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 CTB - A Final Fantasy X-like Battle System, Version 3.2
Wait a minute, there aren't any ghosts in the enemies' troop in my demo. Try putting the ids of the enemies in the troop, like the black cougar or the hawks, run the demo and start the battle.
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ok man, something is definitely wrong here..., i tested your demo using this:

MNK_STATIONARY_ENEMY_IDS = [36, 1] # Enemies that don't RUN during melee attacks


(1 is ghost, 36 is cougar), when i fight 1 alone, he go Melee, when i fight 36 alone he go range, when i put both in same troup, 1 stil goes melee and 36 stil goes ranged ....

so what is going on ....

MNK_STATIONARY_ENEMY_IDS = [36,1,34] # Enemies that don't RUN during melee attacks

just tested using the Frog (34) and he also fights me in Melee ... and cougar continues fight me in range
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Okay, I would like to see a demo with your config then.
Btw, this is actually a matter that concerns Animated Battlers more than the CTB.
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i think i deserve a big /slap right now, i found the dam issue, its no script-related error, is the way i configured it, i'm used to use, spaces after each ,
but i noticed many codes were all stick together, and i did on the stationary enemies: 1,2,3,4,5 and it wasnt working, when i changed to: 1, 2, 3, 4, 5 it started working ....

i dont get it, why the other commands stick together worked, and this line didnt, since makes no sence to me, and neither why when i specified just 1 enemy it didnt worked, but now with multiple setup it does.... but either ways is working now...

well mate, i'm sorry for all the work you migh had trying find out what was my issue..., when was nothing other then a dumb thing not related at all with your good work

thanks.

PS: if you by some reason stil want the demo of my current project, i'll upload it
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It doesn't make sense to me either. Anyway, it works now... let's not fry our brains over this. I don't need the project now. :)
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Okay, there isn't much new compared to version 3.0, but I don't plan to be working on it for a while, so I'm releasing the state of the art system.
Welcome version 3.1.
Here's the list of the main new features:

v3.1 Party positions preserved when returning transformed actors to their original forms.
v3.1 Fixed a bug that caused multiple-hits skills to not to be executed when with insufficient SPs.
v3.1 Fixed a bug that affected reaction by enemies.
v3.1 Fixed a bug that affected the Retire command and the Silence state.
v3.1 Optional unresized battlestatus faces in style 1.
v3.1 Added a third style for the battle status window.
v3.1 Patch for DerVVulfman's Blue Magic system (provided by DVV himself).
v3.1 Custom battle background for summons.
v3.1 Added custom state Healer. Doubles the power of curative skills.
v3.1 Added custom state Super Guard. Reduces damage when guarding.
v3.1 Added custom state Gold x2. Doubles the amount of gold gained at the end of a battle.
v3.1 Added Battle cries.
v3.1 Added a volume option to the 'summon bgm' command.
v3.1 Summons in test battles still cannot be used but don't crash the game anymore.
v3.1 Added SP Damage skills.
v3.1 Changed the name of the method used to draw characters' faces, which caused incompatibility issues with some menu systems.
v3.1 Shield and Sacrifice (former Altruismo and Trincea) supported for enemies.
v3.1 Actors that transform or use a type 2-summon do not take damage from poisoning.
v3.1 Custom Item and Skill windows used during battles do not affect the menu.
v3.1 Switching does not count as a turn for auto removal of states.
v3.1 The turns window shows the effect of the "Stop Time" state.
v3.1 Animated Battlers 13.2 included.

And here's the link to the demo:
http://www.mediafire.com/download.php?jdoqyhgzzui
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What a nice 4th of July present. The updates are amazing.
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Please reupload this some where else Mediafire is not letting me download it and I really want the newset version.
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Here you go: http://sites.google.com/site/charlieflee...rs13.2.zip
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Thank you very much!
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