Tales of eternia Battle system FIX & ENHANCED
FMBS is a Full movement Battle System that mimics Tales of ... Battle system, i found bug on default script like state bug, Turn system on database states is useless but you can change it into this script. now everything is fixed i think ( item, state bug)
SCRIPT
STATE FIX VER 1.2 (more compatible and faster than before)
STATE FIX Ver 1.2 PART 2
FMBS ITEM FIX
ADDONS
DYNAMIC STATUS ICONS
ENHANCEMENT 1.7
DEMO
SCREENSHOT
here's Screenies
Author Notes
if you find another bug post it here with screenshot if possible.
FMBS is a Full movement Battle System that mimics Tales of ... Battle system, i found bug on default script like state bug, Turn system on database states is useless but you can change it into this script. now everything is fixed i think ( item, state bug)
SCRIPT
STATE FIX VER 1.2 (more compatible and faster than before)
Code:
=begin
STATE_FIX and ADDONS Ver 1.2Â Â Â Â Â Â Â Â Â (Tested and edit on April 5th 2008)
                           BY iqbal_0k A.K.A B@!LWORLD
Requirements: -STATE_FIX part 2
       -FMBS SYSTEM BY XRXS
      Â
Credit & Thanks - XRXS for this great battle system    Â
1.2 Feature :
     - Removing gain sp pop_ups to increase performance
Feature
     - Flash damage to indicates battler loss / gain hp/sp
     - Pop'ups state name when incurs or removed
     - Adding BATTLE FRENZY effect
     - Adding REFLECT feature
     - Compatibility to other script (but still fmbs dude)
     - Damage display when poisoned, gain hp, loss sp, gain sp and much more
     - Compacting script to maintain in game performance
     - Add some unique state effect
     - Fix FMBS BUG like slip damage effect by poison, paralyze, can't act,
      silence
     - easy modification (For dummies)
=end
#===============================================================================
#Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â Â CONFIGURATION
#===============================================================================
$gain_sp_in_normal_state = true
#Change text in the double quotes refers to state name in your database
POISON_NAME = "Poison" # slip damage ... 100% COMPLETED
REGEN_NAME = "Regen" #Recover hp in certain duration ... 100% COMPLETED
PARALYZE_NAME = "Paralyze" # Can't Move ... 100% COMPLETED
ENTANGLE_NAME = "Entangle" # States that prevent action jumping and running ... 100% COMPLETED
FLOAT_NAME = "Float" # makes you Float to avoid ground damage ... 100% COMPLETED
SP_DRAIN_NAME = "SP Drain" # Poison SP (Battle Only) ... 100% COMPLETED
SLEEP_NAME = "Sleep" #can't move and attack but the state will automaticly removed in random duration (Battle Only) ... 100% COMPLETED
DEMI_NAME = "Demi" #Drain hp much faster ... 100% COMPLETED
CURSE_NAME = "Curse" #Occasionally damage HP if act (Attack or defend) and prevent making attack combo ... 100% COMPLETED
SHIELD_NAME = "Shield" # May become invincible if battler guarding (the infincible effect mark with actor blink) ... 100% COMPLETED
BLESSING_NAME = "Bless" # recover SP More Faster in certain duration ... 100% COMPLETED
HEX_NAME = "Hex" # DAMAGE HP BY HALF and then the states are removed automaticly ... 100% COMPLETED
GHOST_NAME = "Ghost" # Occasionally invincible to any damage ... 100% COMPLETED
BERSERK_NAME = "Berserk" #You can't control this infected actor (controlled by AI) / change member in certain duration ... 100% COMPLETED
#DONT CHANGE THE LINE BELOW
#==========================================================================================================================================
$data_states = load_data("Data/States.rxdata")
$data_states.each_index do |index| $poison_state_id=index if ($data_states[index]!=nil and $data_states[index].name==POISON_NAME) end
$data_states.each_index do |index| $regen_state_id=index if ($data_states[index]!=nil and $data_states[index].name==REGEN_NAME) end
$data_states.each_index do |index| $paralyze_state_id=index if ($data_states[index]!=nil and $data_states[index].name==PARALYZE_NAME) end
$data_states.each_index do |index| $entangle_state_id=index if ($data_states[index]!=nil and $data_states[index].name==ENTANGLE_NAME) end
$data_states.each_index do |index| $float_state_id=index if ($data_states[index]!=nil and $data_states[index].name==FLOAT_NAME) end
$data_states.each_index do |index| $sleep_state_id=index if ($data_states[index]!=nil and $data_states[index].name==SLEEP_NAME) end
$data_states.each_index do |index| $sp_drain_state_id=index if ($data_states[index]!=nil and $data_states[index].name==SP_DRAIN_NAME) end
$data_states.each_index do |index| $demi_state_id=index if ($data_states[index]!=nil and $data_states[index].name==DEMI_NAME) end
$data_states.each_index do |index| $curse_state_id=index if ($data_states[index]!=nil and $data_states[index].name==CURSE_NAME) end
$data_states.each_index do |index| $shield_state_id=index if ($data_states[index]!=nil and $data_states[index].name==SHIELD_NAME) end
$data_states.each_index do |index| $blessing_state_id=index if ($data_states[index]!=nil and $data_states[index].name==BLESSING_NAME) end
$data_states.each_index do |index| $hex_state_id=index if ($data_states[index]!=nil and $data_states[index].name==HEX_NAME) end
$data_states.each_index do |index| $ghost_state_id=index if ($data_states[index]!=nil and $data_states[index].name==GHOST_NAME) end
$data_states.each_index do |index| $berserk_state_id=index if ($data_states[index]!=nil and $data_states[index].name==BERSERK_NAME) end
#==========================================================================================================================================
STATE FIX Ver 1.2 PART 2
Code:
#-------------------------------------------------------------------------------
=begin
STATE_FIX and ADDONS Ver 1.2
                           BY iqbal_0k A.K.A B@!LWORLD
                          Â
STATE_DATABASE
Requirements: -STATE_FIX part 1
       -FMBS SYSTEM BY XRXS
      Â
Credit & Thanks - XRXS for this great battle system
1.2 Feature :
     - Removing gain sp pop_ups to increase performance
Feature
     - Flash damage to indicates battler loss / gain hp/sp
     - Pop'ups state name when incurs or removed
     - Adding BATTLE FRENZY effect
     - Adding REFLECT feature
     - Compatibility to other script (but still fmbs dude)
     - Damage display when poisoned, gain hp, loss sp, gain sp and much more
     - Compacting script to maintain in game performance
     - Add some unique state effect
     - Fix FMBS BUG like slip damage effect by poison, paralyze, can't act,
      silence
     - easy modification (For dummies)
=end
#-------------------------------------------------------------------------------
#===============================================================================
# ¦ Game_Battler
#===============================================================================
class Game_Battler
 def bail_poison
  self.damage = self.maxhp / 90
  if self.damage.abs > 0
   variation = [self.damage.abs * 35 / 170, 1].max
   self.damage += rand(variation) + rand(variation) - variation
  end
  self.hp -= self.damage
 end
Â
 def bail_loss_sp
  self.damage = self.maxsp / 90
  if self.damage.abs > 0
   variation = [self.damage.abs * 35 / 170, 1].max
   self.damage += rand(variation) + rand(variation) - variation
  end
  self.sp -= self.damage
 end
 Â
 def bail_gain_sp
  self.damage = -self.maxsp / 90
  if self.damage.abs > 0
   variation = [self.damage.abs * 35 / 170, 1].max
   self.damage += rand(variation) + rand(variation) - variation
  end
  self.sp -= self.damage
 end
Â
 def bail_regen
  self.damage = -self.maxhp / 90
  if self.damage.abs > 0
   variation = [self.damage.abs * 35 / 170, 1].max
   self.damage += rand(variation) + rand(variation) - variation
  end
  self.hp -= self.damage
 end
Â
 def bail_hex
  self.damage = -self.hp / 50
  self.hp -= self.damage
 end
Â
 def bail_demi
  self.damage = self.maxhp / 99
  self.hp -= self.damage
 end
Â
end
#===============================================================================
# ¦ Scene_Battle mimics fmbs part 2
#===============================================================================
class Scene_Battle
 alias bail_states update_phase1
 def update_phase1
#-------------------------------------------------------------------------------
# STATE FIX
#-------------------------------------------------------------------------------
  #
  # SP RECOVERY, BLESSING AND SP DRAIN
  #
  @sp_recovery_duration = 0 if @sp_recovery_duration == nil
  @sp_recovery_duration += 1
  @bless_duration = 0 if @bless_duration == nil
  @bless_duration += 1
  if @sp_recovery_duration >= SP_RECOVERY_FREQUENCY
   for battler in $game_party.actors + $game_troop.enemies
    if battler.state?($sp_drain_state_id)
     if battler.sp < battler.maxsp / 90
      battler.remove_state($sp_drain_state_id)
     else
       battler.bail_loss_sp
       battler.damage_pop = true
     end
    else
     if battler.state?($blessing_state_id)
      if @bless_duration <= rand(350)
       battler.sp += 1
      else
       battler.remove_state($blessing_state_id)
       @bless_duration = 0
      end
     else
      battler.bail_gain_sp if battler.sp < battler.maxsp and $gain_sp_in_normal_state == true
     end
    end
   @sp_recovery_duration = 0
   @status_window_needed_to_refresh = true
   end
  end
 Â
  #===========================================================================
  #SET LOOPING STATEMENT REQUIRED FOR STATE CHANGE
  for battler in $game_party.actors + $game_troop.enemies
  #===========================================================================Â
=begin
  REGEN STATE
=end
    if battler.state?($regen_state_id)
     @hp_recover_freq = 10
     @hp_recover_duration = 0 if @hp_recover_duration == nil
     @hp_recover_duration += 1
      if @hp_recover_duration >= @hp_recover_freq and @hp_recover_duration <= 1250
        if battler.hp < battler.maxhp / 90
          battler.bail_regen
          battler.damage_pop = true
        end
       @hp_recover_duration = 0
       @status_window_needed_to_refresh = true
      else
        battler.remove_state($regen_state_id)
      end#end if       Â
    end
 Â
=begin
  POISON STATE
=end
      if battler.state?($poison_state_id)
        @hp_lost_poison = 50
        @hp_lost_duration = 0 if @hp_lost_duration == nil
        @hp_lost_duration += 1
        @damagepopnya = battler.maxhp / 90
      if @hp_lost_duration >= @hp_lost_poison
        if battler.hp > @damagepopnya and battler.state?($poison_state_id)
          battler.bail_poison
          battler.damage_pop = true Â
        else
          battler.remove_state($poison_state_id)
        end
       @hp_lost_duration = 0
       @status_window_needed_to_refresh = true
      end#end if          Â
      end#end if too
=begin
  PARALYZE STATE (it'll shaking heuheuuhe)
=end
Â
  if battler.state?($paralyze_state_id)
   @paralyze_duration = 0 if @paralyze_duration == nil
   @paralyze_duration += 1
   if @paralyze_duration < 200
    battler.motion.knock_back_duration = 10
   else
    battler.remove_state($paralyze_state_id)
    @status_window_needed_to_refresh = true
   end
  end
=begin
 Entangle it prevent JUMPING and running
=end
  if battler.state?($entangle_state_id)
    battler.now_x_speed = 0
    battler.now_y_speed = 0
    battler.motion.dashing = false
  endÂ
=begin
 Float, makes you fly in air
=end
  if battler.state?($float_state_id)
    @float_duration = 0 if @float_duration == nil
    @float_duration += 1
    if @float_duration <= 400
     battler.now_y_speed += 1
      if battler.now_y_speed > 3
        battler.now_y_speed = 0
      end
    else
     battler.remove_state($float_state_id)
    end Â
  end  Â
=begin
 Sleep, cant act it will wake up in certain duration
=end
  if battler.state?($sleep_state_id)
    @sleep_duration = rand(1000) if @sleep_duration == nil
    @sleep_duration += 1
    if @sleep_duration <= 1000
     battler.motion.do_down
     battler.motion.blowning = true
     battler.motion.knock_back_duration = 10
    else
     battler.motion.blowning = false
     battler.motion.clear
     battler.motion.do_jump
     battler.remove_state($sleep_state_id)
     @status_window_needed_to_refresh = true
    end
  end
 Â
=begin
  DEMI STATE
=end
      if battler.state?($demi_state_id)
        @hp_lost_duration = 0 if @hp_lost_duration == nil
        @hp_lost_duration += 1
        if @hp_lost_duration <= rand(350)
          battler.bail_demi
          battler.damage_pop = true
        else
          battler.remove_state($demi_state_id)
          @hp_lost_duration = 0
        end
       @status_window_needed_to_refresh = true
      end#end if
=begin
  HEX STATE
=end
      if battler.state?($hex_state_id)
          battler.bail_hex
          battler.damage_pop = true
          battler.remove_state($hex_state_id)
       @status_window_needed_to_refresh = true
      end#end if
     Â
=begin
  CURSED STATE
=end
      if battler.state?($curse_state_id)
        if rand(100) >= 75 and ( @handle_battler.motion.guarding? or
         battler.motion.jub_attack_connect_f > 0)
         battler.bail_poison
         battler.damage_pop = true
         battler.motion.knock_back_duration = 2
         @status_window_needed_to_refresh = true
        end
      end#end if     Â
     Â
=begin
  SHIELD STATE
=end
      if battler.state?($shield_state_id)
       if battler.motion.guarding? and rand(100) >= 90
         battler.motion.hit_invincible_duration = 10 #makes battler invincible
         battler.blink = true
       end
      end
     Â
=begin
  GHOST STATE
=end
      if battler.state?($ghost_state_id)
       if rand(100) >= 85
         battler.motion.hit_invincible_duration = 10 #makes battler invincible
         battler.blink = true
       end
      end     Â
  Â
=begin
  Berserk STATE
=end
      if @handle_battler.state?($berserk_state_id) and @handle_battler.is_a?(Game_Actor)
        if rand(1000) == 1
         battler.remove_state($berserk_state_id)
        else
         @handle_battler.ai.update
        end
       end
   end #end State Cycling
   bail_states
  end
 alias bail_state_handler update_handling
 def update_handling
 Â
# BERSERK STATE RESTRICTIONÂ Â
  if @handle_battler.state?($berserk_state_id)
   if Input.trigger?(KEY_MEMBER_CHANGE)
    $game_system.se_play($data_system.buzzer_se)
   end
   if Input.trigger?(Input::DOWN) and @trigger_duration_key_down > 0
    $game_system.se_play($data_system.buzzer_se)
   end
   if Input.trigger?(KEY_ATTACK)
    $game_system.se_play($data_system.buzzer_se)
   end
   if Input.trigger?(KEY_SKILL)
    $game_system.se_play($data_system.buzzer_se)
   end
   if Input.trigger?(KEY_JUMP) or
    (Input.trigger?(Input::UP) and @trigger_duration_key_up > 0)
    $game_system.se_play($data_system.buzzer_se)
   end
   if Input.press?(KEY_GUARD) and !@handle_battler.motion.blowning
    $game_system.se_play($data_system.buzzer_se)
   end
  else
   bail_state_handler
  end
# END BERSERK STATE
 end
end
FMBS ITEM FIX
Code:
=begin
=begin
FMBS ITEM FIX ver 1.0
BY iqbal_0k A.K.A B@!LWORLD
Credit & Thanks
    - XRXS for this great battle system
    - Verdeni in RMXP.ORG that find revival item bugs (thanks man)
FEATURE 1.0 (JUNE 9 2008) NEW
 - FIX ALL SCOPE for item (ALL ALLIES, ALL ALLIES HP 0, ALL ENEMIES)
  this will immediately make effect for all scope item
 - FIX REVIVAL ITEM bugs
 - FIX HELP WINDOW ITEM BUG after the actor/enemy selection (Help window still shown after using an item)
 Â
 HOW to use this script
Â
 - Put This script above main and under all default FMBS script
=end
class Scene_Battle
 #--------------------------------------------------------------------------
 # * Frame Update (actor command phase : item selection)
 #--------------------------------------------------------------------------
 def update_phase3_item_select
  # Make item window visible
  @item_window.visible = true
  # Update item window
  @item_window.update
  # If B button was pressed
  if Input.trigger?(Input::B)
   # Play cancel SE
   $game_system.se_play($data_system.cancel_se)
   # End item selection
   end_item_select
   return
  end
  # If C button was pressed
  if Input.trigger?(Input::C)
   # Get currently selected data on the item window
   @item = @item_window.item
   # If it can't be used
   unless $game_party.item_can_use?(@item.id)
    # Play buzzer SE
    $game_system.se_play($data_system.buzzer_se)
    return
   end
   # Play decision SE
   $game_system.se_play($data_system.decision_se)
   # Set action
   @active_battler.current_action.item_id = @item.id
   # Make item window invisible
   @item_window.visible = false
   # If effect scope is single enemy
   if @item.scope == 1
    # Start enemy selection
    start_enemy_select
    # if effect scope is for all enemies
   elsif @item.scope == 2
    @target_battlers = $game_troop.enemies
    # End item selection
    end_item_select
    #run item effect
    make_item_action_result
    @status_window_needed_to_refresh = true
   # If effect scope is single ally
   elsif @item.scope == 3 or @item.scope == 5
    # Start actor selection
    start_actor_select
   # If effect scope is for all ally's
   elsif @item.scope == 4
    @target_battlers = $game_party.actors
    # End item selection
    end_item_select
    #run item effect
    make_item_action_result
    @status_window_needed_to_refresh = true
   # If effect scope is for all ally's HP 0
   elsif @item.scope == 6
    #cycling all actor to find the dead
    for @battler in $game_party.actors
     if @battler != nil and @battler.hp0?
      @target_battlers.push(@battler)
     end
    end
    # End item selection
    end_item_select
    #run item effect
    make_item_action_result
    @status_window_needed_to_refresh = true
   # is for self
   else
    # End item selection
    end_item_select
    #run item effect
    make_item_action_result
    #next Phase
    @phase = 4
    @phase4_step = 4
    update_phase4_step6
    # go back to menu  Â
    @phase = 1
    @status_window_needed_to_refresh = true
    @xcam_z_destination = 185
   end
   return
  end
 end
Â
 alias bail_item_handling update_handling
 def update_handling
  bail_item_handling
  @help_window.visible = false if @help_window.visible == true
 end
Â
 def Bailworld(scope)
  # Clear Target
  @target_battlers = []
  # If battler performing action is actor
  if @active_battler.is_a?(Game_Actor)
   # Branch by effect scope
   case scope
  Â
   when 1 # single enemy
    index = @active_battler.current_action.target_index
    @target_battlers.push($game_troop.smooth_target_enemy(index))
   Â
   when 2 # all enemies
    for enemy in $game_troop.enemies
     if enemy.exist?
      @target_battlers.push(enemy)
     end
    end
   Â
   when 3 # single ally
    index = @active_battler.current_action.target_index
    @target_battlers.push($game_party.smooth_target_actor(index))
   Â
   when 4 # all allies
    for actor in $game_party.actors
     if actor.exist?
      @target_battlers.push(actor)
     end
    end
   Â
   when 5 # single ally (HP 0)
    index = @active_battler.current_action.target_index
    actor = $game_party.actors[index]
    if actor != nil and actor.hp0?
     @target_battlers.push(actor)
    end
   Â
   when 6 # all allies (HP 0)
    for actor in $game_party.actors
     if actor != nil and actor.hp0?
      @target_battlers.push(actor)
     end
    end
   Â
   when 7 # user
    @target_battlers.push(@active_battler)
   end
  end
 endÂ
Â
 def make_item_action_result
 Â
  #Clear Help Window
  @help_window.visible = false
 Â
  #Get item
  @item = $data_items[@active_battler.current_action.item_id]
  # If unable to use due to items running out
  unless $game_party.item_can_use?(@item.id)
   # Shift to step 1
   @phase4_step = 1
   return
  end
  # If consumable
  if @item.consumable
   # Decrease used item by 1
   $game_party.lose_item(@item.id, 1)
  end
  # Display item name on help window
  # @help_window.set_text(@item.name, 1)
 Â
  # Set animation ID
  @animation1_id = @item.animation1_id
  @animation2_id = @item.animation2_id
 Â
  # Set common event ID
  @common_event_id = @item.common_event_id
 Â
  # Decide on target
  index = @active_battler.current_action.target_index
  target = $game_party.smooth_target_actor(index)
 Â
  # Set targeted battlers
  Bailworld(@item.scope)
 Â
  #Make Animation
  target.animation_id = @animation2_idÂ
  target.animation_hit = true
 Â
    for target in @target_battlers    Â
     # Apply item effect
     target.item_effect(@item)
    end
  end
end
DYNAMIC STATUS ICONS
Code:
=begin
Dynamic Icon States ver BETAÂ Â Â Â Â Â Â Â Â Â Â Â Â BY Iqbal_0k A.K.A B@!LWORLD
                        ;;;;;;    TESTED & EDIT march 18 2008
FAQ
history
  Ver Beta compiled and tested in march 18 2009
Feature (Ver Beta) :Â - Change text based states to icon based states
           - Dynamicly set displayed states icon inside the game with syntax "$max_icons = n" n = número that you want the most
           - Automaticly removed next (infected) states
           - Designed for FMBS Battle System by XRXS
           - if state rating is higher than previous state then i change their position
Â
  Credit & thanks
    - XRXS for his great Battle system (FMBS)
    - ... and you for using my script
 Â
FAQÂ Â Â Â
Q : instruction?
A : Place this script above main and add this syntax "$max_icons = nil" in Scene_title below line 30
   Â
Q : How To add new icons ?
A : Simply just create in folder graphics\icons\your_states_icons_name_based_on_database.png
Q : How To add or substract maximum states that will displayed and take effect?
A : Go to line 42 or search $max_icons or you can call it via event script
   ex : $max_icons = 4 (it means you changed maximum number of showing icon to 4)
Q : can i used your states icon script?
A : yeah my script is free for both commercial and free games (credit me please)
Q : What is Compatibility ?
A : - 41% works with sdk (i'm not sure, if you use the sdk, the game speed may decrease rapidly)
   - 99% works with FMBS battle System, default battle system
   - 90% works with cms
   - 70% work with exotic cbs-es, rtab (a little modify in their states window if they use command "draw_actor_state")
   - 70% work with abs, tbs (a little modify in their hud if they dont use command "draw_actor_state")
        SORRY for my bad english usually i write spanish and indonesian language
=end
#============================================================================================
#INITIALIZE WINDOW_BASE
#============================================================================================
class Window_Base < Window
 def mode_states_icon(battler, width, need_normal) #based from window_base
  states = [] #initialize the states arrays
  #here is the maximum number of icon, if you change it to > 6 then you'll need a little modify the hud/window itself (if in FMBS)
  $max_icons = 6 if $max_icons == nil #(for default rpg maker system use max_icon <= 4)
 Â
#DON'T TOUCH OR EDIT BELOW THIS LINE
#============================================================================================
  for i in battler.states
   if battler.hp != 0 then
    states.push($data_states[i]) #insert the states in array's
    if states[$max_icons] != nil#condition if states[$max_icons] not empty
     for j in battler.states
      if states[i] != states[$max_icons] and states[$max_icons] != states[j]
       battler.remove_state(i) #Kick the states out of battler body
      end
     end   Â
    end
   else
    for k in battler.states
     battler.remove_state(i)
     break
    end
    battler.add_state(1)
    states.push($data_states[1])
   end
  end
  return states # give value to caller script
 end
Â
 def draw_actor_state(actor, x, y, width = 90) #based from window_base
  icon_state = mode_states_icon(actor, width, false) #take states from def
  iqbal = [] #initialize buffer array that used to convert inttostr
  for i in 0...icon_state.size #Do loops
   iqbal.push(icon_state[i].name)
   bitmap = RPG::Cache.icon(iqbal[i])
   self.contents.blt(x + (24 * i), y + 4, bitmap, Rect.new(0, 0, 24, 24))
  end #end for
 end #end def
end #end class
ENHANCEMENT 1.7
CBE 1.7 B ScriptTXT format (there not enough room for me to use spoiler :crazy![]()
Code:
NEW 1.7
- Tales of Abbys Style SKILL WINDOWS
- FORCE SKILL MODE
- FIX AI BUGS
- Make more option for customization
- FIX ENHANCED ESCAPE SYSTEM
- FIX Default Skill item on skill window class
- FIX Default Skill and Equip menu in battle
- Different ATTACK / SKILL MODE (SEMI, AUTO AND MANUAL)
OLD Version (DESCENDING)
- FIX Animated faces system problems
- ENHANCED ESCAPE SYSTEM
- More window control
- New Skill Name Window
- Improved AI in battle
- Fix enemy combo windows lag problems
- Fix Best performance bugs
- Added enemy combo windows
- Added enemy name windows
- Modify Default RMXP Damage so it'll looks like tales of abbys damage
- Modify Combo hit display so it will be lagless and easy to customize
- Adding animation when level up, gain new skill (set this to 0 to disable this feature)
- Adding Outro Controls (Level up, Gain skill and enable battle status)
- Adding face's system like in tales of abys
- Fix Battle status position
- Fix Camera move when hero is in berserk state
- Fix Showing enemy name bug's ("Fix Name Position")
- Fix victory bug when you used 4 battlers
- ALL actor now use victory pose when winning the battlers
- Many people requesting camera shift automaticly not with a key pressed
- Custom Battle HUD (You can choose up to 12 different style's)
- Fixed Self.Bitmap bugs
- Paused Battler before battle begin
- Improved custom escape
- Change distance position of enemy and hero
- Show enemy location when battle is starting
- Replace Escape timer with escape probability
- Show enemy name pop up when battle is starting
- delete escape command in battle menu
- Change meteor boulder to escape
DEMO
Updated Item Fix 1.0, State Fix 1.1, Action Message 1.2
http://www.mediafire.com/?n20mcy9jl9q
A Demo with current CBE 1.7 b
http://www.mediafire.com/?c4ye1mktgxt
OlD DeMo
http://www.mediafire.com/?oy01js1xssj (UPDATED APRIL 9 2008)
http://www.mediafire.com/?n20mcy9jl9q
A Demo with current CBE 1.7 b
http://www.mediafire.com/?c4ye1mktgxt
OlD DeMo
http://www.mediafire.com/?oy01js1xssj (UPDATED APRIL 9 2008)
SCREENSHOT
here's Screenies

Author Notes
if you find another bug post it here with screenshot if possible.