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
#--------------------------------------------------------------------------
# * 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
#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
# Additions to Game_Actor allow for stats to be increased by formations
#==============================================================================
#==============================================================================
# ** 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
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
and add this before itCode:#============================================================================== # ** Game_Actor #------------------------------------------------------------------------------ # Additions to Game_Actor allow for stats to be increased by formations #==============================================================================
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
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.
holydemon said:I tried it and it worked thank you so much! I cant thank you enough!
Your like the GOD of RPG making
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!
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
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!
Don't worry about itRMdude333 said:hehe. my mistake. sry dude.:lol:
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!
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