a couple of questions

Oddball

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I'd like to use a different battle system then the default, but the ATB system doesn't seem to take into account the attack speed of attacks. If someone reworked it so that they pick the action when it's empty, and the action is done when it's full, and it goes faster and/or slower depending on AGI and level 1 for the charecter could work, although it totally breaks the tension of the battle and demersis the player from the game, it's like this

"Oh, la-dee-da-dee-da! I have an action to do, but I'll watch this bug untill it's my turn to go." or "Dum-dee-dee-dee-do! I have an action to preform, but while I'm waiting, let's take a quick ciesta." or "do-dee-do-dee-do! I have an action to preform, but while I'm waiting, why don't i check my facebook"

yea, I doubt there's going to be anything out there that can help me out. If there is, or someone has a suggestion let me know.

also, doews luck determine critical hit ratio and affect variance, and does agility affect evasion rate? 
 

HumanNinjaToo

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Instead of ATB, try CTB. You get same concept of time but without waiting on bars to fill up.

Critical hits and evasion are determined by parameter settings in the actor or class setup in database. Ex-parameter I think
 

Oddball

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Instead of ATB, try CTB. You get same concept of time but without waiting on bars to fill up.

Critical hits and evasion are determined by parameter settings in the actor or class setup in database. Ex-parameter I think
I thought that just added to the chance of one. well what the heck does LUK do anyway? and is AGI just speed?
 

Shaz

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Moving this to RGSS3 Script Requests


Do you have a script, or scripts, that would be suitable, and would just like someone to make those changes? If so, please post links.
 

Engr. Adiktuzmiko

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without any feature that adds evasion and critical, it would be 0 I think.. by default, LUK has little use and AGI is yes, simply speed.


But then again, it depends on you. One simple method of giving them more application is by using them as part of the damage formula.
 

Oddball

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Moving this to RGSS3 Script Requests

Do you have a script, or scripts, that would be suitable, and would just like someone to make those changes? If so, please post links.
no i don't. I'm just trying to see what my options are. Also, on CTB. does it override modifications on attack speed like ATB does?

without any feature that adds evasion and critical, it would be 0 I think.. by default, LUK has little use and AGI is yes, simply speed.

But then again, it depends on you. One simple method of giving them more application is by using them as part of the damage formula.
Been there, done that. what use does LUK have specificly?
 
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Sixth

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By default, LUK affects state inflicting chances.


And, I guess, that's it.


But by using certain scripts, you can make all of your stat do whatever you want them to do (like Yanfly's Extra Param Formulas script).


So, it is possible to make critical dependent on LUK, Evade rate dependent on AGI, and so on.


I couldn't understand what you wanted with the ATB system, so I can't help you in that regard.
 

Oddball

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basicly, i want a different battle system, that doesn't affect the attack speed of skills.

In the skills thing, you can change the attack speed to determine when that charecter will go in turn order. to exaggerate the system to make my point, you could have a actor with AGI of 1 going up against enemies with AGI of 99 (everything else about the actor is on par with the enemies) if the charecter has a skill that increases attack speed by 200, that charecter will go BEFORE all the enemies. Simalrly, if you have a actor with AGI of 124 going up against enemies with AGI of 99, and the charecter uses a skill that reduces attack speed by.. oh, say, 74. that charecter is going to go AFTER the enemies
 
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Engr. Adiktuzmiko

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Well, you could modify the ATB script to do that. Most of them rely only on agility, because that's just how the way ATBs are normally done in any game. After all, you could only select a skill to use once the bar fills up and mostly they are auto-used and have no casting time anyway. So using the skill AS has no bearing to it since the skill would only be present when you can act already and it will be used right after.
 
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Oddball

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After all, you could only select a skill to use once the bar fills up and mostly they are auto-used and have no casting time anyway. So using the skill AS has no bearing to it since the skill would only be present when you can act already and it will be used right after.
I had already explained i understood this in the first post. I also already suggested a way with deciding the action when it's empty, and an action going off when it fills up. I also explained that I feel this breaks the battle tension. So I doubt I'm going to use ATB

where can i find an example of CTB?
 
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Engr. Adiktuzmiko

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try looking for Yami's CTB. It's basically just an ATB without the gauges though, so... It's simple like, it removed the gauges and simply predicts right away the order in which the battlers would take turns. Each battler would still use the chosen skill right after you choose it so IDK if it will help you.

IMO, your idea of picking actions while the bar is empty then use it when it's done so that we could modify it depending on the skill speed would be the best way to go about this. Though IDK if modifying the ATB to work like that is easy

PS: Wait, I think I've seen an ATB script that allows you to set charge rates for skills so that you can "charge" them. The ATB bar would still need to fill up before you choose a skill, then if the skill is a charge skill, it charges first before using the skill
 
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Oddball

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try looking for Yami's CTB. It's basically just an ATB without the gauges though, so... It's simple like, it removed the gauges and simply predicts right away the order in which the battlers would take turns. Each battler would still use the chosen skill right after you choose it so IDK if it will help you.

IMO, your idea of picking actions while the bar is empty then use it when it's done so that we could modify it depending on the skill speed would be the best way to go about this. Though IDK if modifying the ATB to work like that is easy

PS: Wait, I think I've seen an ATB script that allows you to set charge rates for skills so that you can "charge" them. The ATB bar would still need to fill up before you choose a skill, then if the skill is a charge skill, it charges first before using the skill
thanks, this is finally helpful tips from you (no offense or anything, I'm just saying your finally saying something i can begin to use) although, what about skills with a positive effect on speed? this only works with negitive effects on speed
 

Engr. Adiktuzmiko

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Not really, assuming you find and use that ATB with skill charging. You would simply make fast skills, charge fast and slow skills, charge slowly. That would effectively make the character's action come earlier or later
 
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Oddball

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Not really, assuming you find and use that ATB with skill charging. You would simply make fast skills, charge fast and slow skills, charge slowly. That would effectively make the character's action come earlier or later
I mean, charge skills make it slower, and seem fine. though, there would be no way to make skills that would go off before the player is supposed to. My game has sevral weak, yet extremly helpfull skills that have a positive addition on attack speed. As well as some weak, yet quick skills that might be good in the right situation
 

Engr. Adiktuzmiko

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I mean, charge skills make it slower, and seem fine. though, there would be no way to make skills that would go off before the player is supposed to.
Well, how would you even act when ur not yet supposed to act? 0.0


There are only two possible actions in any kind of battle systems in any game, one is instant, the other is delayed. Why? Because before the game will know what to do, you would always need to give it the action first. So it's either the action fires right after setting it, or it fires after some time.


There's no way that the game can fire an action even before you set that action.


I hope that makes sense.


In case what you mean is that you want charging that is faster than the normal charge, try using a negative charge rate
 
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Oddball

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that's what the default system uses right?
 

Engr. Adiktuzmiko

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that's what the default system uses right?
What? It let's you act before ur supposed to act?


Nope, as I said, no battle system could do that. What the default system does is it calculates when ur supposed to act on the turn depending on skill speed and agi. So ultimately, you still act when ur supposed to act.


You should just really use an ATB that supports charging. Then make all skills have charge, if the skill is fast, make it charge fast. If it's slow, make it charge slow.


Or find someone to edit it so that it let's you pick the action when it's empty, then do the charging. So that we don't have a double charging (the first method double charges as you charge to let the player choose an action, then charge again for the action to fire)


And no, it doesn't break tension. I'd prefer that rather than a double charging ATB (like how FFX-2's ATB work for magic, which involves double charging)


If you really want to use an ATB while still putting into consideration skill speed, those would be the ways to go. Else just go back to the default system.
 
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Oddball

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I never asked for a skill that let's you act before you could normally. I was talking about skills with higher priority -_-

like, you use a skill, and the actor is slightly slower then all the enemies, but this skill, giving a higher priority would make the actor go before the enemies. It's always after the skill is selected. It's just before it would be if you had simply selected "attack"

I think we're talking about the same thing, just misunderstanding words spoken. I'm guessing english isn't your first language? Anyway, if you really think it won't break battle tension, I suppose I will use the method. I guess I just don't really know untill I try it. I realize I was probably being difficult, and will try and work on that
 

Engr. Adiktuzmiko

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I never asked for a skill that let's you act before you could normally.
Uhm, quoting from your above posts

there would be no way to make skills that would go off before the player is supposed to
You exactly used the words before the player is supposed to

like, you use a skill, and the actor is slightly slower then all the enemies, but this skill, giving a higher priority would make the actor go before the enemies. It's always after the skill is selected.
You should have used that description right from the start.


But really, you could use the charge method for this.. As long as all skills have charges, then you can still make the player act faster by making the skill of the player charge faster than the enemies could charge theirs.


But then I still prefer to just pick the action before the ATB gauge fills up so as not to have a double charging
 
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BoluBolu

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Well, I myself is confused too with your description(maybe I'm dumb), to be honest I just understand this quote

like, you use a skill, and the actor is slightly slower then all the enemies, but this skill, giving a higher priority would make the actor go before the enemies. It's always after the skill is selected.
  Well the correct name is Invocation Speed, even the actor speed is really damn slow, but if he/she use a skill with Ultra Super Mega Invocation Speed, then he/she will launch the skill first before everyone else, that's what you want am I right?

If you use Default Battle System, there's Invocation Speed configuration in Skill Database, that will do what you want.

But if it's for ATB. Did you mean like this?

I remember a chinese XP developer create an ATB battle system that utilize invocation speed system too, I even look at her script, the way she set the invocation speed is like miko said, every single skill need to be adjusted it's charging time. There are skill that didn't have invocation speed too makes it instant skill. After skill is choosen, the ATB gauge changed to Charge gauge, then constantly filled up depending of the invocation speed that already  been adjusted in the script(like what I said every single skill need to be adjusted for this). Now if the speed of invocation is really2 fast, it can overcome enemy ATB gauge or other actor ATB gauge, then the skill is perfomed even before enemy can take action. When I say fast, it took no more than 1 sec. The average speed for other invocation speed is between 2-4 secs, so there's no time for you to take a coffee or even open Facebook, really, while some nasty skill may take 6-10 secs. It's all depend on charging time.

But sadly, she is no longer active with RM and the battle system script is lost forever. But that's not really problem because if you using VXAce, there's no point you use XP script., moreover the language for instructions and documentation is all in chinese hanzi too.
Perhaps there are ATB system that can be like this, but I don't know(because I haven't use any ATB system for VXAce). Reading the post made by miko I'm sure there are ATB system that also give invocation speed feature. So I believe, that is your best bet. Sorry if there's any mistake in my post :) .
 
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