DoubleX RMVXA Enhanced YSA Battle System: Classical ATB

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How about just using EQUIP_COOLDOWN instead?

P.S.: About the Battle Command List compatibility issue with USE_CONFIRM_WINDOW set to false, I suspect it's not a bug - as the atb clock(as shown in the clock window) is forced to stop as shown in the atb force status window in your screenshot("ATB Force Stop"), and setting up the actor command window(the missing window in your screenshot) needs 1 atb frame update, it should be shown in the next atb frame update if the atb clock is allowed to be run("No Force ATB" or "ATB Force Run").

For the compatibility issue with USE_CONFIRM_WINDOW set to true, it turns out to me a lot more complicated than what I expected. I'll still try to solve it though :)
Thanks for the hardwork.

But also the EQUIP_COOLDOWN is how many turns it waits until you can equip again, if EQUIP_SKIPTURN is true.
 

DoubleX

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Thanks for the hardwork.

But also the EQUIP_COOLDOWN is how many turns it waits until you can equip again, if EQUIP_SKIPTURN is true.
How about using the default Yanfly Engine Ace - Command Equip instead? It doesn't have EQUIP_SKIPTURN, and yours are modified by Doogy.

To me, it's rather hard to deal with the compatibility issues of both the original and modified version, so I want to be sure I know what you want before trying to fix the issues :)
 
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DoubleX

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Again, I failed to edit the op post, and the latest info and version and be found here:

http://rpgmaker.net/scripts/549/

v0.01b(GMT 1600 4-5-2015):

1. Improved this script's efficiency

Thanks for the hardwork.

But also the EQUIP_COOLDOWN is how many turns it waits until you can equip again, if EQUIP_SKIPTURN is true.
The ECATB compatibility has been updated to v0.03a:

http://forums.rpgmakerweb.com/index.php?/topic/38754-doublex-rmvxa-enhanced-ysa-battle-system-classical-atb-compatibility/?p=385113
 
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DoubleX

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Fortunately, I can edit the op post again, so it contains the latest version and info :)

v0.02a(GMT 0700 9-5-2015):
1. Implemented the Action Input Speed feature
2. Further improved this script's efficiency
 

Crysillion

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I'm looking for a way to make it so various buffs/items/equipment can alter the way a particular actors gauge operates. I had an ATB script which I no longer use that allowed the AGI stat to determine the rate an ATB gauge fills. Is there anything like that for this script? I'm trying to make it so that there're buffs like Haste/Slow, and also trying to tie in the AGI stat into the gauge filling. Which of these is possible, and how would I go about accomplishing them?
 

DoubleX

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I'm looking for a way to make it so various buffs/items/equipment can alter the way a particular actors gauge operates. I had an ATB script which I no longer use that allowed the AGI stat to determine the rate an ATB gauge fills. Is there anything like that for this script? I'm trying to make it so that there're buffs like Haste/Slow, and also trying to tie in the AGI stat into the gauge filling. Which of these is possible, and how would I go about accomplishing them?
Try:

# * Actors/Classes/Weapons/Armors/Enemies/States Notetags(in their noteboxes)
Code:
#    6. <ecatb rate: RX>                                                       |#       Sets the atb fill rate of the battler as RX, which can be set in Rate  |#       Notetag Values                                                         |
Code:
    # Mutliplies the atb fill rate by the battler's agi / all battlers'    # average agi    # all battlers is def_sum_battlers    R1 = %Q(val[:val] * agi * val[:size] / val[:sum][:agi])
So the notetag should be <ecatb rate: R1>
 
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Crysillion

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Ah, thanks. I should've paid more attention.

How do I get rid of the windows that appear to the topleft? I don't want them to exist at all. Seems to just clutter everything.
 

Mysticake

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The lines

:preemtive_actor_1st_ecatb_val => %Q(%Q(@ecatb_val[:color] = 100.0)),

and

:preemtive_enemy_1st_ecatb_val => %Q(%Q(@ecatb_val[:color] = 0.0)),

have spelling errors (should be "preemptive"). The variable name is spelled correctly elsewhere, though, which causes the script to crash when a battle starts with a preemptive strike.
 
 

DoubleX

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# v0.02b(GMT 1500 12-5-2015): |# 1. Fixed some typos and outdated stuffs |# 2. Fixed order battler icon bugs upon adding/removing party members |
Ah, thanks. I should've paid more attention.

How do I get rid of the windows that appear to the topleft? I don't want them to exist at all. Seems to just clutter everything.
Try:

# Shows the atb clock window # Its corresponding method's created under Scene_Battle # Example: To show the atb clock window if switch with id x is on, set # this as %Q(%Q($game_switches[x])) :show_ecatb_clock_window => %Q(%Q(false)),
Code:
      # Shows the atb force window displaying the atb force status      # Its corresponding method's created under Scene_Battle      # Example: To show the atb force window if switch with id x is on, set      #          this as %Q(%Q($game_switches[x]))      :show_ecatb_force_window => %Q(%Q(false)),
Code:
      # Shows the battler order window      # Its corresponding method's created under Scene_Battle      # Example: To show the battler atb window if switch with id x is on, set      #          this as %Q(%Q($game_switches[x]))      :show_ecatb_order_window => %Q(%Q(false)),
Code:
      # Shows the atb pool window displaying the atb mode      # Its corresponding method's created under Scene_Battle      # Example: To show the atb pool window if switch with id x is on, set      #          this as %Q(%Q($game_switches[x]))      :show_ecatb_pool_window => %Q(%Q(false)),
The lines

:preemtive_actor_1st_ecatb_val => %Q(%Q(@ecatb_val[:color] = 100.0)),

and

:preemtive_enemy_1st_ecatb_val => %Q(%Q(@ecatb_val[:color] = 0.0)),

have spelling errors (should be "preemptive"). The variable name is spelled correctly elsewhere, though, which causes the script to crash when a battle starts with a preemptive strike.
 
(Facepalmed lol)Thanks for pointing that out. I should've noticed that even before releasing v0.00a. Now I feel incredibly dumb XD
 

Mysticake

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I've had another issue. Whenever I try to change an actor's equipment, the game crashes with an error that says:

Script 'Window_EquipItem' line 73: TypeError occured.

no marshal_dump is defined for class Proc

This is in a new project with no scripts besides this one and Yanfly's Ace Battle Engine, so it's definitely not a compatibility issue.
 

DoubleX

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I've had another issue. Whenever I try to change an actor's equipment, the game crashes with an error that says:

Script 'Window_EquipItem' line 73: TypeError occured.

no marshal_dump is defined for class Proc

This is in a new project with no scripts besides this one and Yanfly's Ace Battle Engine, so it's definitely not a compatibility issue.
Fixed, but I need to conform to the 72 hours rule so those topics will be updated later.

Now try the below links:

http://pastebin.com/HvfKwmrR

http://pastebin.com/rDCCh2GK
 

Mysticake

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For some reason, the new set_ecatb_start_val methods don't properly load the default value and instead always default to starting at 0 if there's no notetag modifying it. I only tested with a normal battle, so it might work with preemptive strike or surprise battles. I replaced the never versions of the methods with the ones from v0.01b+, and now it works fine.

EDIT: I also get the error

Script 'Window_Base' line 365: TypeError occured.

can't convert NilClass into Color

whenever I win a battle. The problem seems to be with the line(s)

draw_gauge(dx, dy, width, actor.ecatb_val[type] / 100.0, colors[0],
colors[1])

in draw_ecatb_bar
 
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DoubleX

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For some reason, the new set_ecatb_start_val methods don't properly load the default value and instead always default to starting at 0 if there's no notetag modifying it. I only tested with a normal battle, so it might work with preemptive strike or surprise battles. I replaced the never versions of the methods with the ones from v0.01b+, and now it works fine.

EDIT: I also get the error

Script 'Window_Base' line 365: TypeError occured.

can't convert NilClass into Color

whenever I win a battle. The problem seems to be with the line(s)

draw_gauge(dx, dy, width, actor.ecatb_val[type] / 100.0, colors[0],

colors[1])

in draw_ecatb_bar
Failed to reproduce the color error, but I've fixed some more issues(including the default atb start value bug):

http://pastebin.com/HvfKwmrR

http://pastebin.com/rDCCh2GK
 

Mysticake

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I tried running the newest version of the script in a new project with no edits and no other scripts other than the Yanfly Battle Engine script. I'm still getting the same error.

While I was trying to figure out where the problem was, I removed the lines that draw the actor's ATB gauge, which I believe fixed the bug, so it seems that that's where the issue is.

EDIT: Also, in the newest version, unequipping a weapon or armor has strange behavior, including duplicating the item you're unequipping and/or removing other items from your inventory.
 
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Mysticake

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Yep, everything works now. Thanks for the fast responses! The script is great, and if I run into any other issues I'll let you know.
 

DoubleX

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Code:
#    v0.02c(GMT 1300 15-5-2015):                                               |#    1. Fixed default atb starting value not working bug                       |#    2. Fixed nil color upon victory and unexpected change equip results bug   |#    3. Fixed not clearing battlers' lambdas before calling Marshal bug        |#    4. Fixed failing to load saved games upon restarting the game bug         |#    5. Fixed unison method rules not working bug                              |#    6. Improved the battler cooldown and party escape implementations         |#    7. Further improved this script's efficiency                              |
 

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