Dung Beetle":3e9jw39y said:
GubiD, I have a problem with your tactical battle system when I installed Poccil's DMS modification in this game. It had to do with line 5192 of Scene_Battle_TBS NameError occurred. undefined local variable or method 'checked_here' for # <Scene_Battle: 0x38b7db8>.
This happened after my 8 members killed two soldiers (Galzamians) and the enemies were about to make their turn.
LINK:
http://www.savefile.com/files/1373371
http://www.megaupload.com/?d=U7NTA2R1
Change the line you quoted to...
and it should take care of it. Its not actually a compatibility problem, but something I didnt finish typing out, but since the enemies didnt have 'raise' abilities I didnt notice. It should work after correcting that line.
Ikarru":3e9jw39y said:
This is one of the best scripts I've seen in a long time. Anyways just one thing I want to elaborate on a bug...
When I play, the script for the exp is set at this...
if amount <= -10
pre_exp += 0
else
pre_exp += 0
end
if target.dead?
pre_exp *= target.exp
Thinking this part of the Scene_Battle_TBS on line 959 to 965 to give me 0 exp from everything except for killing the enemy. (I want to just get exp from killing and not give to all people) But the bug is that when I do that, I still get exp 0 and 0 gold too when I kill the enemy. However when the neutral killed the enemy, I got the money after the battle. Is there something that could be messing that up?
In my testing the EXP gained seems to work correctly as long as the Level for the enemy is set in the -Enemy Class/Level- section. I will play with it and see what I can find.
Lockheart":3e9jw39y said:
After messing around with the system, I've found a few odd problems, nothing major but some minor problems that might have been over looked.
1. Dead characters can still be placed back into battle, however they cannot be used and will just stand there walking in place for the whole battle. While this is okay to a point, what if I wanted a status that disabled a character from entering battle like death or something similar?
2. I'm not sure what it is but some status effects seem to either backfire or mess up, for example using the demo's summoned monster can often cause a "paralyzed" error, which brings me to the line(can't remember the number exactly, but I'll look it up if needed) about checking for if a unit is paralyzed or sleeping at the start of their turn. I also have gotten this from having an enemy unit using the Dash skill on my part.
1 - when it battle they should be in their down pose even if placed, although they are added to the actors array and not the dead array, thus not allowing you to revive them. I will add some syntax to prevent placement of dead characters.
2 - not sure what you are saying here.. can you provide some more information?
-BlackShadow-":3e9jw39y said:
correct me if these things are already scripted in.
1.Job changing script like in Final Fantasy Tactics: The War of The Lions.
2.When in water you sink and can not use any actions but "Move" & "Wait".
Thats all i have to say. And as always excellent scripting job i love V3.3. I cant wait for next up date. Best of luck. :thumb:
EDIT: I'm having trouble with the "height" thingy you put in...can u please help????? how do i activate it????????
1- that is my current project, it is already making good progress. I should be done with the main menu(not equip and others) by the end of the week. As for the equip, it gets pretty complex. And of course the Job system and Ability system. The trick is to make it compatible with the default system and others. That is a different task altogether.
2- there is nothing that does that as of yet, although I would imagine it wouldnt be that hard. Just a thing when setting the active battler... (if battler.screen_th < 0; battler.perf_action = true; end) or something along those lines.
You need to be alot more specific with the height "thingy", but here is the gist of the system..
1. You create a PARENT map with a couple of objects on it.
2. You create the CHILD map with a name including ISO.
3. Build the CHILD map using the ISO BASE tileset I provided. (the one with numbers)
4. place the numbers(heights) in the desired locations.
5. Test your map
6. Redraw your barriers if needed.
7. repeat steps 5 and 6 until the map is complete.