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 CTB - A Final Fantasy X-like Battle System, Version 3.2
Sorry but Bump. If you don't want do to this, it's ok^^ just need to know :)
[Image: 76561198077561206.png]
Reply }
I'm sorry, I hadn't seen your edits. However I already provide two styles and I don't have the time to work on edits. I plan on working on a third style and other stuff instead.

The ATB bar is not supposed to be empty at the beginning, that's how it works...
I can see the Game Over bug, I'm on it.

EDIT: okay, replace the judge method in CTB by Charlie - Scene_Battle with this one.

Code:
#--------------------------------------------------------------------------
  # * Judge
  #--------------------------------------------------------------------------
  alias ctb_judge judge
  def judge
    # If all dead determinant is true, or number of members in party is 0
    if $game_party.all_dead? or $game_party.actors.size == 0
      for actor in $game_party.actors
        if actor.state?($auto_life_state_id)
          $outfile.write "judge: dead actor is in auto life\n" if $outfile
          return false
        end
      end
    end
    if ($charlie_fleed_summons!=nil) and
    $game_party.removed_actors.size == 0
      regular_actor_alive=false
      for actor in $game_party.actors
        if ($charlie_fleed_summons!=nil) and
        not $game_party.aeons_ids.include?(actor.id) and
        ((not actor.dead?) or actor.state?($auto_life_state_id))
          regular_actor_alive=true
        end
      end
      unless regular_actor_alive
        # If possible to lose
        if $game_temp.battle_can_lose
          # Return to BGM before battle starts
          $game_system.bgm_play($game_temp.map_bgm)
          # Battle ends
          battle_end(2)
          # Return true
          $outfile.write "judge battle_end(2)\n" if $outfile
          return true
        end
        $game_temp.gameover=true
      end
    end
    return ctb_judge
  end

I'm going to update the demo now.

EDIT2: updated. Everyone download the new demo or apply the patch up here.
Reply }
alright, thats ok^^
oh i see, i was used to the fact that the atb is every time empty, like in FF, my fault
And thx for fixing the game over bug^^ works fine now
[Image: 76561198077561206.png]
Reply }
I have a question about Sprites.

I see that most of Sprites can work on Side View battle system, the character direction is left... (How can I say this?)

Well, here is the sprite that I made. (Of couse it's not done yet)

[Image: LukeSprite.png]

The character direction is right. Can this sprite sheet work on your Battle System?
Reply }
I'd say finish it and then flip it horizontally...
Reply }
Flip it horizontally? How should I do? What's the part in script should I fix?
I've finished the Sprites. That is the first sprite I have done.
Reply }
I mean flip the image with some image processing program... even Paint does that.
Reply }
He meant for you to take your spritesheet graphic and flip it horizontally in your paint program so it is facing the left.

The animation system has no allowances for 'individual' facing per battler. And most sideview systems have the battlers set up to face the left. That is why you will find most spritesheet resources facing the left.
Reply }
Could it be possible for you, C, to allow the player to fight monsters either while facing left or right?
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Just some scripts I've already published on the board...
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Reply }
That too is 'Animated Battlers' related.

Animated Battlers, the graphic portion of the system, has a 'sideview mirror' feature which allows you to either have the (by default) enemies on the left and actors on the right or... (with a switch engaged) enemies on the right and actors on the left. There IS feature which flips the sprites horizontally, but it only works in relation to the sideview mirror system.

To invoke the sideview mirror feature, flipping the battlers to their opposite sides... just use this script call:
Code:
$sideview_mirror = true
and to cancel it...
Code:
$sideview_mirror = nil
Reply }


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