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- Aug 20, 2020
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- RMVXA
So I know theres a few semi RTB systems that give players a timer & when its built up they have their turn, this is not true RTB.
RTB the way I'm wanting to set it up is where you & your enemies can make attacks during each others turns.
So far I've been able to get the command menu to stay during enemy combat by adding these lines of code into the scene_battle script.
Add # infront of move.
#move_info_viewport(64) if BattleManager.in_turn?
IN # * Start Turn-------- Add # to these too.
#@party_command_window.close
#@actor_command_window.close
# * Event Processing----------------------Add the following
@actor_command_window.activate unless Input.press?
A)
break unless Input.press?

To test out how breaking a loop is possible with B/XKey & Pause the Combat with A/LeftShift
FROM THIS POINT, combat is totally broken if you try to use any of the commands the game gets actor & last target +other errors.
To loop a battle just create a looped forced enemy skill on turn span, Turn #1X
This is pretty intresting tho sad I did all this work just to find out the menus/actions crash the game during enemy/loop force skill.
I'll try looping the actor next for lolz.
Okay, this is no good I lack the scripting knowledge to make the battler do what I want.
Instead I'm going to work around the eventing using a span action event that variably rolls a random enemy to make an attack during every action, this might be a bit overboard but in theory should mimic closely what I need the Battle System to Do,
RTB the way I'm wanting to set it up is where you & your enemies can make attacks during each others turns.
So far I've been able to get the command menu to stay during enemy combat by adding these lines of code into the scene_battle script.
Add # infront of move.
#move_info_viewport(64) if BattleManager.in_turn?
IN # * Start Turn-------- Add # to these too.
#@party_command_window.close
#@actor_command_window.close
# * Event Processing----------------------Add the following
@actor_command_window.activate unless Input.press?
break unless Input.press?
To test out how breaking a loop is possible with B/XKey & Pause the Combat with A/LeftShift
FROM THIS POINT, combat is totally broken if you try to use any of the commands the game gets actor & last target +other errors.
To loop a battle just create a looped forced enemy skill on turn span, Turn #1X
This is pretty intresting tho sad I did all this work just to find out the menus/actions crash the game during enemy/loop force skill.
I'll try looping the actor next for lolz.
Okay, this is no good I lack the scripting knowledge to make the battler do what I want.
Instead I'm going to work around the eventing using a span action event that variably rolls a random enemy to make an attack during every action, this might be a bit overboard but in theory should mimic closely what I need the Battle System to Do,
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