
Gubid":bpow105w said:Not exactly sure what you mean disable the move animation? You saying that you would like them to just appear at the designated spot? Dont want to see them WALK to the spot?
The system will auto wait when both an action and a move has been performed and I would imagine more people would dislike it auto ending your turn if you cannot hit someone. I am planning on providing a AUTO function for the player to have their players all auto move/attack etc on their own unless you disable it on them.
It was requested by hundreds to make it direction sensitive. It affects damage amounts when dealt from x direction, but that is all.
The line is:Script '-Window_Battle-' line 172: RGSSError occurred.
failed to create bitmap
self.contents = Bitmap.new(w-32, h-32)
Ty it worked without problem ^^Gubid":1oioj101 said:Look at Window_Battle for changing the menu commands. You will also need to update the Scene_Battle_TBS as well around line 2000 with the new commands. As it uses the name of the command as the key to the battle action. Let m know if that doesnt make sense or you just need more help.
Yes, set a terrain tag of 6 or 7 to the tile then set the GTBS::FlyingID to the state in which is the flying state. Although, for enemies you will have to add this in the initialize of the scene_battle... under def battle_begin, line 343.. additoralord":1m5xmuzx said:I have one question and I am sorry if this was asked before but, is it possible for flying characters like imps, birdmen, griffins, dragon etc. to fly over object that land (walking) characters are not able to walk over In your TBS?
enemy.add_state(GTBS::FLYING_ID,true) if enemy.element_set.include?(GTBS::FLYING_ELEM_ID)
Yes it is. You have to have that skill run a common event and that common event run a script to create a event at x,y location... Although, this would be veryhard using the limited script windows that events give you. I will see what I can cook up.Sic Jake":1m5xmuzx said:Is it possible to create an event from a skill? As in I cast the Rune of Warding skill and it creates a circle on the targeted tile, whenever someone moves over the tile they take damage?
Because your failure event in the GTBS Module is set to the victory event. Go in there and ensure that the "failure event" is linked to an ID that will say Game_Over and that should be it.Boonzeet":1m5xmuzx said:Good Script. I can see myself using this. However, For some reason when I die, I still get items and money. How can I stop this from happening?
I am in the process of re-writing the physical/magic system to use FFT standards of attack. I have already prepared all this by making a FFT menu system, which still needs some work. Once, all complete I will let you know.diablosbud":1m5xmuzx said:Oh, this is the sickest Tactical Battle System ever I am already even using it in one of my projects (just set it up). I just have a couple of questions/suggestions. I would recommend also adding a certain actor movement speed that way there can be cavalry and if there is please tell me. I also would recommend fully adding a defend feature like in the original battle system, except how much damage is taken away depends on the PDEF and MDEF of your equiped sheild (added to the already full suite of armor PDEF and MDEF). That would make this that last mile cooler because you've already covered everything else I can think of without taking forever.
Please tell me if these things are out and if they aren't tell me.
Unfortunately not. I was going to recommend the Set Event Place, but sounds like it didnt work. Set a parallel map event that occurs once on turn 0 and have it move "character1" to desired Game_Player x,y. I would do it like this:Arajabat":1m5xmuzx said:Is it possible to change an "place event" before the battle?
In my game, I'm doing a sneak stage, where you have to get as close to the hostage as you can before you are spotted and the battle starts. I'm trying to make the actor 1 apear in the battle at the same point that he was in the map before it started. I've tried to use a Set Event Place just before the battle, but it just didn't work at all. Is there a way to do such thing?
pl = $game_player
$game_actors[$game_party.actors[0]].moveto(pl.x, pl.y)