trashtreasury00
Member
What other scripts is this one compatible with?
Module? Do you mean in the scripts somewhere?
Find line 6599 of Scene Battle TBS and comment out these lines...kaze950":12ktje5e said:Oh, and how do you hide that cursor thing, that says your x and y position?
if @cursor_active
@cur_location.bitmap.font.size = 30
@cur_location.bitmap.draw_text(0,0,80,40,sprintf("%d, %d", @cursor.x, @cursor.y))
@cur_location.bitmap.draw_text(0,24,80,40, sprintf("%d h", check_th(@cursor.x, @cursor.y))) if $game_map.iso?
end
Sorry, cannot read the error very well, but it looks like, no method list for nil:Nilclass. If that is the case this is simply because you have only 1 common event. You need to expand the common events in the database and it will resolve it.probpe":12ktje5e said:IF I kill a enemy ...
This error appears..
Help me please !
Unfortunately there is no way to do that currently, but I am looking at a way to do it.kaze950":12ktje5e said:How can I set the cursor position when the battle begins? Currently, when I do a random battle with this system, it goes in the middle of the map. How can I change this to center on a specific coordinate?
I think all of those would be easy except for "ShootDodge", "Telekinesis", and "Suppressive Fire". Although supressive fire probably wouldnt be to bad either. Just need to define what the clip is and how to use it. I assume you are using a ammunition script of some sort? I know someone that would love you for the telekinesis ability. Need to add some sort of targeting support for events. Then force the event to fly across the screen once the command is confirmed. As easy way to do that is to create a command for events called "throw" or something. That would increase y for a turn or two, then fly to target x,y coord using the default update process. Which means you need to set the appropriate "speed" and "frequency" for the event as well. Dont mean to impose, but I have thought about this and this is the best way I can think of right off to make it happen. I am also looking at a way to make tree's(events) opacity less when you are close to them so that you can see stuff behind them.TREG":12ktje5e said:Hey Gubid,
I was going to add a rather complex accuracy/skill/movement system... the main issue would be the custom skills, which is stuff like :
Snipe - usable with any rifle. Creates a 3x accuracy modifier and 2x damage modifer on any shots fired with that weapon.
Preternatural Aim - Creates a 5x accuracy modifier on any shots fired with any ranged weapon at an exorbitant skill cost.
Boom Headshot - Aim for the head. Low accuracy but far greater possibility of a Critical Hit.
Shootdodge - Dive 2 squares while firing. Prevents counterattack during that move as well.
Telekinesis - You can pick things up and throw them, but more importantly, utilize your newfound psychic skills to send a brain-scorching blast in one direction that will damage and Stun all enemies in its path.
Loose Cannon - Fire a single, 100% accurate shot at the closest combatant. Mainly useful for sniper rifles, heavy explosives, and energy weapons.
Adrenalize - Your strength and speed increase dramatically for three turns, but there is a chance of getting Stress.
Suppressive Fire - Empty the entire current clip of your weapon at one enemy. Note that this skill is a waste if you have a weapon with a small clip size.
etc.
What you have is a nice base and an excellent tactical RPG system, but I need a few things like clip size / number of ammunition in current clip, 'movement points' which regulate how much you can attack or move in a given turn, etc (so instead of 'move and attack', if you have 10 movement points you can move 4 spaces, fire two rifle shots at 2 points each, then use your remaining 2 points to use an item).
There's also a couple of status ailments I was considering that would require some custom coding, like a Panicking status that makes the enemy fire randomly.
Not to impose on you to code such things, just commenting on the types of things that I am trying to implement into my project.
Also, I noticed you listed counterattacks, how does that work?
TREG":2znfow3w said:Hey Gubid,
I was going to add a rather complex accuracy/skill/movement system... the main issue would be the custom skills, which is stuff like :
Snipe - usable with any rifle. Creates a 3x accuracy modifier and 2x damage modifer on any shots fired with that weapon.
Preternatural Aim - Creates a 5x accuracy modifier on any shots fired with any ranged weapon at an exorbitant skill cost.
Boom Headshot - Aim for the head. Low accuracy but far greater possibility of a Critical Hit.
Shootdodge - Dive 2 squares while firing. Prevents counterattack during that move as well.
Telekinesis - You can pick things up and throw them, but more importantly, utilize your newfound psychic skills to send a brain-scorching blast in one direction that will damage and Stun all enemies in its path.
Loose Cannon - Fire a single, 100% accurate shot at the closest combatant. Mainly useful for sniper rifles, heavy explosives, and energy weapons.
Adrenalize - Your strength and speed increase dramatically for three turns, but there is a chance of getting Stress.
Suppressive Fire - Empty the entire current clip of your weapon at one enemy. Note that this skill is a waste if you have a weapon with a small clip size.
etc.
What you have is a nice base and an excellent tactical RPG system, but I need a few things like clip size / number of ammunition in current clip, 'movement points' which regulate how much you can attack or move in a given turn, etc (so instead of 'move and attack', if you have 10 movement points you can move 4 spaces, fire two rifle shots at 2 points each, then use your remaining 2 points to use an item).
There's also a couple of status ailments I was considering that would require some custom coding, like a Panicking status that makes the enemy fire randomly.
Not to impose on you to code such things, just commenting on the types of things that I am trying to implement into my project.
Also, I noticed you listed counterattacks, how does that work?