VE - Active Time Battle

Lionheart

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Very nice script!
However, you can 'make that time as well as the bar change color when preparing a skill,

changed color even when using the states Haste, Slow, or Stop?!?
 
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AcosmicDevi

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In each of Victor's scripts, there's a compatibility section. Look for what is overwritten, and see if any other scripts are overwriting the same methods. If they are, there's very likely to be a problem. In this case, you can get around it by just going into the Yanfly core script and commenting out each method Victor's ATB overwrites. If I recall right, most of them are in BattleManager and have to do with turn management.
Awesome. Thanks for the reply. I will try this :)

Update 4/30/2013

I took your advice and commented out this entire section in Yanfly's Engine Ace Core. Since I'm using Victor's battle engine, I figured I don't need this part of Yanfly's script at all.

#==============================================================================# ■ BattleManager#==============================================================================module BattleManager #-------------------------------------------------------------------------- # overwrite method: turn_start #-------------------------------------------------------------------------- def self.turn_start @phase = :turn clear_actor $game_troop.increase_turn @performed_battlers = [] make_action_orders end #-------------------------------------------------------------------------- # overwrite method: next_subject #-------------------------------------------------------------------------- def self.next_subject @performed_battlers = [] if @performed_battlers.nil? loop do @action_battlers -= @performed_battlers battler = @action_battlers.shift return nil unless battler next unless battler.index && battler.alive? @performed_battlers.push(battler) return battler end end #-------------------------------------------------------------------------- # overwrite method: force_action #-------------------------------------------------------------------------- def self.force_action(battler) @action_forced = [] if @action_forced == nil @action_forced.push(battler) return unless Switch.forced_action_remove @action_battlers.delete(battler) end #-------------------------------------------------------------------------- # overwrite method: action_forced? #-------------------------------------------------------------------------- def self.action_forced? @action_forced != nil end #-------------------------------------------------------------------------- # overwrite method: action_forced_battler #-------------------------------------------------------------------------- def self.action_forced_battler @action_forced.shift end #-------------------------------------------------------------------------- # overwrite method: clear_action_force #-------------------------------------------------------------------------- def self.clear_action_force @action_forced = nil if @action_forced.empty? end end # BattleManagerThe two scripts appear to like each other again and the Active Time Battle is working beautifully now. Thanks for your help :)
 
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RydiaMist

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No problem, glad I could help. ^^
 
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Can or has anyone added custom code to color the ATB gauges based on states such as Haste (Red) or Slow/Stop (Grey)? I tried a go at it and got a headache. May attempt again later on, but curious if someone found a way yet.
 

Lionheart

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Can or has anyone added custom code to color the ATB gauges based on states such as Haste (Red) or Slow/Stop (Grey)? I tried a go at it and got a headache. May attempt again later on, but curious if someone found a way yet.
I did the very same question a few more on topic!

So I join to your request!
 
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I did the very same question a few more on topic!

So I join to your request!
I'm a noob at this,as a disclaimer, lol. :p

I'd wanted to do something similar with speed-affected states and added lines in the "setup_atb_color" sections,

  #--------------------------------------------------------------------------  # * New method: setup_atb_color1  #--------------------------------------------------------------------------  def setup_atb_color1(actor)    return text_color(3) if actor.cast_action?    return text_color(8) if BattleManager.party_escaping?    return text_color(20) if actor.state?(8) #that right there    return text_color(11)  end  #--------------------------------------------------------------------------  # * New method: setup_atb_color2  #--------------------------------------------------------------------------  def setup_atb_color2(actor)    return text_color(17) if actor.cast_action?    return text_color(1) if BattleManager.party_escaping?    return text_color(20) if actor.state?(9) #and that right there    return text_color(3)  endIt hasn't given me problems so far, but of course, if I have reached Maximum Derp, please let me know. :3
 

Lionheart

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I'm a noob at this,as a disclaimer, lol. :p

I'd wanted to do something similar with speed-affected states and added lines in the "setup_atb_color" sections,

  #--------------------------------------------------------------------------  # * New method: setup_atb_color1  #--------------------------------------------------------------------------  def setup_atb_color1(actor)    return text_color(3) if actor.cast_action?    return text_color(8) if BattleManager.party_escaping?    return text_color(20) if actor.state?(8) #that right there    return text_color(11)  end  #--------------------------------------------------------------------------  # * New method: setup_atb_color2  #--------------------------------------------------------------------------  def setup_atb_color2(actor)    return text_color(17) if actor.cast_action?    return text_color(1) if BattleManager.party_escaping?    return text_color(20) if actor.state?(9) #and that right there    return text_color(3)  endIt hasn't given me problems so far, but of course, if I have reached Maximum Derp, please let me know. :3
Great job! Works well!

Do you know if you can make it compatible with the script:

"Compatibility Patch:

  VE + KMS Generic Active Time Battle Gauge "Mr. Bubble?!?
 

kamekache

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If I want to deactivate the atb system for the normal battle system during the game, exist a script call for this?
 

ArkDG

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Hi, guys. Can anyone help me with this?

I’m using this configuration:

#————————————————————————–
# * Wait mode
# :full_wait : time stop to select commands and actions
# :semi_wait : time stop to select actions
# :active : time don’t stop
#————————————————————————–
VE_ATB_WAIT_MODE = :full_wait
#————————————————————————–
# * Action wait
# if true, time will stop while executing actions
#————————————————————————–
VE_ATB_WAIT_ACTION = true
#————————————————————————–
# * Reverse ATB
# This setting revert how the ATB works, instead waiting the bar to fill
# up to select actions, you first select the action, the the bar start
# to fill and the action is executed once it’s full.
#————————————————————————–
VE_ATB_REVERSE = false
#————————————————————————–
# * Move status window
# Setup this true to move the status window when the actor command
# window or part command window shows up. If false, both windows will
# be displayed above the status window.
#————————————————————————–
VE_MOVE_STATUS_WINDOW = true
#————————————————————————–
# * ATB Full Sound
# Play a sound when the actor command window open. Leave nil for no sound
# RPG::SE.new(filename, volume, pitch)
#————————————————————————–
VE_ATB_SOUND = RPG::SE.new(“Decision2”, 100, 100)
#————————————————————————–
# * Escape type
# :party : open party menu by pressing the cancel key
# :command : add the “Escape” option to actors command list
# :key : press the set keys for a while to escape
#————————————————————————–
VE_ATB_ESCAPE_TYPE = :key
#————————————————————————–
# * Setup the key that must be pressed for escaping
# :A >> keyboard Shift :B >> keyboard X :C >> keyboard Z
# :X >> keyboard A :Y >> keyboard S :Z >> keyboard D
# :L >> keyboard Q :R >> keyboard W
# adding more than one key makes need to press all of them at same time
#————————————————————————–
VE_ATB_ESCAPE_KEYS = [:R, :L]
#————————————————————————–
# * Escape time
# Average escape time in frames to escape if VE_ATB_ESCAPE_TYPE = :key
# This value vary based on the battlers stats and the ATB speed
#————————————————————————–
VE_ATB_ESCAPE_TIME = 200
#————————————————————————–
# * Escape text
# Display escape text when trying to escape if VE_ATB_ESCAPE_TYPE = :key
#————————————————————————–
VE_ATB_ESCAPE_TEXT = true
#————————————————————————–
# * Turn count control
# This is used to control how the turn count will increase, the turn count
# control the battle event conditions
# :time : control by time (in frames)
# :battlers : control by the number of alive battlers
# :actions : control by the number of actions executed
#————————————————————————–
VE_ATB_TURN_COUNT = :actions
#————————————————————————–
# * Time count
# Valid only if VE_ATB_TURN_COUNT = :time, setup the number of frames
# needed to increase the turn count. Is influenced by the ATB speed
#————————————————————————–
VE_ATB_TIME_COUNT = 200
#————————————————————————–
# * Action count
# Valid only if VE_ATB_TURN_COUNT = :actions, setup the number of actions
# needed to increase the turn count
#————————————————————————–
VE_ATB_ACTION_COUNT = 10
#————————————————————————–
# * ATB speed
# Multiplier that controls the speed of the ATB bars
#————————————————————————–
VE_ATB_SPEED = 1.0
#————————————————————————–
# * Speed modifier
# Value used to control the influence of the stats on the ATB speed
# Higher values reduce the influence of the stats on the speed.
#————————————————————————–
VE_speed_modifier = 50
#————————————————————————–
# * Start rate
# Initial ATB value on battle start, a random value between 0 and X%
#————————————————————————–
VE_ATB_START_RATE = 10
#————————————————————————–
# * Reverse ATB Guard Time
# With VE_ATB_REVERSE = true the guard time is set by this value, not
# by the value set on the database
#————————————————————————–
VE_ATB_REVERSE_GUARD_TIME = 150
#————————————————————————–
# * Default magic cast
# Setup a default cast speed for all magic skills.
# Leave nil for no cast time.
# 100 = default speed (same as the default wait time for actions)
#————————————————————————–
VE_ATB_DEFAULT_CAST = nil
#————————————————————————–
# * Damage wait
# Stop battler wait time during hurt animation. Available only for
# Animated Battle
#————————————————————————–
VE_ATB_DAMAGE_WAIT = true
#————————————————————————–
# * Escaping animation
# Add a steping animation while holding the escape key. Available only for
# Animated Battle and if VE_ATB_ESCAPE_TYPE = :key
#————————————————————————–
VE_ATB_ESCAPING_ANIM = true
#————————————————————————–
# * Regenerarion Trigger
# All regen effects triggers at same time no matter of the source, here
# you can set when the regen trigger
# :turn : at the turn end
# :action : at the action end
# :timing : at fixed intervals
# It’s highly recomended to setup all regen and poison states with the
# same auto-removal condition to ensure the duration match the trigger
#————————————————————————–
VE_ATB_REGEN_TRIGGER = :turn
#————————————————————————–
# * Regenerarion Timing
# Time for regen effects to apply if VE_ATB_REGEN_TRIGGER = :timing
# Is influenced by the ATB speed
#————————————————————————–
VE_ATB_REGEN_TIMING = 300
#————————————————————————–
# * required
# This method checks for the existance of the basic module and other
# VE scripts required for this script to work, don’t edit this
#————————————————————————–

The problem happens with event cutscenes during battles after any action (forced or not). If there are more than one message displayed after an action, the battle freezes whenever you try to make a command or look at the skills or item lists. The game just stops and nothing can be done. (well, you can still escape the battle, but the rest freezes)

I’m trying to solve the problem by myself, but I don’t even know where to start searching… Can you help me? Tks a lot!


=============EDIT=================

I think I found a fix for the window message problem…

It was configurated to “Close windows” when a message is writen. So… it closed the battle windows and they just ceased to exist for this battle. I don’t know if I did the best fix for it, but instead of closing the windows, I just deactivated and hide them. The function ended like this:

def close_windows
if $game_message.busy? && !@status_window.close?
command_windows.each {|window| window.hidden ||= window.open? }
@help_window.hide.deactivate#close
@item_window.hide.deactivate#close
@skill_window.hide.deactivate#close
@actor_window.hide.deactivate#close
@enemy_window.hide.deactivate#close #edit
end
end

For now it worked. As I test, if I have any new problem with this, I will come back. I hope my fix have some utility for other people. Tks for the atention.
 
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