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 CTB - A Final Fantasy X-like Battle System, Version 3.2
#61
Yin Wrote:YAY! Updating now!
EDIT: Not a big deal since I'm using enemy turn pictures, but when you switch it to false on horizontal mode, their names don't show up on the turns.
Yes, I know. That's because writing the names vertically is a little more complicated, and not very readable as well. That feature is meant to be used with pictures only.
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#62
I did some creative Eventing and a minor(Not Big) Bug.

I did something like this
[Image: 2ho8b6h.png]

A skill call Common Event to trigger a "Moment" Battle event.
When I try to add a state the state is there but, the Animation isn't. This also applies to other events such as Transform an Enemy. The enemy does transform but, you can't see him.
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#63
How would I disable the cursor on the turns window? In horizontal mode it points to nothing. Here' a screen shot and it does that in the demo too. [Image: CursorPointsToNothing.jpg]
Don't mind the rest of the stuff that' wrong with that picture. Just look at the cursor.

EDIT: Oh and if I have more that 1 enemy with the same name, how would it know which picture to use? Is there a way that I can make it so that it points to the filename that's the same as the enemy? It looks kind or stupid having the numbers behind their name.
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#64
@Jimmyly

Yes, I could reproduce the problem on transformations, the management of sprites is one of the trickiest things in the system, I will work on it.

EDIT: it seems to me that the problem can be fixed by adding the line "appear if @battler_visible" after "self.bitmap = RPG::Cache.battler(@battler_name, @battler_hue)" in Sprite_Battler, around line 49. Still investigating.
EDIT2: "MNK_FADE_IN = false" seems to work too.

The problem on the animation seems a little weird to me though. You say that the status is there, but non the animation? I suppose that the common event has been regularly executed then...
I tried the same thing: a skill calls a common event, that activates a switch, that triggers a battle event. And I can see the animation. Double check yor setup.

@Yin

I made a typo at the lines 52-53 of CTB by Charlie - Windows
They should be

Code:
@indicators[i].x=TURNS_WINDOW_H_X+i*@turn_width+16
        @indicators[i].y=TURNS_WINDOW_H_Y-4

instead of

Code:
@indicators[i].x=TURNS_WINDOW_X+i*@turn_width+16
        @indicators[i].y=TURNS_WINDOW_Y-4

Anyway, if you don't want them you can just put @indicators[i].y=800 and they won't be visible because out of the screen.
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#65
Ok, got it, but to change the file of the enemy battler pictures is on :

if TURN_USE_PICTURES_ENEMIES and
RPG::Cache.turn(@battlers_queue[i].name)!=RPG::Cache.turn("")
self.contents.stretch_blt(dest, RPG::Cache.turn(@battlers_queue[i].name), src)

Is that correct? If so, how would I make it point to the same name as the enemy battler picture name instead of the enemy name?
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#66
Yin Wrote:Ok, got it, but to change the file of the enemy battler pictures is on :

if TURN_USE_PICTURES_ENEMIES and
RPG::Cache.turn(@battlers_queue[i].name)!=RPG::Cache.turn("")
self.contents.stretch_blt(dest, RPG::Cache.turn(@battlers_queue[i].name), src)

Is that correct? If so, how would I make it point to the same name as the enemy battler picture name instead of the enemy name?
I'm sorry, I did not understand your question.

...anyway, battler_name can be used instead of name, i guess...

EDIT: oh, wait you're asking if it's done there, yes.
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#67
Ok, great! Thanks it works now. But just so you understood what I was saying (even though it's solved): I have 4 enemies with the same name. Soooo I can't have 4 of the same filenames in the same folder and even if I could it probably wouldn't know which one to use for each enemy. So I'd have to use the enemy battler name instead of the name of th enemy.

EDIT: Also, about the party change thing, is there a way to lock a character in place? Or have it require a character to be in the party?
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#68
You see, this system is modeled after FFX, which does not have such a feature. Anyway, I realize many use it, so I think I will add it.
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#69
There is one thing I do not like when dealing with states. I made a Sharp move that last for 3 turns (which you know I will not keep track of how many turns passed). The problem is when the state suppose to be expire on the turn the character starting turn but, it doesn't expire until the character makes his action which can thorw off a player flow of battle. Can you fix it so that the State that suppose to expire; Expires on the turn the character suppose to take.
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#70
I noticed that for poison-like spells, too. The damage is taken only when you have chosen your action, while it would be better to take the damage at the very start of the turn, IMO.
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