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Author Topic: DB's CBS  (Read 17773 times)

Offline coreystranick

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« Reply #60 on: August 13, 2006, 01:00:54 PM »
Heh, he probably has the version from my tutorials thread. Which has not be checked for lag haha.
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Offline drenrin2120

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« Reply #61 on: August 13, 2006, 01:04:58 PM »
Quote
Originally posted by DragonBlaze
quote:
Originally posted by drenrin2120
3 heroes works for me DB, I never was too fond of 4 heros anyways. not too sure why, three seems like just the right amount. And BTW, you skipped over my question. :x lol


Lol sorry, I missed that one. You can transfer this cbs into your project. There are some limitations, if you have any common events in 11-70, you may have to move them to a differant spot. The cbs uses switches starting at about 600, and variables starting at about 500. If you use any switches or variables in that range, there may be some problems. All playable characters need to be in slots 1 - 20. Items that you want usable in battle need to be in slots 1 - 100. They auto-arange so that there are no gaps, but their order is the order they apear in the database.

Skills are kinda wierd. The ones you want to use in battle need to be in sets 1-100 OR 101-200. There are two differant sets of skills, skills and special skills. Skills by defult show up in the skills menu, and specail skills show up in the special menu. There is no differance other than the menu they show up in. I did this so people can split skills if they want, like if you want char to have white magic and black magic, then another to have  magic and summon, you can do that. You can choose which menu the set shows up in, just be sure that all the skills a hero knows are all either in 1-100 or 101-200, and not some in both.

All animations need to be in the ID 1-500, I don't think this one will be a problem at all.

You don't have to worry about re-adding skills or item. The cbs reads that from what the party has or what the hero knows. You will have to add what the skills do in the skill database.

A thing you will have to go through and change is whenever a hero joins a party, you have to turn a switch for that character in party on. You only have to do this if you plan on using the party changing system. If you don't want to use that system, you don't have to worry about any of that.

You'll probably want to name the variables that the cbs uses, or at least the important ones (ones used in skills and such) just so you know not to use them. I'll include a text document with all the variable and switch names and their IDs so it'll make it a bit easier.

Obviously, you'll have to redo all your battles.

It'll be some work, but you should be able to import the cbs into your project without too much trouble.


Thanks DB. I would love to use your cbs, but I would definitely have some issues. I've used Common Event slots 11-50, alot of which have been linked to by outside events. Plus I have 10 characters which means only 100 weapons and 100 skills as a limit would make it tough. I could kill a few characters off no problem, that would actually help me out a bit. I could import my maps into your cbs. But the stuff I've done in the database is invaluable. I'm definitely going to look for a way to use it, so we'll see what happens. I'll atleast try it out and see what I can manage with it.

Oh, here's another question that popped in my head. Will you be supplying template for the graphics you made? Like windows mainly? That would be good to have too, because then I could generate matching window sets mad easily.
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Offline DragonBlaze

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« Reply #62 on: August 13, 2006, 01:31:23 PM »
Muffin: did you download and install the update files for the cbs? Those files should help with the lag a lot. If you did install those files and it still lags, you must have a VERY old computer.

Drenin: There are up to 200 skills, you just have to make sure that the set of skills any one character knows is either in the first 100 skills or the second 100 skills and not some in both. There are 100 items usable in battles. This means items that show up in your item menu and you can use, so stuff like potions and ethers. Unless you want to be able to use your wepons and equipment from the cbs's item menu, they can be placed after the first 100 items. There is no limit to the ammount of equipment you can have/use. Just the amount of items you can use from the item menu in the cbs.

If when the final version comes out, and you decide you want to use this, and the common events are a problem. I can move a lot of them around for you to fit in with your current common events. A lot of the common events are called from only one other common event, so those can be moved easily. Then a handful of the events are parallel process that are turned on by a switch (there are never more than two parallel process events going on at the same time though). Those can be moved anywhere without a problem. The events that would cause a problem would be the stats check and set. A lot of events call the hp check, split, and display events, so those would be harder to move.

And yes, I will be including templates. I'm thinking I'll include 2 or 3 differant graphics style templates as well as matching hp/mp bars, numbers, and stuff like that for each template.

InsaneJP: When it gets done all depends on my schedual. Some days I have all day to work on this, others I have absolutly no time. I work on it when I can and it'll get done once it gets done.  :|
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Offline InsaneJP

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« Reply #63 on: August 13, 2006, 03:39:12 PM »
great answer! lol im just chilen makin monsters and ill give you them when i get a good amount done so you can try em all different sizes
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Offline X_marks_the_ed

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« Reply #64 on: August 13, 2006, 04:33:29 PM »
I would try it, but I'm not sure if it would be too fast to test for lag.

Unless you're testing for bugs now, then  I'll give it a shot.

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Offline DragonBlaze

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« Reply #65 on: August 13, 2006, 05:15:00 PM »
Lol, yeah, thats a bit too fast to test for lag. I have an AMD athlon 64 3000+ and it doesn't lag at all, I don't think you'll have a problem with a 3500 :p
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Offline drenrin2120

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« Reply #66 on: August 13, 2006, 05:18:52 PM »
Awesome, and don't worry about movin' stuff around DB. Me moving my events would be a lot easier than you moving yours, besides, you're doing enough work already. About the items, I guess I should have read it more carefully, that is good news though. And as for the templates, even better news. I'm excited for the release, even if I don't use it in my game, just to test it out and prolly use it in future creations.
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Offline X_marks_the_ed

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« Reply #67 on: August 13, 2006, 05:34:59 PM »
Quote
Originally posted by DragonBlaze
Lol, yeah, thats a bit too fast to test for lag. I have an AMD athlon 64 3000+ and it doesn't lag at all, I don't think you'll have a problem with a 3500 :p


I had a feeling it was too fast.  :D

Just alert me when you begin to test for bugs.
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Offline EXO Muffin

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« Reply #68 on: August 13, 2006, 10:12:38 PM »
I'm operating an IBM Thinkpad laptop computer with A, C, D, and E drives; main drive is C, and have about 50 MB RAM. It's using Windows Millenium Edition.(ME)

Could you re-upload the file? When I try to download it; it get's a 403(Access forbidden.).
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Offline DarkFlood2

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« Reply #69 on: August 13, 2006, 10:27:25 PM »
50 MB RAM??? No wonder you're going so slow.. A bit of advice though, you don't need to put up what drives you have, just processor, RAM, and video card are enough.
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Offline DragonBlaze

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« Reply #70 on: August 13, 2006, 11:54:47 PM »
Quote
Originally posted by EXO Muffin
I'm operating an IBM Thinkpad laptop computer with A, C, D, and E drives; main drive is C, and have about 50 MB RAM. It's using Windows Millenium Edition.(ME)

Could you re-upload the file? When I try to download it; it get's a 403(Access forbidden.).


Yeah, 50 mb ram may not cut it. The updated files should help, but I don't know if they'll eliminate the lag for you.

What files do you want me to reupload, the project or just the update? I'll reupload the update, but the project folder takes a little while with my dial up connection, so I'll just wait a few days on that untill I have the version that needs bug testing up.
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Offline Gary

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« Reply #71 on: August 14, 2006, 12:03:09 AM »
Oh noes Garys system.

Manufacturer:     
Dell Inc.
Processor:    
Intel(R) Pentium(R) 4 CPU 2.80GHz (2 CPUs)


Memory:    
502MB RAM


Hard Drive:    
74 GB


Video Card:    
Intel(R) 82915G/GV/910GL Express Chipset Family


Monitor:    
Plug and Play Monitor


Sound Card:    
SigmaTel Audio


Operating System:    
Windows XP Professional (5.1, Build 2600) Service Pack 2 (2600.xpsp_sp2_gdr.050301-1519)
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By Me ^.^

Offline EXO Muffin

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« Reply #72 on: August 14, 2006, 04:04:31 AM »
Wow. All of you have such great computers. My C drive has only 4 Gigabytes of storage. Heh, it was only bought for a hundred bucks. If it didn't come with all of this pre-installed(some guy owned it before) stuff, and 802.11b CardBus LAN Wireless Internet Configuration Utility, which obviously eats radio waves; then I wouldn't have got it. Didn't even include a touchpad; just this little eraser thing, which is broken, somehow, and when it's activated; it jumps the cursor around the screen whenever you just touch one key.

And yeah, I kind of need the update.

EDIT: No, wait. It's working, now. It's a lot less laggy, but still takes 10 seconds for the ATB bar to fill up, ratioed to everything else, it's the same. I deleted all of the maps, items, skills, anims, and stuff that weren't used in the battle map, and it still lags. A LOT.

OMGGLITCH!: I moved the bug events to behind the characters, and when Ssryx'xhad attacked it, he stayed there.  And then I tryed attacking the bug, and it froze. I don't mean, like, all things halted. I mean, the battle's still going, but the ATB gauge isn't filling, and nothing's attacking. You fix glitch, now!
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Offline DragonBlaze

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« Reply #73 on: August 14, 2006, 04:43:03 PM »
Quote
Originally posted by EXO Muffin
Wow. All of you have such great computers. My C drive has only 4 Gigabytes of storage. Heh, it was only bought for a hundred bucks. If it didn't come with all of this pre-installed(some guy owned it before) stuff, and 802.11b CardBus LAN Wireless Internet Configuration Utility, which obviously eats radio waves; then I wouldn't have got it. Didn't even include a touchpad; just this little eraser thing, which is broken, somehow, and when it's activated; it jumps the cursor around the screen whenever you just touch one key.

And yeah, I kind of need the update.

EDIT: No, wait. It's working, now. It's a lot less laggy, but still takes 10 seconds for the ATB bar to fill up, ratioed to everything else, it's the same. I deleted all of the maps, items, skills, anims, and stuff that weren't used in the battle map, and it still lags. A LOT.

OMGGLITCH!: I moved the bug events to behind the characters, and when Ssryx'xhad attacked it, he stayed there.  And then I tryed attacking the bug, and it froze. I don't mean, like, all things halted. I mean, the battle's still going, but the ATB gauge isn't filling, and nothing's attacking. You fix glitch, now!


There isn't much I can do to cut out the lag for your computer :(

As for that glitch, I tried it, and I see whats happening, its not really a glitch, just how the cbs was programmed. My cbs uses a path finding system so that the hero moves to the enemies possiiton. However, they don't move to the exact possition of the enemy, just a bit in front of it (the bigger the monster, the farther away they are from the exact location). If you move the monster closer than two spaces from the right side of the screen, the hero will run over to the end of the screen and stop. The path finding system keeps telling the hero to move right, but they can't, thus the system sticks right there. I can't use the option 'ignore impossible movement' with my path-finding script. However, I think I can fix it by adding some coding that checks to see if the variable location of the hero changed at all since they moved, if it didn't, it means that they're stuck, and it'll stop the path finding script and continue. The problem with that would be that the hero would most likely end up somewhere IN the monsters picture file, and it'll look messed up. My suggestion though is to just place the monsters more than a space away from the right side.
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Offline chronoman

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« Reply #74 on: August 15, 2006, 01:44:53 AM »
Sry it took so long for me to get back on. anyway I DL-ed the files and there is less lag but the animations are still choppy. (numbers B animation character attack/movement  monster attack/death and the scrolling is still about the same but it is fine. So it is running about twice as fast as it was and I am actually able to win with out being attacked 2 -1 turns for me. Let me know if you want any more help with the lag.
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