Akea Active Time Battle

Raizen

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that has just overwritten 7 methods
Well.. that's a lot if you consider semi-active, mine, rewrites 1 xD, and it is like the least rewrited method on Scene_Battle. I wanted to do a full active battle, but I was going to do it separate... As I don't know if it will work as good with compatibility as this one.

You still have to change how the windows work and update the battle with them showing... that can break a lot of battle scripts, unless like you said, I do a lot of compatibility patches for each most used battle scripts x).

About the whole status bar update... It's just faster and easier kk... that's mostly why a lot use them, I gave the option, so if it doesn't lag using the whole status update, well he can use that, if it does... he will need to use images.

Found another 2 possible issues:

1. An actor can only input 1 action regardless of that actor's Action Times+. Maybe that's intended though  :)

2. When an actor(but not all actors) has Special Flag Auto Battle,
the 1, I didn't get it D:

the 2... Yeah probably it has some issues xD, I haven't tested it on Auto Battle..., I'll check that as soon as I have time :p .

The others fixes I'll add them on the script! Thanks friend xD, I am kind of away these days... but I'll try to update everything, credits given :D

Oh, about using mostly on Scene_Battle... I find it easier to make it work with other scripts, like mine... but, that's just an opinion, the best in other cases is everything on its class x).

@Sixth and DoubleX: I tried reading everything xD, I'm just so away these days... That I'll have to work on these problems in a close future only...
 
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This script doesn't work on Theolized Side View Battle System, the script has been tested on his 1.4 demo. The bars are filled only once, when you do an attack, the bars are frozen forever and you can't do anything, sometimes the bars are frozen from the begining

Also a suggestion, would be good if by default you remove the requirement of graphics for the flee system, in addition, would be good if you give the option to not require any member with the atb filled in order to try escape of the battle. And what about Casting Time for skills? Other buggy and abandoned ATB system had it, would be really cool if you add it to yours too!

And, at least with Theo's SBS, you are unable to change of character pressing Esc or the left-right arrow keys.

Would be really appreciated if you make any compatibility patch for TSBS :(

EDIT: I noticed that this is actually not a true ATB System, because the monsters doesn't continue attacking you while you are in the command window. Can you provide the option to let monsters attack you while you are in the command window (Semi Wait Mode) and even when you are selecting items, skills or anything (Full Active Mode)? To provide more versatility, would be really appreciate that these modes can be changed ingame by using either variables or switches rather than script calls, so these modes could be changed inside Option menus like YEA one, and change the Update_Rate to Speed_Rate, allowing to change it with the use of a variable, because decreasing the value what it does is fill the bars faster.

Sorry if I'm suggesting a lot of things  ;_;   , is just that I know you are an amazing scripter and that you are able to do a wonderful ATB System BD
 
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nio kasgami

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This script doesn't work on Theolized Side View Battle System, the script has been tested on his 1.4 demo. The bars are filled only once, when you do an attack, the bars are frozen forever and you can't do anything, sometimes the bars are frozen from the begining

Also a suggestion, would be good if by default you remove the requirement of graphics for the flee system, in addition, would be good if you give the option to not require any member with the atb filled in order to try escape of the battle. And what about Casting Time for skills? Other buggy and abandoned ATB system had it, would be really cool if you add it to yours too!

And, at least with Theo's SBS, you are unable to change of character pressing Esc or the left-right arrow keys.

Would be really appreciated if you make any compatibility patch for TSBS :(
sadly making compatibility with theo sbs is tricky not that's super hard just the way theos code can confuse people who not know codes haha but I am not surprise it's not works with theo I think he overwrites a lotss of methods xD
 
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sadly making compatibility with theo sbs is tricky not that's super hard just the way theos code can confuse people who not know codes haha but I am not surprise it's not works with theo I think he overwrites a lotss of methods xD
It worked with Victor Animated Battle System, so maybe the cause of the issue is a "small thing" (or can also be a big thing), well, leave it to the specialist when he has time :p
 

Sixth

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Theo's battle system overwrites only 2 crucial method, one in Scene_Battle (use_item) and one in Game_Battler (invoke_item). The latter uses his own method named 'tsbs_invoke_item'. He even wrote this in his notes, so scripters don't have to look for it.

I had no problem making it work with Theo's battle system, as a matter of fact, this ATB script was the easiest to patch, since this one is light enough.

I had more problem with my custom battle HUD than with Theo's battle system, so I don't think it has any major issues with Theo's script.

The ATB script must be below Theo's Implementation script, and the 'Update_Rate' setting must be set to 1 (this is what makes your game freeze). Btw, the name of that setting describes perfectly what it does, so it doesn't need to be changed, in my opinion. It sets how many frames will the system wait before increasing the ATB values again. So, yeah, the bars fill much faster on lower values, but you can change the speed formula itself to lower the speed of the ATB increase directly to suit your needs.

Making a simple bar image should not be hard for anyone, especially because anything looks better than the default bars the engine got, not to mention that drawing the default bars takes much more PC resources than drawing it with custom sprites.

For a basic skip turn feature, you can add this method into Scene_Battle:

def prior_command redraw_current_status @actor_command_window.close BattleManager.actor.atb -= 200 @status_window.refresh_atb next_command endI have no idea if this method was there by default or not, if it is there, simply replace it with this one.If you get errors because of the 'redraw_current_status' method, remove that line, I need it for my battle HUD. But since you are using Theo's battle system too, you should also use Yanfly's Battle Engine, and that one got that method defined, so it should not give you errors.

Change the 200 to the cost of the skip command. This many ATB value will be removed upon skipping an actor. It should be at least 1, but the recommended value is at least 200. Well, it is highly dependent on your ATB speed formula.

Ohh, and since the cancel button is not used for anything with the ATB, that is the button you need to press for skipping an actor.

@Raizen

If you want, I can send you the duplicate ATB sprites issue fix.
 
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DoubleX

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Did some interesting benchmarks in my machine(WinXP 32 bit + i7-3820 without overclock + ASUS GTX550 Ti without overclock + 2 * 2GB DDR3-1333 without overclock):

(Both the Graphics.frame_rate and the monitor refresh rate are set as 120, 4 actors and 8 enemies are included and only the time interval where no battler can act are tested)

1. Customisable ATB/Stamina Based Battle System(without implementation edits)

- About 20 graphics redraws per frame(average)

- About 100 graphics updates per frame(average)

2. Customisable ATB/Stamina Based Battle System(changed from refreshing the whole status window per frame to refreshing only the atb bars per frame)

- About 108 graphics redraws per frame(average)

- About 120 graphics updates per frame(average)

3. dbchest's ATB(without implementation edits)

- About 24 graphics redraws per frame(average)

- About 120 graphics updates per frame(average)

4. dbchest's ATB(changed from refreshing the whole status window per frame to refreshing only the atb bars per frame)

- About 114 graphics redraws per frame(average)

- About 120 graphics updates per frame(average)

5. DoubleX RMVXA Basic ATB(without implementation edits)

- About 114 graphics redraws per frame(average)

- About 120 graphics updates per frame(average)

6. Akea Active Time Battle(setting Atb_Bar as a nonempty string)

- About 120 graphics redraws per frame(average)

- About 120 graphics updates per frame(average)

These data suggested that this script handled the atb bar updates really well by having the best time performance(at least in my machine) out of all basic, complete and standalone atb system scripts(to ensure relatively fair comparisons) :)
 
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