
I believe he answered this:odinel":vzonbopm said:and also can you make us to escape from the normal battle ?
To retreat from a battle just create a "battle_event" event and have it exit the battle (script: $scene.exit_battle)
-Module TBS- should be -GTBS Open/Exit-# Can I fight on a different map then the one that calls it?
#----------------------------------------------------------------------
# Yes. To do this you open the -Module TBS- section and find def battle_map
# then add a WHEN MAP_ID statement for the current map with the map ID in which
# the battle should be fought.
# Ex: When 1; map = 14
# ^ this means that when a battle is called on Map1
#-------------------------------------------------------------------------
# Set_Active_Battler - Sets the battler, as active and initiates battler phase
#-------------------------------------------------------------------------
def set_active_battler(battler)
battler.blink = true
@active_battler = battler
clear_tr_sprites
#Plays Audio "SelectActive" when the actor has been selected.
if FileTest.exist?('Audio/SE/SelectActive.mp3') or FileTest.exist?('Audio/SE/SelectActive.wav') or FileTest.exist?('Audio/SE/SelectActive.ogg')
Audio.se_play("Audio/SE/SelectActive", 100, 100)
end
@cursor.x = battler.x
@cursor.y = battler.y
update_cursor
@windows["status"].refresh(battler)
@wait = true
@spell = nil
@item = nil
@active_battler.clear_tbs_actions(true)
if @active_battler.casting? or @active_battler.state?(GTBS::DONT_ACT_ID)
@active_battler.perf_action = true
end
if @active_battler.state?(GTBS::DONT_MOVE_ID)
@active_battler.moved = true
end
if @active_battler.moved and @active_battler.perf_action
@wait = false
end
if @active_battler.is_a?(Game_Actor) and !@active_battler.neutral and !@active_battler.state?(GTBS::CONFUSE_ID)
@windows["actor"].refresh(@active_battler)
@windows["actor"].index = 0
if GTBS::ENABLE_MOVE_START and !@active_battler.moved
draw_ranges(@active_battler, 3)
@windows["actor"].active = false
@windows["actor"].visible = false
set_active_cursor
@cursor_active = true
@tbs_phase = 5
else
@windows["actor"].active = true
@windows["actor"].visible = true
end
else
update_AI
end
if @wait == false
@active_battler = nil
end
end
Gubid":33siim0m said:Odinel, #1 is already on the feature list, as I told you back when you asked.
Perhaps I misquoted the code.. line 183 should be 'self.contents = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)' not 'bmp = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)'odinel":3ny29dkz said:Thanks Gubid, but I did everything you told but there is still an error..
error occurs before I start the battle..
As long as the skill is setup in the database to apply as "One Ally(0 hp)" or "All Allies(0 hp)" and there is at least one dead actor/enemy, then the skill should show as available. If you want to change it so that it only checks the occasion(in battle, menu-only or always) then simply remove the lines 1069-1071 of -Game_Battler-liero116":3ny29dkz said:I'm having a problem with revival skills. Namingly they don't seem to work for me. One of my characters has a magic skill that will bring someone back from the dead, but when another party member is killed and when I go to use the skill, it is greyed-out and unusable.
How can I correct this?
Cannot say that I checked those compatibilities, want to provide a demo to me and i will make sure it works by 1.5?Dung Beetle":3ny29dkz said:I think I'll move back to V1.3 'cuz Leon's Unarmed Actors worked there! Now, in V1.4, Leon's Unarmed Actors didn't work, maybe affected by Guillaume777's multi-slots?
Yeeeeaaaaaahhh....... right. I make what I think is most important a priority. I have to change a bunch of stuff to do the large units update. Its on the docket, so it will happen eventually, but dont expect it anytime in the near future.Alicix":3ny29dkz said:Hmmm. Im still waiting for multi-square sized battler incorporation before I can incorporate this lol. Guuuubid! This should be the priority :P .
I will be releasing this as soon as I finish updating the help file. (before the end of the weekend)Twilight":3ny29dkz said:Nice, I've always been a fan of this, but couldn't use it since I switched to VX. Can't wait for the release :D
You are more than welcome to delete the images that have been ripped. I am unfortunately not a graphics buff, otherwise, I totally would have created all original graphics for it. There is no version of it other than 1.0 that doesnt include some effect of ripped graphics.. other than rtp of course. Mainly its the animated battlers that were ripped, everything else is default. Sorry that that turned you off of the system.MysteryMan_23":3ny29dkz said:This script looks pretty interesting, actually. Only problem is, I want to be able to download a version that DOESN'T have any copyrighted graphics attached to it. The current ZIP file has graphics that are clearly ripped. Does anyone know how I could do so? Thanks.
Gubid":2ym40isr said:Perhaps I misquoted the code.. line 183 should be 'self.contents = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)' not 'bmp = Bitmap.new(w-32 > 0 ? w-32:1 , h-32)'odinel":2ym40isr said:Thanks Gubid, but I did everything you told but there is still an error..
error occurs before I start the battle..
Changing that will fix the error.
As long as the skill is setup in the database to apply as "One Ally(0 hp)" or "All Allies(0 hp)" and there is at least one dead actor/enemy, then the skill should show as available. If you want to change it so that it only checks the occasion(in battle, menu-only or always) then simply remove the lines 1069-1071 of -Game_Battler-liero116":2ym40isr said:I'm having a problem with revival skills. Namingly they don't seem to work for me. One of my characters has a magic skill that will bring someone back from the dead, but when another party member is killed and when I go to use the skill, it is greyed-out and unusable.
How can I correct this?
Cannot say that I checked those compatibilities, want to provide a demo to me and i will make sure it works by 1.5?Dung Beetle":2ym40isr said:I think I'll move back to V1.3 'cuz Leon's Unarmed Actors worked there! Now, in V1.4, Leon's Unarmed Actors didn't work, maybe affected by Guillaume777's multi-slots?
Yeeeeaaaaaahhh....... right. I make what I think is most important a priority. I have to change a bunch of stuff to do the large units update. Its on the docket, so it will happen eventually, but dont expect it anytime in the near future.Alicix":2ym40isr said:Hmmm. Im still waiting for multi-square sized battler incorporation before I can incorporate this lol. Guuuubid! This should be the priority :P .
I will be releasing this as soon as I finish updating the help file. (before the end of the weekend)Twilight":2ym40isr said:Nice, I've always been a fan of this, but couldn't use it since I switched to VX. Can't wait for the release :D
You are more than welcome to delete the images that have been ripped. I am unfortunately not a graphics buff, otherwise, I totally would have created all original graphics for it. There is no version of it other than 1.0 that doesnt include some effect of ripped graphics.. other than rtp of course. Mainly its the animated battlers that were ripped, everything else is default. Sorry that that turned you off of the system.MysteryMan_23":2ym40isr said:This script looks pretty interesting, actually. Only problem is, I want to be able to download a version that DOESN'T have any copyrighted graphics attached to it. The current ZIP file has graphics that are clearly ripped. Does anyone know how I could do so? Thanks.
Those are placeholders for the graphics, thats where YOU will import your own graphics to your gameMysteryMan_23":1qbshmug said:Just be sure to make a demo with no ripped graphics this time around! ^_^
Gubid did not claim he made those sprites, so its okMysteryMan_23":1qbshmug said:EDIT: And get rid of the blue dragon picture, too. I'm not sure that's legal either.
Avadan":3pvsil1x said:Those are placeholders for the graphics, thats where YOU will import your own graphics to your gameMysteryMan_23":3pvsil1x said:Just be sure to make a demo with no ripped graphics this time around! ^_^
Gubid did not claim he made those sprites, so its okMysteryMan_23":3pvsil1x said:EDIT: And get rid of the blue dragon picture, too. I'm not sure that's legal either.
And has long has he doesn't profit from it, its not ilegal