Problem with Free Turn Battle and Troop Event Spans scripts

dii

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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 FTB)

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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Kes

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Generally speaking Victor's scripts and Yanfly's scripts are incompatible.  if you are trying to run them both in the same project it is highly unlikely that you will get them to work together.  You must choose - one or the other, but not both.
 

dii

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I was not aware of this ;) I saw somwhere script by Hime that is used to incorporate multiple battle systems in one project. If I will be able to understand how to use it I will try it
 
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dii

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Now that i think about it I see that problem doesn't come from conflict between V and Y scripts.

edit: because Free Turn Battle Works perfectly when we place Troop Event Spans above Ace Battle Engine with Victor Scripts present on list in Materials.

When I paste ;)

Yanfly Engine Ace - Ace Battle Engine v1.22

Troop Event Spans Tsukihime

Yanfly Engine Ace - Instant Cast

Sample, demo DTB works:

a) Battle starts with two actors with agi = 1

b ) We change 2nd actor agi to 2 with skills ( instant skills but this is not exactly relevant with what skills)

c) Thanks to additional turn ( by-product of instant script I suppose, there is no "hard conflict" of scripts) game lets say has time to catch up, and when enemies attack in normal turn, they already know who has high agi and attack actor TWO.

d) When we place TES above ABE they will still attack actor ONE with agi = 1, despite the fact that actor TWO has agi = 2. Not until the next turn enemies will attack actor 2, as they suppoised to. Automatic battlers works, there is problem with TES and ABE and how TES shares some definitions with ABE about action end, turn end or sth.

e) In this position of TES by hime, there is no problem with Victor Engine - Automatic Battlers script.

f) <page span: action> from TES can be used in troops page.

g ) FTB do not work properly

Game works but I think because TES and Yanfly Engine Ace - Ace Battle Engine v1.22 share some class, def etc. placeing TES above ABE makes this whole difference

When I pasete scripts in that order

Troop Event Spans Tsukihime

Yanfly Engine Ace - Ace Battle Engine v1.22 (ABE)

Yanfly Engine Ace - Instant Cast

a2) <page span: action> from TES can not be used in troops page.

b2) FTB mode works,( we are not concern wiht instant skills in FTB mode, there will be no instant skills in this mode)

c2) instant skills work normal in not FTB mode, but we do not have this pre-turn, additional turn.

d2) Automatic Battlers script works

e2) placing TES above ABE eliminates this additional turn and that is main problem.

Because there is no longer this additional turn, game can't catch up, and we have situation explained in d)

I observed, that existance of this extra turn enable me to make my idea with "param change system" to work. Without extra turn enemies know of the changes not untill next normal turn. One single manipulation, placing Troop Event Spans script above ABE makes whole difference.

Maybe Automatic Battlers script is conflicted with TES or when we place those scripts in that configuration sth is happening to AB... but AB works if we place TES below or above ABE, only difference is when enemies see the changes of params.

In conclusion:

TES below ABE

<page span: action> from TES can be used in troops page.

extra turn present

FTB do not work properly

TES above ABE

<page span: action> from TES can not be used in troops page.

no extra turn

FTB works

Now I can have

1) I want to use <page span>, want to have extra turn and fluidity so I place TES below ABE, FTB mode is not working properly, every other script is working fine

2) I want to have FTB system, so I place TES above ABE - <page span> doesn't work anymore, no extra turn, but FTB is working, every other script is working fine

[so there must be conflict of some sort between TES and ABE]

3)I would like to have:

Working FTB mode.

Some change in TES script to preserve this effect of extra turn (in DTB mode because it woud not be instant skills in FTB mode. No isntant skills in FTB so no extra turn after usage of instant skills)

Still be able to use <page span> with FTB working.

I am aware of effects of scripts position in Materials :) Maybe someone will figure out this one problem one day.
 
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dii

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I have found a solution. In my case, and scripts I am using in the project, issue with compatibility of Victor and Yanfly scripts is not the problem. VICTOR'S AND YANFLY'S scripts are compatible. PROBLEM IS WITH  HIME'S TES SCRIPT AND YANFLY SCRIPT. Solution - everything is a matter of cleverly use of

State Notetags - These notetags go in the state notebox in the database.
# -----------------------------------------------------------------------------
# <ftb actions: +x>
# <ftb actions: -x>
# This increases or decreases the maximum number of actions available to an
# actor by x. While an actor's individual maximum can be any value, it does not
# provide more than the party maximum applied in the module. An actor's total
# maximum cannot go below 1.

Yanfly Engine Ace - Battle System Add-On: Free Turn Battle v1.02

With using states and tthis notetag I was able to make FTB mode playable while maintainnig features like instant turns and fluent reactions of enemies in DTB ;) Now it is 90% functionality of the original FTB mode ( original - when script is working properly with no problems from positioning the TES script) I will make demos in the future illustraiting what was the problem and how to mostly fix it ;)

edit:

Problem was

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 has mentioned problem 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

.

Now

Using <ftb actions: -x>, adding states with it when actor uses a skill, I am changing maximum number of available actions.

Before, skills with cost less than max AP could be used as many times as we wanted, turn have not ended.

Now, when we lets say have 1 AP left and skill with FTB cost 1 is adding  states with <ftb actions: -1>, turn ends after actor uses that skill.

Now when I have TES below, and I am using this solution, turn ends when we have 2 AP points left and actor is using skill with 1ftb cost + state. (Turn will end if we use at this moment skill  with ftb cost 2 + state).

That is only difference now, we can not perform two actions with 1AP cost when we have last 2 AP left. When we have 1 AP left, turn will end after actor uses skill with FTB cost 1

(remember

In battles with FTB, skills using AP that cost less than max action points don't decrease available action points

using notetags we changed MaxAP to 1 so cost of 1 AP == MaxAP=> turn ends)

So now I have working DTB mode and practically working and playable FTB in one project.

P.S. It would be nice if someone with programing knowledge could merge or do something to make

Troop Event Spans Tsukihime

and

Yanfly Engine Ace - Ace Battle Engine v1.22

or rather Yanfly Engine Ace - Battle System Add-On: Free Turn Battle v1.02

Yanfly Engine Ace - Instant Cast

compatible.

TES is the main problem as far as I can tell. It shares some classes and def and placing it above Yanfly Engine Ace - Ace Battle Engine v1.22 makes all the problems. I am leaving this task to people with far more knowledge than mine ;)

Could someone please remove tag Automatic Battlers from post? ;)
 
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