Archeia

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A list of scripts that works with Luna Engine. Currently incomplete.
 
Fully Compatible

Compatible Battle Systems

Compatible (but might have issues)

 
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boldpaste2

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Update on Shaz's script. It won't pick up enemy's or the menu in battle luna. It wont break battle luna so you can still use it but for battles it serves no purpose.

More compatible scripts that had questionable impact on Luna

And what I mean by this list is that they work 100%

-Yanfly Engine Ace

-Yanfly Battle Engine

-Yanfly Message System

-Yami Basic Module

-Battle Symphony

-Fullscreen ++

Worked initially but did not go through extensive testing.

-Tankentai
 
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Dr.Yami

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Just checked, Luna is compatible with Victor's Animated Battle, but still need more test (I just checked the most basic things with Animated Battle)
 
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Archeia

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Hi AwesomeCool, It works when I use that!


I found an issue with Victor Engine with Luna. If you use healing items on the map, the animated battler acts up <_<?
 

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I've tried to deal with the compatibility between Luna Engine and YSA-CATB can the below is my current attempt:

Compatibility Snippet

if $imported["YEA-BattleEngine"] && $imported["YSA-CATB"] && $imported["DoubleX RMVXA Bug Fixes to YSA-CATB"]#------------------------------------------------------------------------------|#------------------------------------------------------------------------------|# * Edit class: SpriteHUD |#------------------------------------------------------------------------------|class Spriteset_HUD #----------------------------------------------------------------------------| # Alias method: create_bars | #----------------------------------------------------------------------------| alias fix_catb_create_bars create_bars def create_bars fix_catb_create_bars # This part is added by this snippet to draw atb bars atb_bar = SpriteHUD_Bar.new(@viewport, self, :atb_bar) @sprites.push(atb_bar) # end # create_bars if $imported["DoubleX RMVXA Percentage Addon to YSA-CATB"] #----------------------------------------------------------------------------| # Alias method: create_numbers | #----------------------------------------------------------------------------| alias fix_catb_create_numbers create_numbers def create_numbers fix_catb_create_numbers atb = SpriteHUD_Numbers.new(@viewport, self, :atb) action = SpriteHUD_Numbers.new(@viewport, self, :action) @sprites.push(atb, action) end # create_numbers end # if $imported["DoubleX RMVXA Percentage Addon to YSA-CATB"]end # Spriteset_HUD#------------------------------------------------------------------------------|# * Edit class: SpriteHUD_Bar |#------------------------------------------------------------------------------|class SpriteHUD_Bar < Sprite #----------------------------------------------------------------------------| # Alias method: refresh_type0 | #----------------------------------------------------------------------------| alias fix_catb_refresh_type0 refresh_type0 def refresh_type0 # This part is rewritten by this snippet to handel refresh_type0 for atb bars return fix_catb_refresh_type0 if @symbol != :atb_bar self.bitmap ||= Bitmap.new(setting_type[:length], setting_type[:height]) self.bitmap.clear rect = self.bitmap.rect if $imported["DoubleX RMVXA Cooldown Addon to YSA-CATB"] && @battler.cd_catb_value > 0 symbol1 = :cooldown_color1 symbol2 = :cooldown_color2 elsif @battler.ct_catb_value > 0 symbol1 = :charge_color1 symbol2 = :charge_color2 else symbol1 = :color1 symbol2 = :color2 end color1 = setting_type[symbol1] color1 = color1.is_a?(String) ? eval(color1) : Color.new(color1[0], color1[1], color1[2], color1[3]) color2 = setting_type[symbol2] color2 = color2.is_a?(String) ? color2 = eval(color2) : Color.new(color2[0], color2[1], color2[2], color2[3]) back_color = setting_type[:back_color] back_color = back_color.is_a?(String) ? eval(back_color) : Color.new(back_color[0], back_color[1], back_color[2], back_color[3]) outline = setting_type[:outline] outline = outline.is_a?(String) ? eval(outline) : Color.new(outline[0], outline[1], outline[2], outline[3]) self.bitmap.fill_rect(rect, outline) rect.x += 1; rect.y += 1; rect.width -= 2; rect.height -= 2 self.bitmap.fill_rect(rect, back_color) if setting[:vertical] height = rect.height rect.height = rect.height * @rate rect.y = height - rect.height else rect.width = rect.width * @rate end self.bitmap.gradient_fill_rect(rect, color1, color2) return if @text.bitmap type = setting_type color = type[:tcolor] out = type[:toutline] @text.bitmap = Bitmap.new(setting_type[:length], 32) @text.bitmap.font.name = type[:font] @text.bitmap.font.size = type[:size] @text.bitmap.font.bold = type[:bold] @text.bitmap.font.italic = type[:italic] @text.bitmap.font.color = color.is_a?(String) ? eval(color) : Color.new(color[0], color[1], color[2], color[3]) @text.bitmap.font.out_color = out.is_a?(String) ? eval(out) : Color.new(out[0], out[1], out[2], out[3]) @text.bitmap.draw_text(0, 0, @text.bitmap.width, @text.bitmap.height, type[:text], type[:align]) # end # refresh_type0 #----------------------------------------------------------------------------| # Alias method: real_rate | #----------------------------------------------------------------------------| alias fix_catb_real_rate real_rate def real_rate # This part is rewritten by this snippet to handle atb bars real rate @symbol == :atb_bar ? atb_rate : fix_catb_real_rate # end # real_rate #----------------------------------------------------------------------------| # New method: atb_rate | #----------------------------------------------------------------------------| def atb_rate $imported["DoubleX RMVXA Cooldown Addon to YSA-CATB"] && @battler.cd_catb_value > 0 ? @battler.catb_cd_filled_rate : @battler.ct_catb_value > 0 ? @battler.catb_ct_filled_rate : @battler.catb_filled_rate end # atb_rateend # SpriteHUD_Bar#------------------------------------------------------------------------------|# * Edit class: SpriteHUD_Numbers |#------------------------------------------------------------------------------|class SpriteHUD_Numbers < Sprite #----------------------------------------------------------------------------| # Alias method: update_rate | #----------------------------------------------------------------------------| alias fix_catb_update_rate update_rate def update_rate # This part is rewritten by this snippet to update atb rate or action points return fix_catb_update_rate if ![:atb, :action].include?(@symbol) rate = (@symbol == :atb ? atb_rate : @battler.catb_action_times) * setting[:ani_rate] max = @battler.catb_action_times rate = [(@number.to_i - real_number.to_i).abs, rate.to_i].min @number += @number > real_number ? -rate : rate refresh if rate > 0 return if !setting[:action] refresh if max != @max_number # end # update_rate #----------------------------------------------------------------------------| # Alias method: refresh_type0 | #----------------------------------------------------------------------------| alias fix_catb_refresh_type0 refresh_type0 def refresh_type0 # This part is rewritten by this snippet to handel refresh_type0 for atb numbers return fix_catb_refresh_type0 if @symbol != :atb @max_number = @battler.catb_action_times self.bitmap ||= Bitmap.new(setting_type[:width], setting_type[:height]) self.bitmap.clear type = setting_type color = type[:color] out = type[:outline] if setting[:text] str = sprintf(setting[:text], @number, @max_number) str = setting[:action] ? str : @number else str = @number end self.bitmap = Bitmap.new(type[:width], type[:height]) self.bitmap.font.name = type[:font] self.bitmap.font.size = type[:size] self.bitmap.font.bold = type[:bold] self.bitmap.font.italic = type[:italic] bitmap.font.color = color.is_a?(String) ? eval(color) : Color.new(color[0], color[1], color[2], color[3]) bitmap.font.out_color = out.is_a?(String) ? eval(out) : Color.new(out[0], out[1], out[2], out[3]) self.bitmap.draw_text(0, 0, self.bitmap.width, self.bitmap.height, str, type[:align]) # end # refresh_type0 #----------------------------------------------------------------------------| # Alias method: real_number | #----------------------------------------------------------------------------| alias fix_catb_real_number real_number def real_number # This part is rewritten by this snippet to return @catb_value or @catb_action_times @symbol == :atb ? atb_rate : @symbol == :action ? @battler.catb_action_times : fix_catb_real_number # end # real_number #----------------------------------------------------------------------------| # Alias method: setting | #----------------------------------------------------------------------------| alias fix_catb_setting setting def setting # This part is rewritten by this snippet to handle atb texts setting @symbol == :atb ? BattleLuna::HUD::BATTLER_HUD[:atb_num] : @symbol == :action ? BattleLuna::HUD::BATTLER_HUD[:action_num] : fix_catb_setting # end # setting #----------------------------------------------------------------------------| # New method: atb_rate | #----------------------------------------------------------------------------| def atb_rate ($imported["DoubleX RMVXA Cooldown Addon to YSA-CATB"] && @battler.cd_catb_value > 0 ? @battler.catb_cd_filled_rate : @battler.ct_catb_value > 0 ? @battler.catb_ct_filled_rate : @battler.catb_filled_rate) * 100.0 end # atb_rateend # SpriteHUD_Numbers#------------------------------------------------------------------------------|# * Edit class: Window_BattleStatus |#------------------------------------------------------------------------------|class Window_BattleStatus < Window_Selectable #----------------------------------------------------------------------------| # Rewrite method: draw_actor_catb | #----------------------------------------------------------------------------| def draw_actor_catb(actor, dx, dy, width = 124) # This part is rewritten by this snippet to disable this method # end # draw_actor_catbend # Window_BattleStatus#------------------------------------------------------------------------------|end # if $imported["YEA-BattleEngine"] && $imported["YSA-CATB"] && $imported["DoubleX RMVXA Bug Fixes to YSA-CATB"]
Settings in Configuration(BattleLuna::HUD)

# ATB Bar settings :atb_bar => { :enable => true, :offset_x => 0, :offset_y => 60, :offset_z => 15, :type => 0, # 0 - Default bar; 1 - Custom bar. # 2 - Custom frame-based bar. :vertical => false,# Works for type 0 and 1. :ani_rate => 0.02, # Max is 1.00 #--- :type_0 => { :back_color => [0, 0, 0, 255], :color1 => [127, 127, 127, 255], :color2 => [127, 127, 127, 255], :charge_color1 => [255, 0, 255, 255], :charge_color2 => [255, 0, 255, 255], :cooldown_color1 => [255, 0, 255, 255], :cooldown_color2 => [255, 0, 255, 255], :outline => [0, 0, 0, 255], :length => 96, :height => 12, #--- Text setting --- # Offset is not related to above state offset :offset_x => 2, :offset_y => 51, :offset_z => 16, :tcolor => [255, 255, 255, 255], :toutline => [0, 0, 0, 255], :bold => false, :italic => false, :align => 0, :font => "VL Gothic", :size => 18, :text => "AP", }, #--- :type_1 => { :filename => "Skin_ATB", }, #--- :type_2 => { :filename => "Skin_ATB", :frames => 17, }, }, # End atb_bar. # ATB Numbers settings :atb_num => { :enable => true, :offset_x => 0, :offset_y => 55, :offset_z => 20, :type => 0, # 0 - Default font; 1 - Custom number. :ani_rate => 0.05, # Set by Max Number #--- START 2013.09.02 :action => true, # Set to true to show action points in this sprite. # Currently only works with type 0. :text => "%d/%d", # Only available for :with_max == true #--- END 2013.09.02 :type_0 => { :width => 92, :height => 24, :color => [255, 255, 255, 255], :outline => [0, 0, 0, 255], :bold => false, :italic => false, :align => 2, :font => "VL Gothic", :size => 18, }, #--- :type_1 => { :width => 80, # Use for align :filename => "Skin_NumSmall", :spacing => -2, :align => 2, }, }, # End atb_num. # Action Numbers settings :action_num => { :enable => false, :offset_x => 76, :offset_y => 44, :offset_z => 5, :type => 0, # 0 - Default font; 1 - Custom number. :ani_rate => 0.05, # Set by Max Number #--- :type_0 => { :width => 76, :height => 24, :color => [255, 255, 255, 255], :outline => [0, 0, 0, 255], :bold => true, :italic => false, :align => 2, :font => "Times New Roman", :size => 16, }, #--- :type_1 => { :width => 76, # Use for align :filename => "Btskin_numbers", :spacing => -2, :align => 2, }, }, # End action_num.
According to my test, Luna Engine works rather well with YSA-CATB(with my bug fix and compatibility fix) as well as my cooldown and percentage addon, at least I didn't notice any nontrivial issue.

My tests aren't thorough and I haven't tested any other of my addons though, so more extensive testings maybe needed to ensure Luna Engine does work with YSA-CATB ideally.

At first I thought if I'd include the above attempt in my compatibility fix to YSA-CATB, but after a more detailed thinking, I decided not to do it myself. It's because I'd have to change quite a lot of things, and more importantly, Luna Engine is going to have a commercial version(I won't be able to maintain my attempted fix for that), I think it's better for me to post my attempt here and see if it'll indeed work and accepted to be a part of the Luna Engine compatibility fix.
 

DoubleX

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To use Luna Engine and YSA-CATB Compatibility Fix by DoubleX, the below setup needs to be added in the BATTLER_HUD hash under the Battle Luna Configuration:

ATB Bars -

# ATB Bar settings :atb_bar => { :enable => true, :offset_x => 0, :offset_y => 60, :offset_z => 15, :type => 0, # 0 - Default bar; 1 - Custom bar. # 2 - Custom frame-based bar. :vertical => false,# Works for type 0 and 1. :ani_rate => 0.02, # Max is 1.00 #--- :type_0 => { :back_color => [0, 0, 0, 255], :color1 => [127, 127, 127, 255], :color2 => [127, 127, 127, 255], :charge_color1 => [255, 0, 255, 255], :charge_color2 => [255, 0, 255, 255], :cooldown_color1 => [255, 0, 255, 255], :cooldown_color2 => [255, 0, 255, 255], :outline => [0, 0, 0, 255], :length => 96, :height => 12, #--- Text setting --- # Offset is not related to above state offset :offset_x => 2, :offset_y => 51, :offset_z => 16, :tcolor => [255, 255, 255, 255], :toutline => [0, 0, 0, 255], :bold => false, :italic => false, :align => 0, :font => "VL Gothic", :size => 18, :text => "AP", }, #--- :type_1 => { :filename => "Skin_ATB", }, #--- :type_2 => { :filename => "Skin_ATB", :frames => 17, }, }, # End atb_bar.
:cooldown_color1 and :cooldown_color2 needs DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB to work.

To make the compatibility fix work with DoubleX RMVXA Percentage Addon to YSA Battle System: Classical ATB, the below setups need to be added in the BATTLER_HUD hash under the Battle Luna Configuration as well:

ATB Percentage -

# ATB Numbers settings :atb_num => { :enable => true, :offset_x => 0, :offset_y => 55, :offset_z => 20, :type => 0, # 0 - Default font; 1 - Custom number. :ani_rate => 0.05, # Set by Max Number #--- START 2013.09.02 :action => true, # Set to true to show action points in this sprite. # Currently only works with type 0. :text => "%d/%d", # Only available for :action == true #--- END 2013.09.02 :type_0 => { :width => 92, :height => 24, :color => [255, 255, 255, 255], :outline => [0, 0, 0, 255], :bold => false, :italic => false, :align => 2, :font => "VL Gothic", :size => 18, }, #--- :type_1 => { :width => 80, # Use for align :filename => "Skin_NumSmall", :spacing => -2, :align => 2, }, }, # End atb_num.
Action Points -

# Action Numbers settings :action_num => { :enable => false, :offset_x => 76, :offset_y => 44, :offset_z => 5, :type => 0, # 0 - Default font; 1 - Custom number. :ani_rate => 0.05, # Set by Max Number #--- :type_0 => { :width => 76, :height => 24, :color => [255, 255, 255, 255], :outline => [0, 0, 0, 255], :bold => true, :italic => false, :align => 2, :font => "Times New Roman", :size => 16, }, #--- :type_1 => { :width => 76, # Use for align :filename => "Btskin_numbers", :spacing => -2, :align => 2, }, }, # End action_num.
To make the compatibility fix work with DoubleX RMVXA Countdown Addon to YSA Battle System: Classical ATB, YEA - Buff and State Manager Compatibility by DoubleX is needed as well.

Right now YSA-CATB Compatibility Fix by DoubleX doesn't fix compatibility issues with DoubleX RMVXA Cancel Addon to YSA Battle System: Classical ATB.
 
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MikePjr

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So i gotta wonder.

What's a good substitution for Victor Saints battle system?

I found his system to be the easiest to wrap my brian around and do the things i WANTED to do.

But since it has issues with Luna Engina.. i need to know a good substitution.

Keep in mind, i do all sorts of styles when it comes to battle systems.

Side view with complex animations.

Over the shoulder kinda like Phantasy Star and 7th Saga.

Isometric as well.

Maybe some sort of bug fix will come at some point... kinda doubting it though.

Thoughts?
 

MikePjr

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Thankyou very much Archeia! :D

I really appreciate it.

Plan to use Luna Engine in quite a few projects i am working on, and i think Victor Saint might have given up on working on scripts.. not sure.

Can't wait to show the sort of things i do with it.
 
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MOGhunter HUD scripts work. I will also test ABS scripts as well.

EDIT: Falcao ABS is compatible so far but you have to customize the database and so on. You can't just copy paste everything.

I don't know if there are any game breaking things yet, I haven't did extensive testing yet.

Edit 2: XAS hero edition (ABS) appears to be compatible as well no issues so far bust still needs testing.
 
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DoubleX

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I've written the ECATB-Compatibility to make Luna Engine compatible with DoubleX RMVXA Enhanced YSA Battle System: Classical ATB:

if $doublex_rmvxa[:ECATB]#------------------------------------------------------------------------------|# * Edit class: ECATB_Bar |#------------------------------------------------------------------------------|class ECATB_Bar < Viewport #----------------------------------------------------------------------------| # Rewrite method: update_xy | #----------------------------------------------------------------------------| def update_xy dx = @last_x + @last_xy_offset[0] - (@last_wh[0] + (@outline ? 2 : 0)) / 2 dy = @last_y + @last_xy_offset[1] if @type == :text dx += @last_text_xy[0] dy += @last_text_xy[1] end rect.x = dx # Rewritten to let atb bars overlaps with the status window dy += @outline ? 0 : 1 # update_xy_compatibility(dy) end # update_xyend # ECATB_Bar#------------------------------------------------------------------------------|# * Edit class: Scene_Battle |#------------------------------------------------------------------------------|class Scene_Battle < Scene_Base #----------------------------------------------------------------------------| # Rewrite method: setup_ecatb_actor | #----------------------------------------------------------------------------| def setup_ecatb_actor return if @ecatb_cancel_window && @ecatb_cancel_window.active @status_window.select(BattleManager.actor_index)    # Rewritten to fix compatibility issues with showing the actor window @actor_command_window.setup(BattleManager.actor) @actor_command_window.show # ecatb_setup_actor_compatibility(BattleManager.actor) end # change_ecatb_actorend # Scene_Battleend # if $doublex_rmvxa[:ECATB]
However, the cancel and hotkey features of the latter's still incompatible with the former yet lol
 
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DoubleX

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ECATB Compatible has been updated, but it's still working in progress as there are still some compatibility issues. Right now it can produce this video with the upcoming ECATB version :)
 
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DoubleX

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I've briefly tested and the latest version(v0.04d) of ECATB is almost fully compatible with Luna Engine, except that the cancel window still failed to show which actor's currently selected. The ECATB-Compatible is now as simple as this:

Code:
if $doublex_rmvxa[:ECATB]class Scene_Battle < Scene_Base  #----------------------------------------------------------------------------|  #  Keeps the status window shown when activating the atb cancel window       |  #----------------------------------------------------------------------------|  def activate_ecatb_cancel_window # Rewrite    # Rewritten    @actor_command_window.close if @actor_command_window.active    @party_command_window.close if @party_command_window.active    select_ecatb_cancel_selection  end # activate_ecatb_cancel_windowend # activate_ecatb_cancel_windowend # if $doublex_rmvxa[:ECATB]
 
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I have a problem with the Luna Battle Configuration again, the portraits on it have been going diagonally down and I can not figure out how to fix it. Shaz sent this here for system support and I am losing my mind on figuring it out. Where did I made it go wrong?
 

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