew how to change the enemies into static, non-animated battlers? I kind of want to keep them simple and I'm not sure how to change it after looking it over many times.

Help on these would be awesome!

Thanks


UPDATE:

Ok, so I figured it out. I just had to move the CMS script above the CBS script. But now my items window in the menu screen is all weird? I think it's because the item menu in the CBS is modified, so it also modifies it for the CMS too. If there's a way to keep the CBS item window sized the way it is but when out of battle have the item window set to default, that would be sweet.

Or just be able to keep it at the default and figure out how to adjust the window size for battles. Any help would be appreciated! Thanks!

The new version will use a custom Items window only during battles, leaving the menu one unchanged.
Reply }
Charlie Fleed Wrote:I'm sorry, I don't see this problem.
I my demo:
1. I tried to remove the three additional actors in the party, that is Hero, Alexa and Sapphire.
2. I opened the switch screen, to see that Rain was the only actor in the main team, with the phoenix as a backup actor (available in battle).
3. I added the three actors back in the party.
4. I opened the switch screen and everything was ok. Four actors in the main party, one as backup.

I did everything with the standard add/remove actor event commands.

Try doing this: Remove Hero, Alexa, and Sapphire. Then add each of them to the backup party. So on your team you will just have Rain, and in the back up party you will have Hero, Alexa, Sapphire, and Phoenix. Don't add them back in. Go to the switch screen and you should only be able to switch out Rain, leaving you with only a 1 member team, despite the fact that you have 4 back up members. What I'm getting at is when your main character is solo, then the whole group comes back together, I was wanting to pull up the switch screen and allow you to put whoever you want into the 3 spaces. But I guess I could just add random people in to get by this. So don't worry about it too much. Just wanted to see if it could happen that way. Thanks Charlie.
Reply }
Now I understand. That's the way it's supposed to work, no bug.
So, as you said, you have to put as many characters in the regular party as necessary to reach the number of characters allowed in battle together in your game, and put the rest of them in the backup party. Then you let the player make changes to that selection.
Reply }
Gotcha, no problem. I see why you did it this way. You can limit the number of people in your group. Brilliant. I should have thought of that before. Thanks for looking into it. I hope it wasn't too much of a headache. Looking forward to the new release whenever it may happen. Keep up the great work, this script never ceases to amaze me.
Reply }
help me plase.
I couldn't use super arts. It didn't work!
How to configurate it?
Superart Bar is invisible. How to make it visible? etc etc... ?
Reply }
Villain, follow the instructions in the guide, etc etc
Reply }
Hello (hope this dont be a 'necropost' :) )

First of all, great script, man, realy nice one, and seems very custumizable, and from what I saw, seems accessable to edit, them the way i'll need to.

But i'm having one small problem, I have the script configured, alligned the enemies, set the actor offset position and etc, they attack/skill/item in the proper spot, and no issue so far on battles, but..., i can't manage to make Range attackers (enemies) to shoot from range, they stil run to actors and attack in melee

I did this:

Code:
# * Arrays filled with skill/weapon/item IDs that halt movement
  #--------------------------------------------------------------------------    
  MNK_STATIONARY_ENEMY_IDS = [14,18,19,30,42]       # Enemies that don't RUN during melee attacks
on the Animated Battlers section, those IDs are corresponded to enemies 014 018 019 030 042 on the Database enemies, i even tried using just one (as [14] ) and he stil insist run to me in melee, and my enemies on this precise moment have nothing asigned to them other then 'Attack' on the database and low stats

I also saw this code line
Code:
MNK_STATIONARY_ENEMIES = false    # If the enemies don't move while attacking

but from what I understood, if i set it to 'true' ALL enemies will be ranged (i tried:) ), so, I can't find any other code need to change, to make specific Enemies to attack in range, i see that actors would have a diferent code line, the 'stationary weapons' but enemies i only see this line, so am i doing something wrong?


thank you.

EDIT: i stil didnt made no specific changes to the battle system, i dont want start editing this part, until the original be full working, so i know when i find a bug, was caused by myself and easier to handle it, so right now, the script other then the 'configurations' sections remain intact
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I really don't know. Your configuration is correct. I tried that option in the demo and it worked.
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yeh, i didnt touched in any script file from yours except the configuration ones, and it just doesnt work on enemies range attack, as i showed you, i used the ranger enemy ID inside [ ], and the only thing they have set in their database is 'Attack', do i need add some special 'State' to make enemy be considerated ranged?

EDIT: i just tried it on your demo, and it doesnt work..., i went to that code line (wich ur demo is [] and i changed to [1] (ghosts) and when i fight them, they stil move toward me ..., so is this some script bug?, or did anyone actualy tried fight Enemies as range fighters attackers?
Reply }


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