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.
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.
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)
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.
Just beat the last of us 2 last night and starting jedi: fallen order right now, both use unreal engine & when I say i knew 80% of jedi's buttons right away because they were the same buttons as TLOU2 its ridiculous, even the same narrow hallway crawl and barely-made-it jump they do. Unreal Engine is just big budget RPG Maker the way they make games nearly identical at its core lol.
Can someone recommend some fun story-heavy RPGs to me? Coming up with good gameplay is a nightmare! I was thinking of making some gameplay platforming-based, but that doesn't work well in RPG form*. I also was thinking of removing battles, but that would be too much like OneShot. I don't even know how to make good puzzles!
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