
class Scene_Battle_TBS < Scene_Base
alias gtbs_gain_exp_proffession gain_exp
def gain_exp
type = @exp_gained[0][0]
battler = @exp_gained[0][1]
targets = @exp_gained[0][2]
exp = 0
for target in targets
next if !target.is_a?(Game_Enemy) or target.dead?
if ENEMY_CLASS_EXP[enemy.enemy_id] > 0
exp += ENEMY_CLASS_EXP[enemy.enemy_id]
else
exp += enemy.exp
end
end
for actor in $game_party.members
if actor == battler
actor.class_gain_exp(class_exp, nil, false)
else
if GTBS::EXP_ALL
actor.class_gain_exp(class_exp/2, nil, false)
end
end
end
gtbs_gain_exp_proffession
end
end
Heh, I guess I confused you a bit there. It works like an ordinary fog. I just use them to add lighting effects for my maps. I'm using XP btw. From what I can tell, screen shake, screen flash, color tone and weather effects is updated. But I don't see anything about fogs.Gubid":3hel8dld said:Did I say that I didnt test it... cause I didnt test it. However the solution is simple to the problem. Replace the enemy.enemy_id with target.enemy_id in both places and it should resolve the problem.
At this time it doesnt have support for VX's region system.
Celvin.. I dont have time to read it all right now.. how does it work? Fog's are natively supported by VX so its likely a modification to SpritesetBattle GTBS class.
Weird. The battles end like it should, but it still won't call the common event.Gubid":1ww8x1tj said:edit.. didnt notice your question about victory events...
tbs_vectory(nil,5) should do it.