Some questions about the Escape command, mostly pertaining to Ace Battle Engine and Ace Battle Comma

Little Paw

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https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/

https://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/

In Ace Battle Engine, if you press left or cancel all the way to the end of the actor list, it takes you back to the Fight/Escape menu.

I want to remove this functionally.

I do not want the player to be able to move left/right in the actor list. I do not want any given character to be able to act outside of the defined turn order presented by the ATB system I'm currently using (which is this: https://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/ysa-battle-system-classical-active-time-battle/), which I'm also having some issues with, but I'll get to that in a moment.

I do not want the player to ever see the Fight/Escape window. I would instead like Escape to be mapped to the Battle Command List, below Item, Defend and the like.

So how do I go about doing these things?

Then, as I said, I'm having an issue with the ATB system itself. Simply put, any skill or item which runs the Escape command will cause the game to crash. The default Escape command, in the Fight/Escape window will work, but not skills/items which have the same effect. I want to have skills which have an assured chance of escape, but have the default Escape command available to all characters, but with a chance to fail to escape.

Can anyone explain why Escape crashes in this engine?
 

Little Paw

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I can't tell you how to fix the problem with that script combination, but you might want to test Fomar's ATB-Addon to Yanfly's battle engine. That uses an approach to atb that completely removes the turn functions, so you can't go back to previous commands.

http://www.rpgmakervxace.net/topic/802-ace-battle-engine-add-on-atbstamina-system/
Unfortunately, that script seems to be no good for me, since it breaks the FF5 Mix script which is a core feature of one of my characters.

A shame too, since that seemed like a pretty good battle system.

So my original questions remain...
 

Neo Soul Gamer

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Not sure if this will work, considering the battle system you're using... But this is what I had to do with mine. 

First, add this directly below YEA.

class Window_ActorCommand < Window_Command  

  #--------------------------------------------------------------------------

  # new method: process_dir4

  #--------------------------------------------------------------------------

  def process_dir4

  end

  

  #--------------------------------------------------------------------------

  # new method: process_dir6

  #--------------------------------------------------------------------------

  def process_dir6

  end

  

end # Window_ActorCommand
The next script is made specifically for another battle system, but it should work in any project. If not, you at least have a starting point.

class Scene_Battle

  #--------------------------------------------------------------------------

  # ● アクターコマンドウィンドウの作成

  #--------------------------------------------------------------------------

  alias saba_kiseki_escape_create_actor_command_window create_actor_command_window

  def create_actor_command_window

    saba_kiseki_escape_create_actor_command_window

    @actor_command_window.set_handler:)escape, method:)command_escape))

  end

end

 

class Window_ActorCommand

  #--------------------------------------------------------------------------

  # ● コマンドリストの作成

  #--------------------------------------------------------------------------

  alias saba_kiseki_escape_make_command_list make_command_list

  def make_command_list

    saba_kiseki_escape_make_command_list

    add_command(Vocab::escape, :escape, BattleManager.can_escape?)

  end

end
Hope this helps.
 

Little Paw

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Not sure if this will work, considering the battle system you're using... But this is what I had to do with mine. 

First, add this directly below YEA.

class Window_ActorCommand < Window_Command  

  #--------------------------------------------------------------------------

  # new method: process_dir4

  #--------------------------------------------------------------------------

  def process_dir4

  end

  

  #--------------------------------------------------------------------------

  # new method: process_dir6

  #--------------------------------------------------------------------------

  def process_dir6

  end

  

end # Window_ActorCommand
The next script is made specifically for another battle system, but it should work in any project. If not, you at least have a starting point.

class Scene_Battle

  #--------------------------------------------------------------------------

  # ● アクターコマンドウィンドウの作成

  #--------------------------------------------------------------------------

  alias saba_kiseki_escape_create_actor_command_window create_actor_command_window

  def create_actor_command_window

    saba_kiseki_escape_create_actor_command_window

    @actor_command_window.set_handler:)escape, method:)command_escape))

  end

end

 

class Window_ActorCommand

  #--------------------------------------------------------------------------

  # ● コマンドリストの作成

  #--------------------------------------------------------------------------

  alias saba_kiseki_escape_make_command_list make_command_list

  def make_command_list

    saba_kiseki_escape_make_command_list

    add_command(Vocab::escape, :escape, BattleManager.can_escape?)

  end

end
Hope this helps.



The first one works, but the second one does not...

This is a problem, as I cannot let the player escape from battle like this...
 

Little Paw

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Okay so I have a new problem. As I said before, the top script that thechancellor posted works in that it prevents the player from pressing left/right to move through the Ace Battle Engine menu. But it does NOT prevent them from pressing the cancel button to go back through the menu to a previous party member's command list. I need to prevent that. Can anyone please modify that script to also fix this?
 
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