
Gubid;325318 said:The reason it does this is because I have it use the battler sprite name to look in the char sprite directory(this is exactly the way that nick does it in his as well) To get around this I would suggest you import a blank battler sprite of the same name as your char sprite and it should work just fine. Just remember, that anytime you update their look that you need to update both the battler and the char sprite.
Not sure, but I have a guess.
1. Your battle start event you showed on the screen shot... is it by chance setup to AUTORUN, and if it is did you set a switch and create a second page for PRESS BUTTON? If you havent done that second setup it will appear to "LOCK" the game as you mentioned. This will happen on the event if you do that as well. Point is though, that map events still could interfere with the battle hence you need to make sure those are closed up.
OR
You set a victory condition that is met before the battle is fully ready to go.
OR
you have it set on TEAM mode and it really isnt locked, you just need to click enter when the cursor is over the player to select them to start.
return (@real_x != @x * 128 or @real_y != @y * 128)
Techinically I dont use the def moving for the cursor, so that should be able to be commented out without affecting anything. If that doesnt work, let me know.I'm getting an error when my battle starts...
Script '-Battle_Cursor-' line 63 NoMethodError
undefined method `*' for nil:NilClass
actor = $data_actors[@fail_val].name
The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.Anyway, I'm getting a new error:
Script: 'Scene_Battle_TBS' line 820: NoMethodError
undefined method 'name'
Code:actor = $data_actors[@fail_val].name
This occurs after the battle has started. It shows "Battle Start" and then when it should fade out, the error pops up.
Gubid;326223 said:The reason this error is occuring is because you are still setting the failure event from the demo, which happens to not be in your database. (Actor 50 is Gloria) To correct this on the battle calling event, remove the tbs_failure line.
As for the multiple battles... no because it will only use the first found event by the name of event1. The second one will be ignored. The only way to get around this is to have a battle event or something during the battle remove the events from the map data.
Similar to your last problem I would guess. You now have a victory event that is met before you start and thus you win immediately. That may be the root of this and the other problem you mentioned. If not, please pm me with a link to the download of your demo so I can figure out what is happening.When the battle starts, it scrolls to the character who's turn it is, and as soon as it does, the battle music stops, and it goes back to the map music, but I can't do anything. Nothing on screen changes.
Thanks Dan, It took me right about 6 months to develop this, and 1 day of that six months was the battle results. I did it very closely to the way it is done in FFT. What would you change about it? What makes you dislike it?Amazing! I loved it. I thought it was well done. The only thing I thought was a little bit sloppy was the Battle Result, but besides that it was fantastic.
Keep up the good work!
--DAN
That in itself isnt that had, but I am not doing just that in the update. Please be patient.Hows that "Fade" coming along? Not to be offensive or something,but does it take that long to make the enemy Fade instead of getting a "Down" character ? :S
I did this, although I put it on the right side and moved the contents to the left. I did this to avoid using additional space to display the status window.Yeah, great script! As I sugested to Gubid, it would be neat to have the battlers apearing in (what I think it is) the status windows, just like that: