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Multi-View CBS [2.0 Suggestions]

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I fixed the error trickster, thanks. Seems I added a "o" to the end of one of the numbers >.>. Speed Typing is as dangerous as speeding in a car
 
hello trickster, Im sorry if im disturbing you but i need another help!
when i save it and tried to load it it says STOCK LEVEL TO DEEP
How can i fix this problem! I think its because of my other scripts that
im using! Any idea how i can fix it? pls help
 
Trickster said:
I'm already aware of that bug since someone told me about it on page 1

But just for the recode give me the line the error appears on

Heres what it says
?????'Battle Formations'?683???SystemStackError????????

stack level to deep

thats exactly what it says
 
Ok here is the fix for the stack error

remove (delete) this method from Game_Actor (from the script Battle Formations)

Code:
  #--------------------------------------------------------------------------
  # * Get Maximum SP
  #--------------------------------------------------------------------------
  alias form_maxsp maxsp
  def maxsp
    n = form_maxsp
    bonus = get_formation_bonus('maxsp')
    return Integer(n * bonus[1] + bonus[0])
  end

add this before the header of the Game_Actor class in the same script

This is the header
Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  Additions to Game_Actor allow for stats to be increased by formations
#==============================================================================
and add this before it
Code:
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  Additions to Game_Battler allow for maxsp to be increased by formations (actors)
#==============================================================================
class Game_Battler
  #--------------------------------------------------------------------------
  # * Get Maximum SP
  #--------------------------------------------------------------------------
  alias formation_maxsp maxsp
  def maxsp
    n = formation_maxsp
    return n if self.is_a?(Game_Enemy)
    bonus = get_formation_bonus('maxsp')
    return Integer(n * bonus[1] + bonus[0])
  end
end
 
Is there any way add an effect to a formation that prevents actors 'covered' in the middle/back row from being targeted by the attack command? By covered I mean there is a person in the front/middle row between the actor and the enemies. Basically, those sharing the same x coordinates for front and y for sideveiw.
 
Trickster said:
Ok here is the fix for the stack error

remove (delete) this method from Game_Actor (from the script Battle Formations)

Code:
  #--------------------------------------------------------------------------
  # * Get Maximum SP
  #--------------------------------------------------------------------------
  alias form_maxsp maxsp
  def maxsp
    n = form_maxsp
    bonus = get_formation_bonus('maxsp')
    return Integer(n * bonus[1] + bonus[0])
  end

add this before the header of the Game_Actor class in the same script

This is the header
Code:
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  Additions to Game_Actor allow for stats to be increased by formations
#==============================================================================
and add this before it
Code:
#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  Additions to Game_Battler allow for maxsp to be increased by formations (actors)
#==============================================================================
class Game_Battler
  #--------------------------------------------------------------------------
  # * Get Maximum SP
  #--------------------------------------------------------------------------
  alias formation_maxsp maxsp
  def maxsp
    n = formation_maxsp
    return n if self.is_a?(Game_Enemy)
    bonus = get_formation_bonus('maxsp')
    return Integer(n * bonus[1] + bonus[0])
  end
end

I tried it and it worked thank you so much! I cant thank you enough!
Your like the GOD of RPG making
 
Wow, your job is really awesome trickster, even tough i haven't downloaded yet. Anyway, could you answer me some questions? It'll be possible to use each skill with a different animation, just like ccoa's cbs? If i possible, it would be possible to make a skill similar to chrono trigger where the hero moves and uses the skill in the enemy? (cyclone spell for example). I'm trying to get a script that could do these things, so please tell me if yours can make these things. Thank you and once again this script is really fantastic!:D
 
Shadow Lich said:
Is there any way add an effect to a formation that prevents actors 'covered' in the middle/back row from being targeted by the attack command? By covered I mean there is a person in the front/middle row between the actor and the enemies. Basically, those sharing the same x coordinates for front and y for sideveiw.

I haven't gotten to that effect yet, If you looked in the demo in the options you see that option but its commented out, which means I haven't coded it yet...

holydemon said:
I tried it and it worked thank you so much! I cant thank you enough!
Your like the GOD of RPG making

nah, I'm just your average everyday scripter ^_^ , if anything, you can call me a god all you want after I finish everything on my to-do list :P

Rmdude333":3f39m3vb said:
excellent job. This is exactly what i've been looking for. Keep at it.

arachus":3f39m3vb said:
Wow, your job is really awesome trickster, even tough i haven't downloaded yet. Anyway, could you answer me some questions? It'll be possible to use each skill with a different animation, just like ccoa's cbs? If i possible, it would be possible to make a skill similar to chrono trigger where the hero moves and uses the skill in the enemy? (cyclone spell for example). I'm trying to get a script that could do these things, so please tell me if yours can make these things. Thank you and once again this script is really fantastic!

Umm yeah you said something like this in every CBS topic :P, no I haven't completed that feature as of yet, I am working as hard as possible on getting these features in, check the first page on my to-do list.
 
Alright, well, what i said is supposed to mean that this is better than what i've been looking for. Yes, I do say that in every CBS topic, but each new one that comes along seems to be a lot better than the previous one or is closer to what i want for my game. I also say that because it's the best people can do, or so it seems. This one takes the cake.:D
 
RMdude333 said:
Alright, well, what i said is supposed to mean that this is better than what i've been looking for. Yes, I do say that in every CBS topic, but each new one that comes along seems to be a lot better than the previous one or is closer to what i want for my game. I also say that because it's the best people can do, or so it seems. This one takes the cake.:D

Somehow I made a typo that message was supposed to goto arachus, who has posted that same question in the other two battle system topics, I had a message sayinh thanks for you
 

Mystic

Member

Great using it for my game^^ but there is a few things you should add to it, life/mp/sp/wait meters and overdrive meters but other than that great wait AWESOME SCRIPT!
 
Now if only I can get someone who can create some sample battlers for me.....

Mystic said:
Great using it for my game^^ but there is a few things you should add to it, life/mp/sp/wait meters and overdrive meters but other than that great wait AWESOME SCRIPT!

If you look on the first page I have a to-do list posted, stuff in bold are things that I'm working on right now, and there are already hp/sp bars if you looked :P

RMdude333 said:
hehe. my mistake. sry dude.:lol:
Don't worry about it
 
The fact that it uses RTP sprites for battlers reminds me of Erichermit's Enex 2.
His sprites really were top notch.
 

mimic

Member

This is a great script, and i'll be using it but you can't change the battlers during a battle. Is there any way round this?
 
This has got to be the greatest Battle System EVER.

Once it has an RTAB (You're developing one, correct) It'll be great.

I love having events while in battle on the map. You can create neat effects like time passing during battle with it!

The only slight problem is that normally in battle their is no Actor_Battlestatus, and you can only check actor's HP/SP by targeting them :(
 

Juuhou

Sponsor

Hmm, Ive tried out this CBS too and it is awesome. Just by the fact taht you can just use the sprites and dont need battlers makes this CBS top notch. I agree with Kaze though, I think you should make it so during the standby phase you see all the health and stuff. Im waiting for the RTAB version...I know its gonna rock!
 
kaze950 said:
This has got to be the greatest Battle System EVER.

Once it has an RTAB (You're developing one, correct) It'll be great.

I love having events while in battle on the map. You can create neat effects like time passing during battle with it!

The only slight problem is that normally in battle their is no Actor_Battlestatus, and you can only check actor's HP/SP by targeting them :(

Juuhou":ltviejf1 said:
Hmm, Ive tried out this CBS too and it is awesome. Just by the fact taht you can just use the sprites and dont need battlers makes this CBS top notch. I agree with Kaze though, I think you should make it so during the standby phase you see all the health and stuff. Im waiting for the RTAB version...I know its gonna rock!

Did you both check the options?

Master Options":ltviejf1 said:
#Battle Status Hidden?
Battle_Status_Hidden = true

#Battle Status Visible During Command Phase
Battle_Status_Command_Phase = false

#Battle Status Show Buttion (Input::BUTTON)
Battle_Status_Show = Input::SHIFT

I will add an option to display it after all actions are completed (Romancing Saga 3 style)

and the reason why there are so many sprite options (other templates, charactersets, custom template) is that I can't sprite to save my life :P
 
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