alcreator440 0 Posted July 4, 2015 By default counterattack works like magic reflection. You''l have to change how the engine deals with it to change it. If you do so, TSBS will probably work accordingly, no need to edit actions or even compatibility patches. I'm a bit out of time, I can try to look into it but no promisses. Thanks, keep me updated if you do. I already tried several other scripts that change the engine but to no avail. Share this post Link to post Share on other sites
Anderson88 26 Posted July 17, 2015 When your map has a tint screen effect and I go into battle, if I use a sequence with "normalize" in it, it sets the screen's tint to the default values (0, 0, 0, 0) instead of to what the map had it tinted at before. Is there a way to make a sequence "remember" the screen's current tone before tinting the screen, and then recall the setting later instead of normalizing it? Share this post Link to post Share on other sites
+ Sughayyer 163 Posted July 17, 2015 Yes. You'll have to save the tint values somewhere and tell "normalize" to look afterthese values instead of 0. @alcreator: still got nothing on the counterattacks. I'll have some extra time this werkend. Share this post Link to post Share on other sites
zerobeat032 2 Posted September 7, 2015 (edited) Hey everyone, i searched all through the topic and saw nothing about these 2 things... A, when my character attacks, no animation shows. i've set animations to both the attack and the weapon. Odd cause my enemies attack just fine... and B, do i need specific battle backs because the defaults are all over the place and camera or no, too zoomed in. i couldn't find where to shrink it a tad. any help would be greatly appreciated everyone ... EDIT: Figured out A. i didn't have my attack animation set in my character's "actions"... B, however, is still an issue. i'm not sure if I need to redo my battle backs or change the size of the screen... EDIT AGAIN... solved both issues... turns out my battle backs weren't big enough. Edited September 10, 2015 by zerobeat032 Share this post Link to post Share on other sites
Tesaigo 1 Posted September 29, 2015 Hi Theo! Super beautiful script, congrats!I just have a doubt: I noticed that the custom attack sequences of the characters uses the animation in the database to perform themselfs, so the basic attack (bow, for example) shows the "yumi" preset animation. I was wondering if there's a way to show the weapon icon in use instead of the animation, but performing all the movement. Like, the character still jumps, go back, etc, but instead of the same "yumi" animation for every bow, the animation could use the bow's icon that the character is using. I don't know if I explained it very well, but if I didn't, tell me and I'll try to explain in another way. Share this post Link to post Share on other sites
DoubleX 208 Posted October 3, 2015 Found some more places where I can't understand: # -------------------------------------------------------------------------- # Alias method : bitmap= # -------------------------------------------------------------------------- alias tsbs_bitmap= bitmap= def bitmap=(bmp) self.tsbs_bitmap = bmp @used_bitmap.push(bmp) @used_bitmap.uniq! return unless @battler && @battler.data_battler.use_sprite && bitmap wr = bitmap.width / self.class::MaxCol hr = bitmap.height / self.class::MaxRow yr = 0 xr = 0 src_rect.set(xr,yr,wr,hr) src_rect.y = (@anim_cell / MaxCol) * height src_rect.x = (@anim_cell % MaxCol) * width self.mirror = @battler.battler_flip end I don't know how that original bitmap= works, but it seems to me that the old bitmap will be no longer referenced as thus "garbage collected". If that's the case, then those bitmaps that are supposed to be gone will remain there instead, as they'll be referenced by @used_bitmap, which will only dispose all its stored bitmaps at the end of a battle. As I've checked that @used_bitmap is only used to store all used bitmaps and disposes them all at the end of a battle, I think it can be safely removed, if I do get how the original bitmap= works. I suspect @used_bitmap.push(bmp) can lead to undisposed bitmaps, and @used_bitmap.uniq! can lead to memory leak, but I'm not sure on this one. Share this post Link to post Share on other sites
WorldDoubleFace 6 Posted October 11, 2015 (edited) Hey guys ! I have one question about an attack sequence . I want to create a monster attack by moving to the target but sliding left to right during its movement. (diagonal/isometric battle) Do you have any ideas ? If you don't understand I can put a link for a video I tried this but it doesn't work [:move_to_target, -50, -30, 100, 0], [:slide, -30, 0, 25, 0], [:slide, 60, 0, 25, 0], [:slide, -60, 0, 25, 0], [:slide, 60, 0, 25, 0], Second question : I want to make an idle sequence for the same enemy , I want him just to jump up . that's it . It works but it's buggy and I don't know why. This is like I can't put slide without putting something else . [:pose, 1, 0, 10], [:slide, 0, 0, 55, 3], [:pose, 1, 1, 40], [:pose, 1, 0, 15], ], thx ! Edited October 11, 2015 by WorldDoubleFace Share this post Link to post Share on other sites
Arkaik 0 Posted November 2, 2015 (edited) Hey guys! I got a doubt. How can I set battlers based on actor classes? I'd like to do a job system, but i don't find if it's possible or not to do it with TSBS. Edit: Nevermind. I found it. Edited November 2, 2015 by Arkaik Share this post Link to post Share on other sites
TheoAllen 830 Posted February 6, 2016 Bump! Folks, since it's been a while, if you message me to ask something regarding this battle system, please resend message once again. If you're replying this topic, please re-reply. I want to know if your question are still valid or not. 1 Share this post Link to post Share on other sites
+ Altimos 2 Posted July 10, 2017 I'm having some issues changing the Attack ID for each actor. Under Actor 001 Note Tag <folder: Origo> <attack: 5> <guard: 2> Under Skills 005 Note Tag \sequence : Origo_Attack \return : Origo_Return Skill 001 intentionally left blank Starting a test battle, I encountered this error... Theolized SBS : Error occured on RPG::Actor in ID 1 Undefined sequence key "ATTACK" for skill phase This is your fault. Not this script error! If I cut and past attack skill 005 into 001, it works... Even though the Actor 1 Note Tag is still saying <attack: 5> Any additional help would be greatly appreciated, as I'm trying to get each Actor in its own separate script under the TSBS scripts. Because each Actor has their own individual variables assigned to their attacks, so each Actor HAS to have their own attack, not share the same one. Altimos Share this post Link to post Share on other sites
roninator2 257 Posted July 10, 2017 That's simply because the program requires skill 1 to be the default attack. It first goes to skill 1 then it is redirected to skill 5. Share this post Link to post Share on other sites
+ Altimos 2 Posted July 10, 2017 (edited) That's simply because the program requires skill 1 to be the default attack. It first goes to skill 1 then it is redirected to skill 5. This did not work, the error still appeared. I recreated skill 001 as just a standard attack. Any additional information would be greatly appreciated, as I seem to be missing something... Altimos EDIT: I just figured it out, this issues has been plaguing me for such a long time... and it turns out it was the weapon I had equipped. Long ago, I must have placed <attack: 1> under its note tag and forgot. The only reason I found it is because I just changed my Actor 1 starting sword. Sorry to inconvenience everybody, I'll go back to my hole XD Edited July 10, 2017 by Altimos Share this post Link to post Share on other sites
Shyno19 0 Posted January 5, 2018 I have a problem with the change target system, when i want do this change target random, if there is just 1 enemy the game crash and i have this error : script 'patch fix' line 156 NoMethodError occurred. undefined method 'x' for nilClass Share this post Link to post Share on other sites
TheoAllen 830 Posted January 16, 2019 On 1/5/2018 at 6:35 PM, Shyno19 said: I have a problem with the change target system, when i want do this change target random, if there is just 1 enemy the game crash and i have this error : script 'patch fix' line 156 NoMethodError occurred. undefined method 'x' for nilClass Hit me up on discord @ Theo#3034 or on official forum for faster reply. I don't always check this here. But I'm going to ask you here. How is your sequence going? Are u using [:change_target, 7]? or something else? Share this post Link to post Share on other sites