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[XP] Version 2.8! CTB by Charlie Lee (v2.8) - aka a FFX like Battle System

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definatly worth using now since it got multiweapon support... THX A LOT =]]]]

looks great and prob the best side battle system on RMXP =]

PS : gets an error Line 31 on Guill 777's multi slot script

under multi-slot script : other ........ line 31,

@active_battler.attack_count +=1

i never had this error b4 but when i put all ur scripts in my script list this poped up when i tried it out
 

Atse

Member

It won't be used at CTB... so you can delete it....

This is my Multi-Slot: Other script:
#==============================================================================
# Multi-slot equipment script
#------------------------------------------------------------------------------
# Section 4:  Other
#------------------------------------------------------------------------------
# Guillaume777
# 6.2.1
# 2006/02/14
#==============================================================================

#==============================================================================
# ** Scene_Battle (part 4)
#------------------------------------------------------------------------------
#  Deleted... Atse_
#==============================================================================


#==============================================================================
# ** Scene_Load
#------------------------------------------------------------------------------
#  This class performs load screen processing.
#==============================================================================

class Scene_Load < Scene_File
  #--------------------------------------------------------------------------
  # * Fix equiped item if user load saved game
  #--------------------------------------------------------------------------
  alias g7_ms_scene_load_read_save_data read_save_data
  def read_save_data(file)
    g7_ms_scene_load_read_save_data(file)
    $game_actors.order_items    # Order armor when you load a saved game in
                                # case it is an old game
  end
  #--------------------------------------------------------------------------
  # * End of CLASS:  Scene Load
  #-------------------------------------------------------------------------- 
end



#==============================================================================
# ** Scene_Title
#------------------------------------------------------------------------------
#  This class performs title screen processing.
#==============================================================================

class Scene_Title
  #--------------------------------------------------------------------------
  # * Fix items as you open RMXP
  #--------------------------------------------------------------------------
  alias g7_ms_scene_title_main main
  def main
    RPG.initialized_item_types = false
    g7_ms_scene_title_main
    RPG.set_new_item_types
  end
  #--------------------------------------------------------------------------
  # * End of CLASS:  Scene Title
  #-------------------------------------------------------------------------- 
end



#==============================================================================
# ** Interpreter (part 3)
#------------------------------------------------------------------------------
#  This interpreter runs event commands. This class is used within the
#  Game_System class and the Game_Event class.
#==============================================================================

class Interpreter
  #-------------------------------------------------------------------------- 
  # * Conditional Branch to make it work when comparing extra items
  #--------------------------------------------------------------------------
  alias g7_ms_interpreter_command_111 command_111
  def command_111
    result = false
    broken = false
    case @parameters[0]
    # When Actor
    when 4
      actor = $game_actors[@parameters[1]]
      if actor != nil
        case @parameters[2]
        # If weapon
        when 3
          for i in 0...actor.weapon_ids.size
            # Compare
            result |= (actor.weapon_ids == @parameters[3])
          end
          broken = true
        # If Armor 
        when 4
          for i in 0...actor.armor_ids.size
            # Compare
            result |= (actor.armor_ids == @parameters[3])
          end
          broken = true
        end
      end
    end
    # If other conditional branch
    unless broken
      # Do the normal condition
      g7_ms_interpreter_command_111
      return
    end
    @branch[@list[@index].indent] = result
    if @branch[@list[@index].indent] == true
      @branch.delete(@list[@index].indent)
      return true
    end
    return command_skip
  end
  #--------------------------------------------------------------------------
  # * End of CLASS:  Interpreter
  #-------------------------------------------------------------------------- 
end



#==============================================================================
# ** MODULE:  Kernel
#------------------------------------------------------------------------------
#  A module defining the methods that can be referred to by all classes. Object
#  classes are included in this module.
#==============================================================================

module Kernel
  private
  def Rg(from, to, *step) Rg.new(from, to, *step) end
end



#==============================================================================
# ** Rg
#------------------------------------------------------------------------------
#  Class of modified RGSS statements, enhanced with module Kernel.
#==============================================================================
class Rg
  #Used to a more effective for ... in ...
  include Enumerable
  #--------------------------------------------------------------------------
  # * Object Initialization
  #-------------------------------------------------------------------------- 
  def initialize(from, to, step = sign(to - from))
    @from, @to, @step = from, to, step
    @to += @step - ((@to - @from) % @step)
  end
  #--------------------------------------------------------------------------
  # * Each
  #--------------------------------------------------------------------------   
  def each
    x = @from
    until x == @to
      yield x
      x += @step
    end
    self
  end
  #--------------------------------------------------------------------------
  # * Sign
  #--------------------------------------------------------------------------   
  def sign(x)
    case
    when x > 0
      1
    when x == 0
      0
    else
      -1
    end
  end
  #--------------------------------------------------------------------------
  # * End of CLASS:  Rg
  #-------------------------------------------------------------------------- 
end
 
Not sure if anyone has mentioned this, but when I go into my skills menu and push the shift key to go to the next set of skills, the description of the last skill highlighted stays in the description box, so I can't see any descriptions for my other skills. :crazy:

Oh yeah. I also wanted to ask about summons. When my summons get killed, is there anyway to bring them back. I know I could have my characters revive them, but I mean when the summon takes the place of the party. Is it possible? Do you have any plans for future updates to include a new choice in the menu to view summons stats or something similar?
 
@Atse

thx no more problems~


this may sound very noobish but....

how come i cant see the skills/ techs/arts/ summons menus on my game when i imported all the scripts, common events and class + actors [ summons] from the demo?
 
Hey Charlie Lee, I have been following your work for quite a while and I must say it's the most amateur friendly battle System I ever saw.

What I want to say is that I recently found this old script that would surely add some sweet visual effect to your already great system. The script looks simple, but has you may have guessed I am not quite a pro when it comes to scripts. It has some minor compatibility issues that I was "kind of able" to overpass. It would be great if you tried to work your magic on it, oh, master Charlie Lee.

# ?¥?£?¥ XRXS_BP 8. ƒoƒgƒ‹ƒoƒbƒN?EFull-View?{‰?“®ƒJƒ?ƒ‰ ver..05d ?¥?£?¥

# Fait par FTB

#==============================================================================

# ?¡ Game_Battler

#==============================================================================

class Game_Battler

#--------------------------------------------------------------------------

# ?Å“ ’?‰??EÅ’?Å JÆ’Cƒ“ƒXÆ’^ƒ“ƒX•??â€
 
megansunfire":tergtan5 said:
Not sure if anyone has mentioned this, but when I go into my skills menu and push the shift key to go to the next set of skills, the description of the last skill highlighted stays in the description box, so I can't see any descriptions for my other skills. :crazy:

Oh yeah. I also wanted to ask about summons. When my summons get killed, is there anyway to bring them back. I know I could have my characters revive them, but I mean when the summon takes the place of the party. Is it possible? Do you have any plans for future updates to include a new choice in the menu to view summons stats or something similar?

You're right, thanks for the bug report.
I will put some sort of stats visualization screen for the summons. Soon or later ;). I didn't really understand what you ask about reviving summons... are you talking about some skill or item to revive them from the menu? because in battle you can use a skill, and if you play with item usability settings in Summons 0.2:
Code:
# Items usability
TYPE_1_CAN_USE_ITEMS = false
TYPE_2_CAN_USE_ITEMS = false
USE_ITEMS_ON_TYPE_1 = false
USE_ITEMS_ON_TYPE_2 = false
you can use items as well.


Gezzaman":tergtan5 said:
@Atse

thx no more problems~


this may sound very noobish but....

how come i cant see the skills/ techs/arts/ summons menus on my game when i imported all the scripts, common events and class + actors [ summons] from the demo?

Do you have
Code:
SHOW_SKILLS_UNGROUPED=false
in the configuration, right?
Did you import the elements too? "CMD Techs", "CMD Summons" etc...?


@Gekko State
Excuse me but i don't have the time to put efforts in some random script, without comments i can understand, and which i don't even know what it does.
Besides, if it is about visual effect i guess it interacts more specifically with Animated Battlers, which is included in my BS, but i'm not such an an expert of it.
Also your "cornered ..." thing seems something related to Animated Battlers, unless it has something to do with the mechanism of the battle, which i can't say, as i don't know what it is.
 
thx Charlie =] got the skills to work... lol didnt notice the skills CMD was under elements o.o"

also i get this summons error...

Script 'summons 0.2' line 469: NoMethodError occured.
undefined method 'avaliable' for nil:NilClass
 
Gezzaman":2of6xy16 said:
how do you define what is Techs, what is White Magic and Dark Magic in the skills menu so the script can sort them out in battle
The answer to this is in the intructions for the configuration of individual battle commands.

also i get this summons error...

Script 'summons 0.2' line 469: NoMethodError occured.
undefined method 'avaliable' for nil:NilClass
Did you copy the common events which define the summons? Refer to the instructions about configuring summons.

I know, there's a lot of work to do to setup this BS, but it should be everything described in the instructions. Give a look to all the instructions as to see if you missed to import something.
 
Uploaded a new demo with the 'multi-slot line 31' error and the 'help window in scene_skill' error fixed.
You should be able to use the multislot script without any changes now.

Thanks for your contribution.

P.S. to mods, you can merge the last two post if you have worries about that...
 
hmmm ye i did do the common events... copied all of them.... , the skills is all perfect.. like the summon's name --> links to the  right common event

still gets that line error..

469      if $game_party.game_summons[skill_id].available == false

it only errors me out of the game when i choose summons during battle or when i select the summons from the skills tab in my menu
 
Charlie Lee":ni5f2z81 said:
You're right, thanks for the bug report.
I will put some sort of stats visualization screen for the summons. Soon or later ;). I didn't really understand what you ask about reviving summons... are you talking about some skill or item to revive them from the menu? because in battle you can use a skill, and if you play with item usability settings in Summons 0.2:

Ok. I'll try to clear up what I meant about reviving summons.
I'll use some names for this.
1. Bob summons Vierra and Vierra replaces the entire party in battle.
2. The enemy is too powerful and kills Vierra.
3. The party returns and kills the enemy.

Now when I get into another battle. Bob can't summon Vierra because she's dead. Is there some way to have the summon revive? That's why I asked about a summon stat screen. Maybe you can use items in that screen to revive summons.
I just didn't plan on my summons using items. Also, it wouldn't really help much if a single summon is out. Because a summon can't revive its self if it's dead.  :lol:

I hope that made more sense.
 
Ok, yes, it makes perfectly sense.
I think i will implement some options to make dead summons be available with 1 HP, or make them return after N battles...
 
hmm the summons works now... @.@ i moved ur script to the very bottom of all my other scripts and no more errors... guess the summons 0.2 script was conflicting with my other scripts


ps: any way of disabling the "Shift" key in Skills menu to change from arts? coz i have a CMS in and when i press shift and use the --> arrow to highlight skills, the --> key changes the character so ye.... kinda annoying.. so if i could remove the shift key and just give the Skills menu a traditional listing would be good =]
 
Wootness =]]]]] now ur CBS fits perfectly into my game

PERFECT!!


hmmmm found a lil bug? maybe intentional.. or not... BUT

in my game and on the screenies u posted, The Active Battler [ the Hero currently selected to perform an action] has a Face Graphic in a nice frame yeh?

underneath that beautiful frame is another squished face graphic of the next battler to fight yeh?

BUT how come the 1st queued squished faceset is the same as the active battler?  :crazy:
i thought my guy had an extra go or something  :lol:

Bug? iono.... but how do u remove the repeated face graphic of the active battler?

if its too hard to write it out here maybe fix it in ur next version of the script?
 
@Gezzaman: as they say, it's not a bug, it's a feature. The turn bar was meant to show the active battler because you could even disable the window with the active battler's face, and you would want to see who's the active battler. Besides, you could even move the active battler's face in another position, e.g. above the actor command window, and also in this case i believe that it's better to see the active battler in the turn bar...
So, i think i'm gonna keep this behavior.
Feel free to change it or, if you can't script,  to ask someone to change it (I'm very busy these times).

@Forsaken Shadow: you have a problem with the configuration of Animated Battlers. It is likely that the number of poses is to blame. Read the instructions of Animated Battlers (linked in the first post).
 
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