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[ACE]
See my comment below for a better explanation.
Victor Engine - Automatic Battlers is not a problem I have mention it to ilustrate that enemies are programmed to do specific things.
Main problem is position of Troop Event Spans in relation to Yanfly Engine Ace - Ace Battle Engine v1.22
I was able to find partial solution, see comments below.
I make post here because it deals wiht couple of scripts. I have prepared two demos. DTB works and FTB works. In each we have the same situation, 2 actors, two events with battle processing ( left ftb, right dtb) If you play them you will notice the fluidity problem. Lets start from dtb demo.
scripts mentioned in the post:
Yanfly Engine Ace - Instant Cast
Victor Engine - Automatic Battlers
Troop Event Spans Tsukihime
Yanfly Engine Ace - Ace Battle Engine v1.22
Using Victor Engine - Automatic Battlers I made couple of types of enemies. They can attack actors with low/high HP or Agi. We can manipulate stats to "steer" enemies action. Problem starts when I try to use free turn battle system as well ( and in consequenc we have 2 types of battles one normal and one with free turn battle with skills using action points )
In battles with FTB, skills using AP that cost less than max action points don't decrease available action points. We can use them ad infinitum what is not desirable
If I place Troop Event Spans script below Yanfly Engine Ace - Ace Battle Engine v1.22 FTB system does not work but battle is fluid and when we change any param, enemies react to changes in battle round, targeting appropriate targets.
If I place Troop Event Spans script above Yanfly Engine Ace - Ace Battle Engine v1.22 FTB works but reaction to the change in agility ( and other param) are one round to slow.
I see that Troop Event Spans script and Yanfly Engine Ace - Ace Battle Engine share same definitions
def process_action_end for example.
I tried to merge both scripts but I have no programing knowledge so...
Problem is, when I want to incorporate FTB system, I must place Troop Event Spans above Yanfly script, but then I can not use in troops page condiotion <action span> that Troop Event Spans script offers, and if we change lets say agility,enemies still target actors as no change has occcured and in the next round they register changes.
( Instant script ganerate aditional turn before battle turn and thats how I work around this problem without FT
If TES is above Yanfly script we have perfectly working ftb, action points decrease after each skill, but we lose fluidity ( instatn recognition by enemies of changes of param) and we have no pre battle turn ( instant turn that is consequence of instant script)
I susspect that placing TES above Instant script and Yanfly script new methods from this script take priority. If somebody has any idea how to resolve this issue I would be gratefull
Play demo for clarity
http://www.mediafire.../Nowy_folder.7z
In DTB demo Troop Event Spans script is below Yanfly Engine Ace - Ace Battle Engine v1.22
-On the RIGHT we fight two whisp in DTB, enemies are automatic batttlers ( Victor Engine - Automatic Battlers), and they must attack actor with highest agi.
-To lure them, we can use instant skill ( Agi up) to increase agi of one actor.
-If we change Agi or not, before normal turn starts, enemies already know who has highest agi and attack accordingly.
-There is extra "turn" in which instant skill are beeing executed.Probably that is why enemies know who has highest agi, because they had checked actors agi at the end of "extra instant turn"
- Battle is fluid, we can manipulate params to steer enemies attack in turn after execute.
-On the LEFT whe fight two slimes in FTB mode.
-Skill STING uses 1 FTB point (default setting) and every skill has the same ( 1ftb ) cost. But when Troop Event Spans script is above ABE in FTB mode every skill that has cost less than maximum FTB points doesn't cost. FTB remaining points stay maximum and we can use skills infinitely
See my comment below for a better explanation.
Victor Engine - Automatic Battlers is not a problem I have mention it to ilustrate that enemies are programmed to do specific things.
Main problem is position of Troop Event Spans in relation to Yanfly Engine Ace - Ace Battle Engine v1.22
I was able to find partial solution, see comments below.
I make post here because it deals wiht couple of scripts. I have prepared two demos. DTB works and FTB works. In each we have the same situation, 2 actors, two events with battle processing ( left ftb, right dtb) If you play them you will notice the fluidity problem. Lets start from dtb demo.
scripts mentioned in the post:
Yanfly Engine Ace - Instant Cast
Troop Event Spans Tsukihime
Yanfly Engine Ace - Ace Battle Engine v1.22
In battles with FTB, skills using AP that cost less than max action points don't decrease available action points. We can use them ad infinitum what is not desirable
If I place Troop Event Spans script below Yanfly Engine Ace - Ace Battle Engine v1.22 FTB system does not work but battle is fluid and when we change any param, enemies react to changes in battle round, targeting appropriate targets.
If I place Troop Event Spans script above Yanfly Engine Ace - Ace Battle Engine v1.22 FTB works but reaction to the change in agility ( and other param) are one round to slow.
I see that Troop Event Spans script and Yanfly Engine Ace - Ace Battle Engine share same definitions
def process_action_end for example.
I tried to merge both scripts but I have no programing knowledge so...
Problem is, when I want to incorporate FTB system, I must place Troop Event Spans above Yanfly script, but then I can not use in troops page condiotion <action span> that Troop Event Spans script offers, and if we change lets say agility,enemies still target actors as no change has occcured and in the next round they register changes.
( Instant script ganerate aditional turn before battle turn and thats how I work around this problem without FT
If TES is above Yanfly script we have perfectly working ftb, action points decrease after each skill, but we lose fluidity ( instatn recognition by enemies of changes of param) and we have no pre battle turn ( instant turn that is consequence of instant script)
I susspect that placing TES above Instant script and Yanfly script new methods from this script take priority. If somebody has any idea how to resolve this issue I would be gratefull
Play demo for clarity
http://www.mediafire.../Nowy_folder.7z
In DTB demo Troop Event Spans script is below Yanfly Engine Ace - Ace Battle Engine v1.22
-On the RIGHT we fight two whisp in DTB, enemies are automatic batttlers ( Victor Engine - Automatic Battlers), and they must attack actor with highest agi.
-To lure them, we can use instant skill ( Agi up) to increase agi of one actor.
-If we change Agi or not, before normal turn starts, enemies already know who has highest agi and attack accordingly.
-There is extra "turn" in which instant skill are beeing executed.Probably that is why enemies know who has highest agi, because they had checked actors agi at the end of "extra instant turn"
- Battle is fluid, we can manipulate params to steer enemies attack in turn after execute.
-On the LEFT whe fight two slimes in FTB mode.
-Skill STING uses 1 FTB point (default setting) and every skill has the same ( 1ftb ) cost. But when Troop Event Spans script is above ABE in FTB mode every skill that has cost less than maximum FTB points doesn't cost. FTB remaining points stay maximum and we can use skills infinitely
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