TheoAllen

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Use TSBS::AnimLoop instead
 

Jaymonius

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Hey boss, wondering if you have made some kind of condition where you will allow an animation (in the database) to fully play before moving to the next action as a thing. If you have, do you know how I can be able to do that?
 

TheoAllen

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Hey boss, wondering if you have made some kind of condition where you will allow an animation (in the database) to fully play before moving to the next action as a thing. If you have, do you know how I can be able to do that?
Can you just time it yourself? Like if you have 10 frames of animation, you use 30 frames wait, or 40, depends on the frame rate you use.
 

Jaymonius

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Agh! I keep forgetting to check back! XD

I mean, I suppose I could. I mostly asked cause I wanted to keep spells a universal thing for some shtuff I have planned, but oh well. I'll just go with what you suggested. :p
 

Darkness Void

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Could someone tell me how to begin scripting a new character to use a sword? I can copy Eric's entire script but I want to give this character his own sword abilities.

But I can't get the Sword Icon to appear without Eric's script. Where do I begin with this Sword Icon?
 

TheoAllen

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Showing icon is, complicated. And the more I see it, the more I personally don't like how I handled it.
Ultimately, I just attached the weapon icon to the character sprite and even I removed it in version 2 (will consider putting it back, with easier configuration).

That said, I did write a wiki about it
 

Jaymonius

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Wow, I have never realized I needed that now more than ever, great stuff boss! ^_^
 

Sato1999

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Hey my dude I use this system since 2016 and always making more and more skills for a bunch of scrapped/never released/and currently wip games.
I am just wondering, is stuff going to change drastically in 2.0? If there's any function you plan to remove/rework/rename, would there be many? Just wondering since this is the most flexible battle system available and my personal favorite both for Holder Styled sheets and the Chibi Kaduki ones(which I recently went back to for my newest project lol)
 

TheoAllen

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I am just wondering, is stuff going to change drastically in 2.0? If there's any function you plan to remove/rework/rename, would there be many?
There will be several changes, yes. For example, I'm going to rename the command to show :projectile with :missile because now you're allowed to create path/custom movement for the projectile. And because the code to handle the projectile is a huge mess so that I dropped the entire code and rebuild it from scratch. However, it means by doing so there will be no backport compatibility (which sucks, I know). But no need to worry, I do plan to add backport compatibility as a separate addon so some legacy functions/code that I removed will be usable again. I just don't want them to be in v2.0 base code.
 

Sato1999

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I see, and fair enough.
 

Sato1999

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Oh yeah you wrote there on the removal part you are removing the call common events. Can i ask you to keep it please? I know one can call the common event using the actual skill command for this, but some scripts (MOG's atb) simply freaks out and sometimes decides to simply not call the common event at all sometimes.
So I used your command that forces the Common Event as a workaround.
 

TheoAllen

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Few people requested it already :D
At least I know it's actually used and no weird behavior.
 

Starmage

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Hello Theo! I wish to ask, I know you're already working on 2.0 of the script, but do you plan to also port the script into an RMMZ plugin in the future? ^_^ :) I just find your script to be more comfortable to make action sequences with xDD
 

TheoAllen

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I will see what I can do for MZ.
I actually tried to port it to MV but due to various reasons, I dropped it halfway.
If MZ is a better environment, I may want to port it there.
 

Kupotepo

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@TheoAllen, thank you for your time. I am not using MZ right now, but it makes me happy. And hopefulness for the humanity.:LZSangel:
 

Starmage

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I will see what I can do for MZ.
I actually tried to port it to MV but due to various reasons, I dropped it halfway.
If MZ is a better environment, I may want to port it there.

Awesome!! ^_^ Im soo gonna use it on MZ if that happens in the future!!! ❤️ Thanks for your hard work indeed Theo!! :D
 

Krelian

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Hello, sorry to bother, but I have a question.

I've trying to make skills add states and I can't seem to be able to figure out the way. I tried used the commands in the script, like [:add_state, 1, 95], for example and nothing, and the regular database add state and doesn't seem to be working.

I tried the same things in an older version like 1.3c and it works just fine in both ways.
So maybe I'm missing something in this version. And I did try in a clean project and the demo TSBS v1.4 (Open Beta!)

Here's the way I made it and in 1.3c works but in 1.4ob1 it doesn't.



THEO.png

Neither way seems to be working for me.


EDIT: Ignore it, I guess I solved it.
 
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Christian777

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I am still impressed with the versality of this Custom Battle System... you can make almost anything with it, i am doing a Xenogears fan battle game and with lots of effort every moveset is completely do-able:

Thanks Theo for making and sharing this awesome CBS!
Nothing comes close to it, doesnt matter how many new RPG Maker`s come out, this is everything one needs.
 

Darkness Void

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I'm just wondering if there's been an update to this project? Anything new that I might've missed over the months I've been away.
 

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