Active Time Battle System, Edit AKA Victor ATB

EVXA

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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?:)B)

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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estriole

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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?:)B)

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,
i think the term for that is Active Time Battle with Active Wait mode.
for example script from victor here
Code:
#  You can use script calls to change the wait mode and the atb speed
#  $game_system.wait_mode = X
#     :full_wait : time stop to select commands and actions
#     :semi_wait : time stop to select actions 
#     :active    : time don't stop
hope this help
 

EVXA

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Hmm, your right & suprisingly, after removing yanfly battle engine it did work I'll have to see it doesn't exactly what I need, but looks promising.

I get this error when using it with yanfly engine
undefined method 'item' for[0,0,0,0,0,]:array
line 1214 speed = cast_action.item.cast_speed

Not very useful error info as I don't know whats wrong.
 
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EVXA

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Completely, totally, impossibly non-compatible with my current scripts.
This is extremely sad, I only get the input doesn't work crash script conflicts.
Well back to the drawing board.
 

Andar

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after removing yanfly battle engine it did work
victor's and Yanfly's scripts for Ace are known to be incompatible, only very few combinations work.
it's considered to be most effective to use only one of those two sets, and replace anything you absolutely need from the other with scripts from other scripters
 

EVXA

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Okay finally, 90% sure its working now, I stripped out the conflicting parts of the Yanfly Core/Battler to make it work with it, the only downside is I did lose a different script Hime's Battle Summon but thats a small loss to gain real time combat where enemies attack on your turn.
 

Andar

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1) for technical reasons, each summon script will only work for the battlesystem it is intended for, and the more a battlesystem changed from default the higher the chance that it will need a special script for summoning.
that said, victor should have his own summoning script available somewhere, try that one

2) try to call your system ATB (active time battle), because there are several different battlesystems that use real time. for examble ABS (action battle system) is a real time system with fights on the maps themselves, like many action-RPGs (diable, titan quest, grim dawn to name a few).
you'll get much better fitting results in your searches if you do.
 

EVXA

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Had a new issue with attack animations causing a bug on animate skill nil & id.
Figured it out, I simply removed the code, which ends up disabling all player
animations during attacks this stops the crashing, to play the correct animation
simply wrap the animation in the formula instead (b.animation_id = 1) & such.

This is a pretty decent wrap.
[a.atk - b.def[b.animation_id = 1], 1].max
 
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slimmmeiske2

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I've moved this thread to Script Support. Please be sure to post your threads in the correct forum next time. Thank you.

 

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