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 CTB - A Final Fantasy X-like Battle System, Version 3.2
Thanks. I wasn't sure who all went into creating this script so I thought I'd ask here too. =) I'll shoot him a PM for sure.

- Jophie
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DerVVulfman Wrote:Charlie?

I dunno, but I think I have a temporary spritesheet that has a 'bullseye' pic at the bottom. I use that when positioning my battlers.

I set my enemy battlers to the 'bullseye' (or whatever I called it). Then set up the troops in the database. It's easier because I can see where they will be placed. After that, I can just change my enemy battlers to the REAL spritesheets I wanna use.

Interesting. Does this work when the "bullseye" has a different size from the actually used spritesheets (maybe because they're different from each other)?

Jophie Wrote:@Script Creator -

I'm CONSIDERING using this in a commercial RPG I wish to create and recruit for (once recruitment station is up), so if you can, please PM me details on what is required for commercial usage, or even if you want to partner with me on said game.

Thanks.

- Jophie

Ok, I will (PM you :P)
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A preview image that shows how the battle status can be customized (new bars, customized normal and "crisis" colors).
[Image: th_2_15.jpg]
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This is one of the best animated battler scripts to date. But it's destroying my game -.- . . . Since installing it, I've had to remove my dynamic shadow script (the shadows were just mirror images not shadows) and also, my player is not reacting the way he should on this jumping event.

The jump event is a bit more complicated than most, since I have a picture that appears when u can jump. But the events work perfectly in my other games and with the earlier version of this script. The problem is that the player will just take a step back, and then it's like the script just . . . ends.
I'm not sure why these things are happening. But ANY advise will be appreciated.

BTW. Nice script, you are in my credits . . . start and finishing credits.
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Are you talking about shadows and jump in maps? In that case I think this script has nothing to do with the problems you're reporting, as it only affects the battles and it just adds some attributes to other classes which should not be a problem for the rest of the game.
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Hm . . . all the scripts I have now are from other games. I had the older version of this script and it worked fine. But
I tried many different ways of creating the event. But every time he just takes one step back, and stops.
I've also tried this event in my other games and it works perfectly.

I'm not sure what's going wrong.
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Hi, Charlie
I have some questions Happy with a sweat
I'm with the configuration of the battle and i found, that you has added an element tag for drain skill, 'DRAIN_MAGIC_NAME="Drain"'. I look in the instructions and don't find nothing about it and in the demo you don't use it...

I want to know how to use it. I mean, I need 'tagg' the drain skill with this element or it's only for use with 'element efficiency' of the enemies? It works with the 'element efficiency' of the actors? It's only for Drain or it works too with Aspire skill?

And a last question, it's possible that you add something like that in future versions for Demi skill?

Cheery
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The DRAIN_MAGIC_NAME parameter is there just to give another way of defining drain-like skills, it is used as an element-tag and allows to create more than one drain-like skill, with different power and names. Before the introduction of this parameter only one drain skill could be defined. The element is not included in the damage calculation.

Why do you need something like that for the Demi skill? Since it just halves the target's HPs, I didn't think one could need to define more than one Demi skill.
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Thanks for the explanation, Charlie

Quote:Why do you need something like that for the Demi skill? Since it just halves the target's HPs, I didn't think one could need to define more than one Demi skill.

Oh! I don't need more than 1 demi skill Winking with a tongue sticking out i thinked that the tag for Drain was for damage calculation Happy with a sweat what i want is the Demi skill don't make damage to certain enemies... for example final bosses... do you understand me now? Blush

anyway thanks again.

Another question, whats do the 'ENEMY_ATTACKS_WINDOW_VISIBLE' of the Auto phoenix configuration?
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I see... it's a more general problem then, and the fact is that "special" skills do not take elements into account...
I could introduce that element...

The early versions of the CTB had this window that appeared at the beginning of an enemy's turn. Then I made it optional.
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