DoubleX RMVXA Enhanced YSA Battle System: Classical ATB

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Hello again,
 
There are two new bugs I've found. One is with Tsukihime's Core Inventory Script.

http://himeworks.com/2013/07/core-inventory/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above this:

http://i.imgur.com/0CYjTSh.png

In Scripts:

http://i.imgur.com/74lSD5Z.png

Also this happens when the player enters battle.
Another Error is with Yanfly's Debug Extension found here:

https://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above/below this:

http://i.imgur.com/dfMJ1O3.png

In Scripts:

http://i.imgur.com/CjIfknB.png

This error happens when the player gets their turn. (atb bar is full)

I remember this happening with another series of scripts that uses certain inputs that aren't supported by Debug Extension

Keyboard Input 1.0a by Neon Black [script can be found here: http://pastebin.com/raw.php?i=rD4rQtKP ]

Name Input using Keyboard by Estiole [script can be found here: http://www.rpgmakervxace.net/topic/12619-est-name-input-using-keyboard/]

Simple Text Input by Tsukihime [script can be found here: http://www.rpgmakervxace.net/topic/4238-simple-text-input/]
Just thought I'd let you know. Good work, hopefully you can fix these issues too. I really love what you have done so far :thumbsup:

EDIT 1: Also I have a question about charge rates:

My Error consists of a "no local variable "x" for Game Actor

Here's my set up.

My Database: http://i.imgur.com/EWnuBAx.png

My Error: http://i.imgur.com/38JOsWj.png

Script: http://i.imgur.com/M8VOOjV.png

My Config for Charge Rates (unchanged from the updated version)

http://i.imgur.com/nkJ8GS1.png

EDIT2: Also another thing I have come across is incompatibility for Lunatic States. If you use the note: "<close effect: stat slip damage x%>" It doesn't do damage to the enemy. (Even if the compatibility fix is below the aforementioned script)

Any Ideas?
 
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DoubleX

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Hello again,

There are two new bugs I've found. One is with Tsukihime's Core Inventory Script.

http://himeworks.com/2013/07/core-inventory/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above this:

http://i.imgur.com/0CYjTSh.png

In Scripts:

http://i.imgur.com/74lSD5Z.png

Also this happens when the player enters battle.
Another Error is with Yanfly's Debug Extension found here:

https://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above/below this:

http://i.imgur.com/dfMJ1O3.png

In Scripts:

http://i.imgur.com/CjIfknB.png

This error happens when the player gets their turn. (atb bar is full)

I remember this happening with another series of scripts that uses certain inputs that aren't supported by Debug Extension

Keyboard Input 1.0a by Neon Black [script can be found here: http://pastebin.com/raw.php?i=rD4rQtKP ]

Name Input using Keyboard by Estiole [script can be found here: http://www.rpgmakervxace.net/topic/12619-est-name-input-using-keyboard/]

Simple Text Input by Tsukihime [script can be found here: http://www.rpgmakervxace.net/topic/4238-simple-text-input/]
Just thought I'd let you know. Good work, hopefully you can fix these issues too. I really love what you have done so far :thumbsup:

EDIT 1: Also I have a question about charge rates:

My Error consists of a "no local variable "x" for Game Actor

Here's my set up.

My Database: http://i.imgur.com/EWnuBAx.png

My Error: http://i.imgur.com/38JOsWj.png

Script: http://i.imgur.com/M8VOOjV.png

My Config for Charge Rates (unchanged from the updated version)

http://i.imgur.com/nkJ8GS1.png

EDIT2: Also another thing I have come across is incompatibility for Lunatic States. If you use the note: "<close effect: stat slip damage x%>" It doesn't do damage to the enemy. (Even if the compatibility fix is below the aforementioned script)

Any Ideas?

ECATB Compatibility should be placed below all scripts with compatibility issues to be addressed.

However, I'll still look into compatibility issues with Tsukihime's Core Inventory Script, Yanfly's Debug Extension and Lunatic States.

For the charge rate, x needs to be substituted with actual numbers :)
 
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ECATB Compatibility should be placed below all scripts with compatibility issues to be addressed.

However, I'll still look into compatibility issues with Tsukihime's Core Inventory Script, Yanfly's Debug Extension and Lunatic States.

For the charge rate, x needs to be substituted with actual numbers :)
Thanks for the quick reply! Is there a way through note-tagging, like Yami's Classical ATB? Or am I missing something  :p
 
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DoubleX

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Thanks for the quick reply! Is there a way through note-tagging, like Yami's Classical ATB? Or am I missing something  :p
Do you mean something like these?

Code:
#==============================================================================|#  ** Notetag Info                                                             |#     Notetag settings override their corresponding configuration settings     |#     Search the notetags themselves to navigate between their info and values |#------------------------------------------------------------------------------|#  * Actors/Classes/Weapons/Armors/Enemies/States Notetags(in their noteboxes)#    1. <ecatb color: type, num, CX>                                           |#       Sets the atb, charge and cooldown bar color num with num being 1 or 2  |#       as CX, which can be set in Color Notetag Values                        |#    2. <ecatb order battler icon: OBIX>                                       |#       Sets the icon representing its battler's order as OBIX, which can be   |#       set in Order Battler Icon Notetag Values                               |#    3. <ecatb order battler opacity: OBOX>                                    |#       Sets the opacity of the icon representing its battler's order as OBOX, |#       which can be set in Order Battler Opacity Notetag Values               |#    4. <ecatb order battler scale: OBSX>                                      |#       Sets the scale of the icon representing its battler's order as OBSX,   |#       which can be set in Order Battler Scale Notetag Values                 |#    5. <ecatb order battler z: OBZX>                                          |#       Sets the z position of the icon representing its battler's order as    |#       OBZX, which can be awr in Order Battler Z Notetag Values               |#    6. <ecatb rate: RX>                                                       |#       Sets the atb fill rate of the battler as RX, which can be set in Rate  |#       Notetag Values                                                         |#    7. <ecatb se ready act: SERAX>                                            |#       Sets the se to be played when a battler becomes able to act as SERAX,  |#       which can be set in SE Ready Act Notetag Values                        |#    8. <ecatb speed reduce: SRX>                                              |#       Sets the number of frames an enemy or actor with autobattle and/or     |#       confusion needs when inputting actions as SRX, which can be set in     |#       Speed Reduce Notetag Values                                            |#    9. <ecatb start val: start, SVX>                                          |#       Sets the atb value at the start of the battle as SVX, which can be set |#       in Start Value Notetag Values                                          |#       start can be either 0, 1 or 2, meaning the notetag will be used in     |#       normal, preemptive or surprise starts respectively                     |#------------------------------------------------------------------------------|#  * Skill/Item Notetags(in their noteboxes):                                  |#    1. <ecatb act cost: ACX>                                                  |#       Sets the number of actions needed for the skill/item as ACX, which can |#       be set in Action Cost Notetag Values                                   |#       Users can't use it if they don't have enough actions                   |#       Setting ACX as 0 means no action point is needed nor will be used      |#       Setting ACX as negative means users will have more actions afterwards  |#    2. <ecatb charge prior act cost: CPACX>                                   |#       The skill/item action cost will be paid before and after finished      |#       charging if CPACX, which can be set in Charge Prior Act Cost Notetag   |#       Values, returns false and true respectively                            |#    3. <ecatb charge prior item cost: CPICX>                                  |#       The skill/item non-action cost will be paid before and after finished  |#       charging if CPICX, which can be set in Charge Prior Item Cost Notetag  |#       Values, returns false and true respectively                            |#    4. <ecatb charge rate: CRX>                                               |#       The skill/item will have to charge with atb fill rate being CRX, which |#       can be set in Charge Rate Notetag Values, before releasing if this     |#       notetag's used                                                         |#    5. <ecatb cooldown rate: CDRX>                                            |#       The battler will have to cool down with atb fill rate being CDRX, which|#       can be set in Cooldown Rate Notetag Values, after using the skill/item |#       before the battler's atb will be filled again if this notetag's used   |#    6. <ecatb force act cost: FACX>                                           |#       The battler will and won't pay the action cost after using the forced  |#       action if FACX, which can be set in Force Action Cost Notetag Values,  |#       returns false and true respectively                                    |#    7. <ecatb reset val: RVX>                                                 |#       Sets the atb value after using the skill/item as RVX, which can be set |#       in Reset Value Notetag Values                                          |#       The atb value right after users have no more actions will be the sum of|#       RVX of all skills/items used before users have no more actions         |#    8. <ecatb unison actor: UAX>                                              |#       Sets the ids of actors needed to use the skill/item as UAX, which can  |#       be set in Unison Actor Notetag Values                                  |#       All those actors must be able to use the skill/item                    |#       They'll charge it with the same charge rate, use it together and have  |#       a cooldown with the same cooldown rate                                 |#    9. <ecatb unison actor def: UADX>                                         |#       Sets the ids of actors used to calculate the result of def as UADX,    |#       which can be set in Unison Actor Method Notetag Values                 |#       def must be the symbol of a battler method returning real numbers and  |#       should be those used in the skill/item's damage formula                |#       If a method's used in the skill/item's damage formula but doesn't use  |#       this notetag, its value will be that of the battler inputting the      |#       skill/item                                                             |#    10. <ecatb unison def rule: UDRX>                                         |#        Sets the calculation rule of def as UDRX, which can be set in Unison  |#        Method Rule Notetag Values                                            |#        def must be the symbol of a battler method returning real numbers and |#        should be those used in the skill/item's damage formula               |#        The rules are used when the skill/item's executing damage             |#    11. <ecatb unison charge rule: UCRX>                                      |#        Sets the charge rate calculation rule as UCRX, which can be set in    |#        Unison Charge Rule Notetag Values                                     |#        The rules are used when the skill/item's charging                     |#    12. <ecatb unison cooldown rule: UCDRX>                                   |#        Sets the calculation rule of def as UCDRX, which can be set in Unison |#        Cooldown Rule Notetag Values                                          |#        The rules are used when the skill/item's users are cooling down       |#------------------------------------------------------------------------------|#  * Enemy/State Notetags(in their noteboxes):                                 |#    1. <enemy ecatb bar show: kill, bar, percent, act>                        |#       Sets if the enemy atb bar should be shown with fill percent and action |#       points                                                                 |#       The bar won't be shown if kill is true and the enemy isn't killed first|#       bar, act and percent will be ignored will be above condition is met    |#       The bar will be shown if bar is true                                   |#       act and percent will be ignored if bar is false                        |#       Action points and fill percent will be shown if act and percent are    |#       true respectively                                                      |#       Setting the value of an entry as nil means that entry will be ignored  |#       t, f and n represents true, false and nil values respectively          |#------------------------------------------------------------------------------|#  * State Notetags(in their noteboxes):                                       |#    1. <ecatb countdown interval: CIX>                                        |#       Sets the duration of the state as CIX seconds                          |#       CIX can be set in Coundown Interval Notetag Values                     |#==============================================================================|
 
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Do you mean something like these?

#==============================================================================|# ** Notetag Info |# Notetag settings override their corresponding configuration settings |# Search the notetags themselves to navigate between their info and values |#------------------------------------------------------------------------------|# * Actors/Classes/Weapons/Armors/Enemies/States Notetags(in their noteboxes)# 1. <ecatb color: type, num, CX> |# Sets the atb, charge and cooldown bar color num with num being 1 or 2 |# as CX, which can be set in Color Notetag Values |# 2. <ecatb order battler icon: OBIX> |# Sets the icon representing its battler's order as OBIX, which can be |# set in Order Battler Icon Notetag Values |# 3. <ecatb order battler opacity: OBOX> |# Sets the opacity of the icon representing its battler's order as OBOX, |# which can be set in Order Battler Opacity Notetag Values |# 4. <ecatb order battler scale: OBSX> |# Sets the scale of the icon representing its battler's order as OBSX, |# which can be set in Order Battler Scale Notetag Values |# 5. <ecatb order battler z: OBZX> |# Sets the z position of the icon representing its battler's order as |# OBZX, which can be awr in Order Battler Z Notetag Values |# 6. <ecatb rate: RX> |# Sets the atb fill rate of the battler as RX, which can be set in Rate |# Notetag Values |# 7. <ecatb se ready act: SERAX> |# Sets the se to be played when a battler becomes able to act as SERAX, |# which can be set in SE Ready Act Notetag Values |# 8. <ecatb speed reduce: SRX> |# Sets the number of frames an enemy or actor with autobattle and/or |# confusion needs when inputting actions as SRX, which can be set in |# Speed Reduce Notetag Values |# 9. <ecatb start val: start, SVX> |# Sets the atb value at the start of the battle as SVX, which can be set |# in Start Value Notetag Values |# start can be either 0, 1 or 2, meaning the notetag will be used in |# normal, preemptive or surprise starts respectively |#------------------------------------------------------------------------------|# * Skill/Item Notetags(in their noteboxes): |# 1. <ecatb act cost: ACX> |# Sets the number of actions needed for the skill/item as ACX, which can |# be set in Action Cost Notetag Values |# Users can't use it if they don't have enough actions |# Setting ACX as 0 means no action point is needed nor will be used |# Setting ACX as negative means users will have more actions afterwards |# 2. <ecatb charge prior act cost: CPACX> |# The skill/item action cost will be paid before and after finished |# charging if CPACX, which can be set in Charge Prior Act Cost Notetag |# Values, returns false and true respectively |# 3. <ecatb charge prior item cost: CPICX> |# The skill/item non-action cost will be paid before and after finished |# charging if CPICX, which can be set in Charge Prior Item Cost Notetag |# Values, returns false and true respectively |# 4. <ecatb charge rate: CRX> |# The skill/item will have to charge with atb fill rate being CRX, which |# can be set in Charge Rate Notetag Values, before releasing if this |# notetag's used |# 5. <ecatb cooldown rate: CDRX> |# The battler will have to cool down with atb fill rate being CDRX, which|# can be set in Cooldown Rate Notetag Values, after using the skill/item |# before the battler's atb will be filled again if this notetag's used |# 6. <ecatb force act cost: FACX> |# The battler will and won't pay the action cost after using the forced |# action if FACX, which can be set in Force Action Cost Notetag Values, |# returns false and true respectively |# 7. <ecatb reset val: RVX> |# Sets the atb value after using the skill/item as RVX, which can be set |# in Reset Value Notetag Values |# The atb value right after users have no more actions will be the sum of|# RVX of all skills/items used before users have no more actions |# 8. <ecatb unison actor: UAX> |# Sets the ids of actors needed to use the skill/item as UAX, which can |# be set in Unison Actor Notetag Values |# All those actors must be able to use the skill/item |# They'll charge it with the same charge rate, use it together and have |# a cooldown with the same cooldown rate |# 9. <ecatb unison actor def: UADX> |# Sets the ids of actors used to calculate the result of def as UADX, |# which can be set in Unison Actor Method Notetag Values |# def must be the symbol of a battler method returning real numbers and |# should be those used in the skill/item's damage formula |# If a method's used in the skill/item's damage formula but doesn't use |# this notetag, its value will be that of the battler inputting the |# skill/item |# 10. <ecatb unison def rule: UDRX> |# Sets the calculation rule of def as UDRX, which can be set in Unison |# Method Rule Notetag Values |# def must be the symbol of a battler method returning real numbers and |# should be those used in the skill/item's damage formula |# The rules are used when the skill/item's executing damage |# 11. <ecatb unison charge rule: UCRX> |# Sets the charge rate calculation rule as UCRX, which can be set in |# Unison Charge Rule Notetag Values |# The rules are used when the skill/item's charging |# 12. <ecatb unison cooldown rule: UCDRX> |# Sets the calculation rule of def as UCDRX, which can be set in Unison |# Cooldown Rule Notetag Values |# The rules are used when the skill/item's users are cooling down |#------------------------------------------------------------------------------|# * Enemy/State Notetags(in their noteboxes): |# 1. <enemy ecatb bar show: kill, bar, percent, act> |# Sets if the enemy atb bar should be shown with fill percent and action |# points |# The bar won't be shown if kill is true and the enemy isn't killed first|# bar, act and percent will be ignored will be above condition is met |# The bar will be shown if bar is true |# act and percent will be ignored if bar is false |# Action points and fill percent will be shown if act and percent are |# true respectively |# Setting the value of an entry as nil means that entry will be ignored |# t, f and n represents true, false and nil values respectively |#------------------------------------------------------------------------------|# * State Notetags(in their noteboxes): |# 1. <ecatb countdown interval: CIX> |# Sets the duration of the state as CIX seconds |# CIX can be set in Coundown Interval Notetag Values |#==============================================================================|
Haha. I actually meant something like this:

# -----------------------------------------------------------------------------# Skill/Item Notetags - These notetags go in the skill/item notebox in the database.# -----------------------------------------------------------------------------# <charge rate: x%># Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged# at normal ATB filled speed * x%, which means it will be charged at x% rate.##============================================================================== Where you can set the percentage "x" from the notetag.
 

DoubleX

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The only difference between them is that CATB notetags store its values directly in the noteboxes, while this script store the reference of its values in the noteboxes. Those references can be configured in the notetag values parts of the script configurations.

For instance, comparing <ecatb charge rate: CRX> and <charge rate: x%>:

# 4. <ecatb charge rate: CRX> |# The skill/item will have to charge with atb fill rate being CRX, which |# can be set in Charge Rate Notetag Values, before releasing if this |# notetag's used |
Code:
# <charge rate: x%># Enable casting time (skill charge) for Skill or Item. Skill/Item will be charged# at normal ATB filled speed * x%, which means it will be charged at x% rate.#
The former uses CRX, which can be set in Charge Rate Notetag Values, to reference the notetag value of <ecatb charge rate: CRX>, while the latter stores x, its value, directly in the noteboxes.

This script uses the reference(or encapsulation, wrapping) approach as CRX can store extremely complicated values, which would be extremely not user-friendly if the direct(CATB) approach was used instead.

(If you've at least little scripting proficiency, you'll also probably know how to build complex CRX using basic CRX, making your CRX much, much more modular and reusable)

On the other hand, the values of the latter are always simple fixed numbers, making them simple enough to be stored directly in the noteboxes. Actually, it would only do harm if the reference appraoch's used instead for the latter.

So unfortunately, the answer is no, there's no way to use notetag values in the CATB way(<enemy ecatb bar show: kill, bar, percent, act> is the only exception). Of course, if you modify how this script works(probably needing advanced scripting proficiency), the answer can be yes lol

P.S.: I hope this script's notetags aren't too hard to use, at least for simple usages, as I don't know how to make it easier to use while still keeping their capabilities :)
 
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You are so helpful. Thanks for your hard work! :)

I could try my hand at creating CRX stuff. 
 

DoubleX

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Hello again,

There are two new bugs I've found. One is with Tsukihime's Core Inventory Script.

http://himeworks.com/2013/07/core-inventory/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above this:

http://i.imgur.com/0CYjTSh.png

In Scripts:

http://i.imgur.com/74lSD5Z.png

Also this happens when the player enters battle.
Another Error is with Yanfly's Debug Extension found here:

https://yanflychannel.wordpress.com/rmvxa/utility-scripts/debug-extension/

Explanation of Error:

The Error line is this when ECATB and Compatibility Fix is placed above/below this:

http://i.imgur.com/dfMJ1O3.png

In Scripts:

http://i.imgur.com/CjIfknB.png

This error happens when the player gets their turn. (atb bar is full)

I remember this happening with another series of scripts that uses certain inputs that aren't supported by Debug Extension

Keyboard Input 1.0a by Neon Black [script can be found here: http://pastebin.com/raw.php?i=rD4rQtKP ]

Name Input using Keyboard by Estiole [script can be found here: http://www.rpgmakervxace.net/topic/12619-est-name-input-using-keyboard/]

Simple Text Input by Tsukihime [script can be found here: http://www.rpgmakervxace.net/topic/4238-simple-text-input/]
Just thought I'd let you know. Good work, hopefully you can fix these issues too. I really love what you have done so far :thumbsup:

EDIT 1: Also I have a question about charge rates:

My Error consists of a "no local variable "x" for Game Actor

Here's my set up.

My Database: http://i.imgur.com/EWnuBAx.png

My Error: http://i.imgur.com/38JOsWj.png

Script: http://i.imgur.com/M8VOOjV.png

My Config for Charge Rates (unchanged from the updated version)

http://i.imgur.com/nkJ8GS1.png

EDIT2: Also another thing I have come across is incompatibility for Lunatic States. If you use the note: "<close effect: stat slip damage x%>" It doesn't do damage to the enemy. (Even if the compatibility fix is below the aforementioned script)

Any Ideas?

Placing Tsukihime's Core Inventory Script above this script should solve the compatibility issue. If for some reasons it must be placed below this script, I'll have to address that in the compatibility fix.

It seems to me that the issue with Yanfly's Debug Extension has nothing to do with this script. It's likely a compatibility issue between that script and custom keymap scripts. I used Cidiomar's Input and I failed to reproduce the error.

As <close effect: string> occurs at the end of a turn, while an atb system's battle turn end has the exact same timing(same frame indeed) as battle turn start, <begin effect: string> and <close effect: string> will be duplicated if used with this script. At the end I decided to remove the close effect, so you may want to try <begin effect: string> instead.
 

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A thing I've noticed is that if a skill is set to have a charge time, on enemies' charge bars, the silver turn-charge bar will be shown behind the purple skill-charge bar, while on the player's bars it won't.

EDIT: I'm also sometimes getting this error:

Script '[script name]' line 5303: NoMethodError occured.

undefined method 'each' for nil:NilClass

the offending line is:
@ecatb_notes[("start_#{start.to_s}").to_sym].each { |note| eval(note) }

I'm assuming this has something to do with surprise or preemptive strikes, since it only happens sometimes.
 
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DoubleX

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A thing I've noticed is that if a skill is set to have a charge time, on enemies' charge bars, the silver turn-charge bar will be shown behind the purple skill-charge bar, while on the player's bars it won't.

EDIT: I'm also sometimes getting this error:

Script '[script name]' line 5303: NoMethodError occured.

undefined method 'each' for nil:NilClass

the offending line is:

@ecatb_notes[("start_#{start.to_s}").to_sym].each { |note| eval(note) }

I'm assuming this has something to do with surprise or preemptive strikes, since it only happens sometimes.
Those atb bar behavior difference is intended, as those of enemies and those of actors are implemented quite differently(technical stuffs). But if the actor atb bars are displayed on the actor sprites instead of the status window, they should behave the same as those of enemies.

For your error, I failed to reproduce it. I've checked the code and it seems to me that it's either compatibility issues, or you did some insane stuffs on the starting atb values. You may want to give me a demo this time :)
 

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Updates

Code:
#    v0.02d(GMT 0400 25-5-2015):                                               |#    1. Fixed starting atb value not working bug                               |#    2. Fixed some typos and outdated stuffs                                   |
 

DoubleX

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Updates

Code:
#    v0.03a(GMT 0900 27-5-2015):                                               |#    1. Implemented these features:                                            |#       -  Action Input Events                                                 |#       -  ATB Reset Events                                                    |#       -  Cooldown Finish Events                                              |#    2. Improved this script's efficiency and robustness                       |
 

DoubleX

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Updates

Written a patch to let you set the base atb rate formula. It can hurt script performance, but also ease you from copying the same <ecatb rate: RX> to all battlers :)
 
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DoubleX

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Code:
#    v0.04a(GMT 0300 27-6-2015):                                               |#    1. Implemented the CTB Replication feature                                |#    2. Lets users set if problematic configuration values will be reset       |#    3. Fixed retrieving nil battler name bug in the help window               |#    4. Increased this script's compactness and memory performance             |
 

DoubleX

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#    v0.04b(GMT 1600 29-6-2015):                                               |#    1. Reduced lag right after executing actions with ctb replication         |#    2. Fixed nil atb bar color bug upon party member change at battle end     |#    3. Removed some redundant compatibility socket methods                    |
 

DoubleX

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#    v0.04c(GMT 1400 6-7-2015):                                                |#    1. Fixed duplicate actor sprite creations from other scripts doing so     |#    2. Fixed executing and/or inputting actions from/to hidden battlers bug   |#    3. Fixed battler icons in the order window not working with ctb mode bug  |#    4. Further increased this script's compactness and efficiency             |#    5. Removed some more redundant variables and compatibility socket methods |
 

nazgul

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I appreciate greatly the vast understanding of knowledge you have and your atb system is the most complex script I have looked at in rmvx ace so far. I am a casual amateur developer, I am having a problem with a different atb script. I use Fomars Atb because of its simplicity. When I use skills to call common events that force battle actions the atb gauge breaks until a certain amount of time passes. Its breaking my game and Atb is really the style im aiming for.

I am using Yanflys battle engine and Yamis Battle engine Symphony.

Do you have any solutions? I tried using the simple ecatb from yami with bug fixes but it still had the same problem. Your atb actually worked perfect I just have no idea how to use it. Sorry for being an ignoramus.

While I would like a simple atb based off agility something like back in rmvx with a charge system I would take anything that functions and lets me use common events.

ATB is so complicated I wish this simple part of my game that really isnt the focus only a management system would work ><

Sorry for whining at you guys thanks for anyone trying to help! Props to making a godly script, I wish I could use it effectively.
 
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DoubleX

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I appreciate greatly the vast understanding of knowledge you have and your atb system is the most complex script I have looked at in rmvx ace so far. I am a casual amateur developer, I am having a problem with a different atb script. I use Fomars Atb because of its simplicity. When I use skills to call common events that force battle actions the atb gauge breaks until a certain amount of time passes. Its breaking my game and Atb is really the style im aiming for.

I am using Yanflys battle engine and Yamis Battle engine Symphony.

Do you have any solutions? I tried using the simple ecatb from yami with bug fixes but it still had the same problem. Your atb actually worked perfect I just have no idea how to use it. Sorry for being an ignoramus.

While I would like a simple atb based off agility something like back in rmvx with a charge system I would take anything that functions and lets me use common events.

ATB is so complicated I wish this simple part of my game that really isnt the focus only a management system would work ><

Sorry for whining at you guys thanks for anyone trying to help! Props to making a godly script, I wish I could use it effectively.
So the problem is, ECATB fixes the issues you're facing while CATB doesn't fix those. I'll try to fix those in CATB too :)

May you please send me your project here or via pm so I'll have a better chance fixing ths issues?

Edit: I suspect you didn't place Yanfly Engine Ace - Ace Core Engine above Yanfly Engine Ace - Ace Battle Engine. If that's the case, try that and see if anything changes :D
 
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nazgul

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You know you are so amazing but actually the scripts are working fine, it was an error by me. In my haste to create a skill that calls a common event which creates a random variable so a multitude of animations and force battle actions can play depending on the random variables value. This caused 2 skills in row each with a 1000 cost from the atb/stamina system this 2000 cost action made the atb appear to stop working for a while but it was actually just at -1000 counting back towards 0.

By changing the skill ids atb cost in the script it instantly fixed the problem and I am a big noob! So sorry for taking your time.

Thank you so much for the swift reply and offer to help perhaps in the future I will have a real problem. I think I am going to try out charging skills with the catb script next. I also need to see if I can successfully replicate my actions with that script as well. Thanks so much I will love to show the project when its a little further along. Its so messy right now I am a bit embarrassed hahaha.

I just thought I would throw some goals down here, I am switching to Yami's Catb with the bug fixes and improvements you made to it. I am going to try to give characters animations through symphony to change pose before a command is executed very similar to ff4. I draw a lot of inspirations from final fantasy's battle system so I want to incorporate nostalgic mechanics in my game. I will change the flair context and flavor of it all. Its a F2P project but its very very early in development. So far I am basically just learning things so I can manipulate the battle system into a strong cohesive uniformed system that my characters can thrive in. Im using 8d sprite battlers for characters but only battler images for the enemy so I will have many challenges ahead but I am hoping I can overcome them and create a fun project anyone can play.
 
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nazgul

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Well I am sad to say I couldnt really figure your script out I tried for a long time, but it did help me understand Yami's CATB a bit better so I switched to that having great success or so I thought. I have an issue I just discovered with Yami's battle engine symphony pausing the animation when i select a target with another character despite the wait time being set to full. This only occurs when the atb script is above battle engine symphony, however when placed below symphony there is significant lag on all the actions. I think there is an incompatibility somewhere I am admittedly really novice at this.

I am linking my project to see if you can help me get the battle system working properly so I can continue trying to create a game. Any suggestions tips or tricks for organizing the scripts im trying to utilize and keeping the game bug free and crisp? Let me know if you can find the problem. I know there are errors somewhere in here. I'm just trying to utilize symphony in accordance with a few other scripts to really get the game vision I have in my head.

Hmm its not as game breaking as I thought it just pauses the aciton I dont know why its happening but I guess its ok.
 
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