ignorantcanadian

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I apologize if this is a problem with the Yanfly Battle Engine Script.

But I'd really like to know if there is a way to make a pause between the player and the party member's attacks, between the enemy's attacks.

-Thank you.
 

Roninator2

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Add more scripts. If you load the engine up enough it will slow down.
 

Andar

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@ignorantcanadian
either you are under a misconception of how the battleengine works, or you changed the battleengine by scripts already.

by default all actions are assigned a number of battler.agi plus skill.speed plus random percentage, and then sorted from highest to lowest. Which means the "enemy" attacks and the "actor" attacks are NOT on different phases but intermixed with each other.

now, if the actors have constantly higher agi than the enemies and all skill.speeds are at zero, that might look to the player as if the actors have a turn first, but that is simply a wrong assumption.

so there is no way to add such a pause between to things that never existed in the default to begin with.


and if you already changed the battlesystem to work as you think, then we would have to know which scripts you used to create the difference between player turn and enemy turn.
but that would have to be a custom battlesystem I never heard of, so I consider this unlikely.
 
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ignorantcanadian

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Oh ok! All the enemies I've been fighting have been slow. So I see why I would have thought there was a separation between the player's turn and the enemies.

Now that is the case, is there a possible way to add a pause between each attack then?
(Ex: Player 1 attacks, animation plays *pause* Enemy 1 attacks, animation plays *pause* etc. )

(Also this has nothing to do with slowing down the game whatsoever, I just would like battles to be less fast-paced)
 

Andar

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yes and no.

you can change the battlesystem in almost any way, but most ways require scripts, and there aren't enough scripters left to get a custom script for free.

One possibility would be something called "battle engine symphony". That is compatible with yanfly's battlecore and introduced action sequences into the battlesystem. and you can give every skill an action sequence that contains pauses. Unfortunately while the scripts for symphony were saved somewhere, the manual had been lost (as far as I know), so learning how to write a custom action sequence might take some experimenting.

Or you could continue posting until you reach veteran status (30 posts or so) and then try a paid commission for a custom script in the classifieds area of the forum.
 

Roninator2

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is there a possible way to add a pause between each attack then?
I did a test for that. I added a count to a battlemanager method and it caused a pause when I put the value high enough. (99999999)
Not sure if that was because my cpu runs at 3.6ghz so it counted really fast or what it was.
It could also be make to run on frames. but like andar said is requires scripting.
What battle system are you using?
 

Roninator2

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Ruby:
module R2_Battle_Pause
  Value = 2
end

class Scene_Battle < Scene_Base
  alias r2_action_end_pause   process_action_end
  def process_action_end
    r2_action_end_pause
    cnt = $game_system.playtime
    cntn = cnt + (R2_Battle_Pause::Value).to_i
    until $game_system.playtime == cntn
      update_basic
    end
  end
end
 

ignorantcanadian

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This is exactly what I wanted! Thank you!
 

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