FFX Battle system by Charlie Fleed
#1
I actually have two of his scripts his FFX battle script with summons,Superpowers and the like.Also using his enhanced weapon system that allows some customization.
so heres what Im confused about.

I have no clue how to use superarts.I figured out the summoning and sequencing of battles,but Im totaly left in the dark about Super arts/Overdrives.
I dont have a clue how to make the bar show up or how to add points.
I set it to 0 =Gains while damage is suffered. Or atleast it says.

But I cant see a bar or anything.
Could you help.
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#2
Hey. This comes directly from the manual.

Quote:Configuration of SuperArts.

In order to use superarts you need two things: an element "Superart" and a second element "CMD Superarts".

Every skill that has to be a superart needs to be "tagged" with these two elements. It will appear under the Superart command and will be available only when the superart bar is filled.
So far, the following fill modes have been implemented.

Rage: gain Superart points by inflicting damage.
Pain: gain Superart points by suffering damage.
Emphaty: gain Superart points by damage inflicted to allies.
Category: gain Superart points when skills of determined categories are used.
Critical: gain Superart points when with low HP.
Damage: a mix between Rage and Pain.

You can switch between the modes from the Status Scene, by pressing SHIFT, but in order to see that, you need a custom Status Scene script.
The speed at which the bar will fill depends on adjustable rates, one for each fill mode. You can set the default values in the configuration:

TYPE_0_RATE=2
TYPE_1_RATE=0.75
TYPE_2_RATE=1
TYPE_3_RATE=0.25
TYPE_4_RATE=0.1
TYPE_5a_RATE=0.5
TYPE_5b_RATE=0.5

During the game, you will be able to change them by using a Call Script command with, for example, the code:

$game_system.type_0_rate = 3

I should add that you see the superart bar only if a character actually has a superart skill.
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#3
yeah I cant open PDF files so I couldnt read the manual.do you have a normal version in text format?
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#4
Version 3.2 has a .html version of the manual.
And this is a .rtf version of version 3.1 manual.

mhm... too many "version" in this post :)
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#5
To top that off I cant seem to equip enhanced weapons either.
they literally dont show up in the equip menu.
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#6
There could be several causes at the origin of that... A demo would be the fastest way for me to understand what is the problem.
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#7
Charlie Fleed Wrote:There could be several causes at the origin of that... A demo would be the fastest way for me to understand what is the problem.

Edit:I found the problem,I was using a custom menu.
Well now the unpated battle script has a problem and I know whats wrong

Quote: # executed at the beginning of the battle
def battle_data_reset(initial_reset = true)
@cf_casting = false if initial_reset
@casting_action.clear if initial_reset
@after_cast = false
if state?($priority_state_id)
@next_action_time = 0
else
@next_action_time = ATTACK_DELAY * 10000 / agi * (rand(100) / 100.0)
end
@last_agi = agi
update_delays
reset_order_data
@action_delay = 0
if self.is_a?(Game_Actor)
refresh_commands
end
end

It says this doesnt have a method for the nil class.
I likethe updates on the battle script howver.
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#8
I don't understand, do you need help?
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#9
yeah this codes like martian to me.
I cant get into battle without your help...
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#10
Then make a demo. I need to personally see what's happening.
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