Time Machine - UPDATE version 1.1.5

Sarlecc

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Time Machine version 1.1.5
Author Sarlecc


 
Introduction
Description: Have you ever made a mistake in battle and wished you
could have a redo? Well now you can! That's right with this new
handy script you can roll back to a previous turn and try something
different.

Updates

1.1.1 can reset turns

1.1.2 Fixed some game breaking errors when processing invalid actions. Note just found a few more cases where this error will pop up.

1.1.4 Compatibility update with YEA battle no more massive positive buff pop up.
         resetting to turn one over and over again now works as intended.
         processing action error should be fixed for good now.

1.1.5 skills are no longer used twice.
 
Features
- Go back to an earlier turn in battle.
- Revert states, buffs, health, mana, tp.

- Also revert items used (or in the weird cases where you gain items in battle those will be removed).

- Turn count can now be reverted.

Compatible with the following Battle Systems:

- Default- Takentai            * I have not personally tested this one.

- YEA Ace Battle

- Battle Engine Symphony

- Probably many more
 
Screenshots
None (no real visuals)
 
How to Use
Place script below materials and above main. Note that you may need to place under other battle scripts.Note make sure to start a new game instead of loading a saved game after installing this script. Otherwise

you will/might end up with no method errors.

Script header instructions:

#---------------------------------------------------------------------# Skill/Item Note tags: (Hint: you place these in the skill/item note boxes)# <time_machine_set> saves the current turn as is# <time_machine_set: x> can use the skill to save every x'th turn# <time_machine: all: x> load every x'th turn* for enemies and actors (x is a number)# <time_machine: actors: x> load every x'th turn* for actors (x is a number)# <time_machine: enemies: x> load every x'th turn* for enemies (x is a number)# *note if xth turn doesn't exist then you can't use the skill.# *note2 x must be greater than 0 (I dare you to input a 0). # State Note tags: (Hint you place these in the states note box) # <time_machine_set: x> save every x'th turn # *note all turn state saving is done at turn end.# Skill turn saving is done when the skill is used during a turn.#---------------------------------------------------------------------# NOTES:# 1. saving every turn will keep all the data updated so not recommended# 2. equips will remain whatever was last equipped expect to lose equip# items now if they are changed in battle.# 3. no event reversing (in fact probably won't do this one). However# if it is just damage related/state related then it should roll back. 
Demo
None yet but I might include one later.
 
Script
Git Hub

Git Hub RAW

FAQ
 Q: why is nothing resetting?
 A: You may be saving every turn if you do that then there will
    be nothing to reset to. Check your <time_machine_set: x> notetags
    if x is 1 then every turn will be saved.

 
Credit and Thanks
- Sarlecc
- NeoFantasy for script idea
  Special thanks to:
- MeowFace, Sixth, Lecode and Tsukihime for their thoughts in the original discussion link.

TERMS

TERMS
 
Author's Notes
This was one of the funnest scripts I have written so far. (Not to mention the most complex script I have written) :D

It would be cool if people using this script could tell me which battle systems they are using and if it runs flawlessly or not. I will add battle systems in a list that it is compatible with in the OP.
 
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Animebryan

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Can this be used to reset a battle to when it first started? Basically have it save at the very beginning of the battle only & reset to that point?

Edit: Also, can you port this to MV as a plugin?
 
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Sarlecc

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Currently the script saves the first turn by default meaning you can reset to the first turn; However you will only be able to reset to a given turn once. After that the skill/item gets locked until another turn is saved.

I have some special plans for MV plugins you can be assured that all my ACE scripts will eventually be ported over.
 

Animebryan

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Currently the script saves the first turn by default meaning you can reset to the first turn; However you will only be able to reset to a given turn once. After that the skill/item gets locked until another turn is saved.

I have some special plans for MV plugins you can be assured that all my ACE scripts will eventually be ported over.
Could you make it so it can be used over & over without a new save? I need it for the Hourglass of Regression/Sands of Time for a DQ4 Remake (which always resets the entire battle to the beginning). Please?
 

Sarlecc

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I can look into doing this though it may take awhile due to my current schedule.
 

Galdelonian

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Hmm. Guessing it's made for the base combat system. Still an impressive idea. Super super super appealing to me. Almost enough for me to abandon sideview. Haha.
 

Sarlecc

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Yes it was designed with the base battle system in mind (as designing it for just a particular custom battle system would limit this script greatly); however this system should still have fairly high compatibility with other battle systems. If it doesn't work try placing below the battle system you are using.
 
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Galdelonian

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Could this have a problem with Instance Items by Hime?
 

Sarlecc

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If you could edit your post with the link to that script I can check. :)

Edit: Found the script tested it and had no problems with Instance Items placed above Time_Machine and no problems with it placed below.
 
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Sarlecc

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UPDATE:

Compatibility update with YEA battle no more massive positive buff pop up.
resetting to turn one over and over again now works as intended.
processing action error should be fixed for good now.
 

Sarlecc

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Not sure how I missed this one in my last update.

Bug fix: Skills are no longer used twice.
 

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