(VXace Script Request) Simple CTB type battle system?

Starmage

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Hello all! It's been long since I haven't been active on the forums lately, but I just wish to ask. Would it be possible to turn the VXace default battle system to work like a CTB (Conditional Turn Battle System)? I know there are already CTB scripts available, but AKEA CTB is not compatible with Yanfly Ace Battle Engine, and the Yami CTB also has compatibility issues with my game (Not to mention the script is no longer supported, is out of date, and links of it are all down now)...

So I'm looking for something that doesn't have to be too complicated. Like sort of a CTB where the fastest character acts first, regardless if its enemy or ally, and they do the command immediately on their turn. Is it possible to modify the Ace Battle engine this way without it being too complicated? I truly am seeking a very simple modification where it will simply allow the fastest battler to do an action, end their turn, and then the rest follows (based on agi). And I also do not prefer the FTB (Free turn battle system), since it goes like Party Turn > Enemy Turn > Party Turn > Enemy Turn, since I'm looking for something that makes battles feels a little chaotic, switching from enemy to ally battler turns based on who's fastest. :)

I hope I explained this well enough! ^_^

For references on my script listing, here is a script file (.rvdata2) from my VXace game:
https://www.mediafire.com/file/kafufh5zxfbmizr/Scripts.rvdata2/file

I'm also using Theo's SBS here incase anyone's wondering. ^_^

Thank you so much to any response! <3 :D
 
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Traverse

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Yami CTB also has compatibility issues with my game (Not to mention the script is no longer supported, is out of date, and links of it are all down now)...
Archeia uploaded the latest version of Yami's PTCB in this thread but if it is not compatible with your project, you must be using something beyond just Yanfly Engine Ace because it is supposed to be compatible with Yanfly Engine.

This being the case, you will probably need to post all of the scripts you are using if you want someone to be able to make a guess at what is compatible and what isn't.

EDIT: I see you are using Theo's SBS. Theolized SBS is supposed to be compatible with Saba Kan's AnK battle system, which is basically a CTB. You could try that one, if it doesn't work there might be something else causing problems.
 

Kes

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'Script Support' is when you want help to implement a script you already have, not for when you are looking for a script (or a mod to a script), so...

[MOVE]RGSS3 Script Requests[/MOVE]
 

Starmage

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@Traverse Hello and wow! Thank you so much for those links! I'll have a look at them! ^_^ And yep, I am indeed using Theo's SBS (w/ Yanfly Ace Battle engine), and I'll try to test the Saba Kan CTB which looks really interesting! :D Thanks so much again for the links and for the reponse! :)

Oh! And Sorry for posting on the wrong forums! X( I'll try to read carefully the subforums next time! ^_^ Thanks so much for moving Kes!

EDIT:

Okay, so far I have tried the Yami CTB that Archeia posted. I posted both scripts below Battle Ace Engine and on top of all Theo SBS scripts. The Gauge script is also below the main Yami CTB script... But I got this error during battle testing:


I am not sure what the error means :(

I still havent tried the Ao No Kiseki CTB, but am downloading it atm. :)

EDIT 2:

Okay, so after trying the Saba Kan's CTB, I still got an error:


I loaded all Saba kan scripts below Battle Ace Engine and above the Theo SBS, then that error appeared, I then tried loading the Saba kan scripts below Theo SBS, still the error appeared. :(

Thanks so much for any help!
 
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Starmage

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Hello @Roninator2 thanks so much for the link, but I have seen that script, while it certainly is really amazingly done and is greatt! It still has the same "Phase Order" of Enemy Phase > Player Phase > Enemy Phase > and so on and so forth x(( I would've used it for my game if the "Phase Order" is based on which battler has the highest agi (like a CTB ), so that it'll be a bit chaotic, turns switching from players to enemies based on whos faster. ^_^

It's a great script nonetheless and thanks for the response, its just that I'm kinda looking for a specific system for my game, which hopefully, I can find anytime soon.
 

Traverse

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Okay, so far I have tried the Yami CTB that Archeia posted. I posted both scripts below Battle Ace Engine and on top of all Theo SBS scripts. The Gauge script is also below the main Yami CTB script... But I got this error during battle testing:
That's because Yami's CTB needs a script called YES Battle Control to work - as mentioned in the instructions in it, you're meant to set the battle mode to ":ctb" in the Battle Control script, you can find that one available on Archeia's Github here.

As for the thing with Saba Kan's Ao no Kiseki, I really cannot help you there - because I just tested it myself with all your other scripts in a fresh project (nothing else but your Scripts.rvdata and the image files needed for it inside) putting it underneath all your other scripts and it worked perfectly fine for me, no errors at all. Also tried it with the scripts below Yanfly, above Theolized, still no problem.

I don't even know why that error would happen since none of the AnK battle scripts touch Window_BattleHelp at all, it's not even part of the default engine and it doesn't exist in those scripts. It's something that only exists in Yanfly Battle Engine and YES Damage Popup (and again, I'm not getting that error).
 
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Starmage

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Ohh!! THank you so much for that! So I am gonna need another script (YES Battle control) to make it work huh? Sorry I missed the intructions >.< I feel silly now xD But yeah, I did change the battle mode to :ctb, I'll try it again this time, hopefully it'll work now. ^_^ :)

And oh my! Thats weird that the error did not come up for you during your play test with Saba Kan's CTB along with my scripts.rvdata on a new project! :o Oh dear, I wonder why such an error would come up? :( I'm such a script noob that this things truly confuse me so much. Thankfully you guys are here to give clarity, so thank you!

Ill report back what I experience with the Yami CTB (done correctly this time). :)

EDIT:

@Traverse So, another error appeared trying the YAMI CTB (This time with the Yes Battle Control, and yes, I changed the battle mode to :ctb ) :( X(


I am not sure of the load order, so I tried doing:

- Battle Ace Engine
- YAMI CTB
- Gauge
- YES battle control
- (The rest of Theo's SBS)

as well as

- Battle Ace Engine
- (The rest of Theo's SBS)
- YAMI CTB
- Gauge
- YES battle control

Still, it errors like that when I play test. :(
 
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Traverse

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Ohh!! THank you so much for that! So I am gonna need another script (YES Battle control) to make it work huh? Sorry I missed the intructions >.< I feel silly now xD But yeah, I did change the battle mode to :ctb, I'll try it again this time, hopefully it'll work now. ^_^ :)
To be fair, the instructions don't actually spell out that Battle Control is another script (just says "have to change DEFAULT_BATTLE_TYPE in Battle Control to :ctb") and the thread I linked where Archeia posted it didn't have the Battle Control one posted, in fact I think the guy she was replying to didn't realize they needed Battle Control either and didn't make it clear before closing the thread.
@Traverse So, another error appeared trying the YAMI CTB (This time with the Yes Battle Control, and yes, I changed the battle mode to :ctb ) :( X(
The Battle Control script needs to be above the CTB one.

The error happens because the CTB script is looking for a Module called BattleControl, which is created in that Battle Control script and doesn't exist until the Battle Control script is loaded. Scripts are loaded in order from the top of the Script Editor to the bottom, it's the reason why all the default engine Modules are at the top (since so many other parts of the engine need to call code from the Modules).

Scripts can also overwrite stuff from other scripts, the ones below will overwrite the ones on top (assuming that there is anything that needs to be altered/overwritten) since they are the most recently loaded. That's the reason script order matters.
 
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Starmage

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Whew!! <3 It finally worked with no error!! ^_^ :D Thank you so much @Traverse ! I appreciate your help a lot! You are indeed right on the load order thingy! It worked as soon as I changed the load order! And wow, it truly is that complicated and amazing isnt it? :o

So now, how do I costumize the CTB bar so that I can show facesets and stuff? cause right now it shows up like this:


Again, sorry for the noob questions, I'm just really easily confused with codes. But I do try. xD ^_^
 
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Traverse

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So now, how do I costumize the CTB bar so that I can show facesets and stuff? cause right now it shows up like this:
Huh, wow, there's actually no instructions for that Order Gauge script. I wonder why.

There seems to exists another version of that Yami Order Gauge, which is linked in the first post of the thread Archeia posted in, but it seems to be an older version of the one that Archeia posted and it works differently from the version Archeia posted. It doesn't use picture files, that one uses icons from the the Iconset like items and gear do, which is limited to 24x24px. The new one lets you set the size based on how wide and tall the BGActor/BGEnemy files are. Then again, I'm not sure if it's meant to work with the CTB or a different Yami system.

Anyway, these are the instructions I can glean for the version that Archeia posted, from reading the code in it:

1. You need to create a folder called CTB in your game's Graphics folder ("Graphics/CTB").
2. You need to put 2 image files in that folder, called "BGActor" and "BGEnemy". These will become the background for the displayed icons on the order gauge (for actor and enemy respectively). If I'm reading it right, they can be any size and, in fact, they will set the size for the icons - the width of BGActor image file becomes the width of the icon, the height of BGEnemy becomes the height of the icon. No, I do not know why it was coded that way.
3. You can put 2 image files called "BorderActor" and "Border Enemy" in the folder and these will be layered ontop of the BG images. I assume they get cut off if they are larger than the BG images themselves.
4. There is one final set of image files you can put into the folder. These files are to be given filenames that are the same as the Actor and Enemy names in your database (i.e. "Eric.png", "Slime.png"). These will be layered over the BG and underneath the Borders. These are meant to be "face" images.
5. You cannot select a generic file to be used as a face image, if there is no face image corresponding to the actor/enemy it gets left blank - but I assume you can put a generic face on your BGEnemy image, so it shouldn't matter much. If there is one for enemy it will just get layered over the BGEnemy image and cover it up anyway.

By the way, if you want an even lighter-weight CTB where you don't have to deal with setting up an Order Gauge, you can try using Fomar's ATB/CTB add-on for Yanfly. If you turn the ATB setting to "false" it becomes a CTB.
 

Starmage

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Wow!! Thank you so much for this detailed instruction @Traverse !! I'll get to following it ASAP! <3 ^_^ I wont have much problem setting up graphics for these (though the only thing is I'm not sure of the supposed file size, but as you said, the script will take the BGActor width and BGEnemy height). :) I'll report back to any results with this. :D THanks so much again for your help Traverse! ^_^ :)

Btw, I did try Fomar's ATB/CTB, the only bug I found is that it does work with no errors, but in battle, the game won't move on to the next actor after the first actor does his turn. (I.E. The battle keeps on repeating Eric's turn, never moving unto Hilda or Aluxes and etc. despite Eric already attacking or doing his turn in general.) I kinda gave up on it since I have no error image for you guys to diagnose it with. >.<
 

Traverse

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Btw, I did try Fomar's ATB/CTB, the only bug I found is that it does work with no errors, but in battle, the game won't move on to the next actor after the first actor does his turn. (I.E. The battle keeps on repeating Eric's turn, never moving unto Hilda or Aluxes and etc. despite Eric already attacking or doing his turn in general.) I kinda gave up on it since I have no error image for you guys to diagnose it with. >.<
From testing, that only happened when I tried putting it in-between the Yanfly and Theolized scripts. It didn't happen when I chucked it under everything else.

But then again, that also means there was something in Theolized that overwrote one of the things in Fomar's script to get it stuck, which means chucking Fomar's script under Theo's makes it overwrite something in Theo's instead. Depending on what that is, it might cause other problems down the line.

Pick your poison I guess.

EDIT: On closer inspection, it's probably Theo's script overwriting Scene_Battle "use_item" method causing the bug. Both scripts modify it and Theo's even mentions possible compatibility issues with the overwrite. Meanwhile Fomar's only adds extra code to that method instead of overwrites, so unless there's something else his script also overwrites too, it should be fine if you put it underneath the Theolized scripts. Assuming that's the cause of the problem.
 
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Starmage

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@Traverse Well now, I tinkered around the Yami CTB a bit with your instructions on how to set up the gauge, and now i have at least a working stable CTB (So far of playing around) <3 ^_^ :) Though I'm sure the aesthetics will be placeholder xD


Thank you so much once again for your big help on this, Traverse! :D I am gonna have to go for a big test run on my game using this battle systems together and see if everything works fine! ^_^ <3 :)

And ohh! So there is indeed a workaround for Fomar's CTB huh? Nice! I will also keep that in mind for future purposes! <3 :D

But yeah! You're such a hero with this you dont even know! XD :D Thank you so much!! <3 I'll be sure to give you credits for the help!
 

Traverse

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Just one last thing to leave off with, remember that you can have blank/transparent space around the main portion of the BGActor/BGEnemy images and this will look like "buffer space" between the icons (assuming your other images aren't bigger than your BGs/have the same blank space around them too).
 

Starmage

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Yup! ^_^ :) I actually resized the squares a little smaller, and I noticed there was indeed a buffer space between the icons to really emphasize the turn orders! I'm really loving it so far! <3 :D ^_^ Thanks so much again!! :D
 

Starmage

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Hello all!! I just wish to ask with regards to the YAMI CTB script that @Traverse has graciously helped me with. :) I've been testing it in my game now, and I don't find any big issues at all, but the only sort "issue" I have is that the waiting time or wait frame after every "turn" takes so long. xD, like, in the CTB main script itself, there's an option to call a certain common event after every "turn" right? (By turn, I mean after most battlers have done their action and its time for the next "phase" sort of thing where poisons/regens takes place, or states get removed). It takes at least 2-3 seconds after every turn/phase, and I wish it'd go a lot faster. :) So how do I do that? ANd I did try not putting anything on "common event after every turn" option on the CTB main script.. Still it's the same.

I guess I just wish that the waiting time/frame after every turn/phase is a lot faster. ^_^ Thanks for any response! :D

EDIT:

I wish to report another error:


Everything was going fine during testing, but when I got to the part of my game where this battle is 2 party members have to survive for 2 turns, and then when 2 turns are up, 4 more of the party members will come and join the party mid-battle as reinforcements, to have 6 party members in the battle in total. During the reinforcements event, this error occurs. :( Thanks for any help! :)

Note:
- My game can have 6 party members in total during battles.
- Theolized SBS scripts are placed below the Yami CTB scripts on the script load order
 
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Ebanyle

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Maybe you could use MOG - ATB?
It works with Theo SBS.
 

Traverse

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Everything was going fine during testing, but when I got to the part of my game where this battle is 2 party members have to survive for 2 turns, and then when 2 turns are up, 4 more of the party members will come and join the party mid-battle as reinforcements, to have 6 party members in the battle in total.
To fix this error, use this Script Call after adding your party members:
Ruby:
BattleControl.ctb_fix_ct
The error comes up because the order gauge didn't have any data for the added members in it. It seems there was code written by Yami for refreshing it and resending the party data, but it seems he never attached it onto the code that adds/removes members from the party, so you have to run it manually. I would recommend using this script call when members get removed mid-battle as well.

As for the problem of lag in between "turns", I don't know exactly what would be causing it, but I can tell you know it happens when the Turn Start methods are called. I did notice that when you removed Theo's camera addon script, it gets faster. But otherwise I can't say exactly why the lag is there.
 

Starmage

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Wow!! @Traverse ! THANK YOU! <3 <3 It worked wonders! :D You saved the day once more! ^_^ And yeah, I tried removing Theo's camera addon and the lag also disappeared for the CTB, which was strange! :o Hmm, I think I might permanently get rid of the camera addon too since I'm looking forward to Theo's 2.0 update for his SBS. ;) ^_^ Thanks so much again, Traverse! You really helped me a lot with this CTB issue! <3 :D
 

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