YSA ATB System - Not making sense

ajilejay

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Can someone please explain

   TICK_COUNT_VARIABLE   = 120     # Change TICK_COUNT by variable.

and

    FILL_TIME_VARIABLE  = 600 # Change DEFAULT_FILL_TIME by variable.

The refill times in game are entirely inconsistent and seem to be relative to a comparason of actor agi vs enemy agi.

What I would like a system where 50 agi = a 5 second refill time consistently.

So 25 would be 10 seconds and 100 would be 2.5 seconds.

The same would apply for the enemy.

http://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/ysa-battle-system-classical-active-time-battle/
 

Engr. Adiktuzmiko

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I think there's another field there that takes into account a pooled agi value (I think it was meant so that there cannot be an instance where an over-agi char will have almost 0 refill time)
 

ajilejay

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AnyWay I Can disabLe It?
 

Engr. Adiktuzmiko

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If you find the specific line that calculates the speed, yes you can modify/disable it...

NOTE: Make a back-up of the script first just in case something goes wrong...

first go here:

def self.battle_startcatb_battle_startif btype?:)catb)@average_agi = 0make_catb_action_ordersbattler_hash = $game_party.members + $game_troop.membersbattler_hash.each { |a|if @preemptivea.make_first_catb_value(1)elsif @surprisea.make_first_catb_value(2)elsea.make_first_catb_value(0)end@average_agi += a.agi}@average_agi /= battler_hash.sizeendendreplace that with this:

def self.battle_startcatb_battle_startif btype?:)catb)make_catb_action_ordersendendthen go to this line too:

#--------------------------------------------------------------------------# new method: real_gain_catb#--------------------------------------------------------------------------def real_gain_catbvalue = (self.agi.to_f / BattleManager.average_agi) * base_gain_catbreturn valueendand replace with this:

#--------------------------------------------------------------------------# new method: real_gain_catb#--------------------------------------------------------------------------def real_gain_catbvalue = YOUR FORMULA HEREreturn valueendI think that's all...

YOUR FORMULA would be, If I'm right: 300*(50/self.agi)

That would return 300 frames (5 seconds), for 50 agi, 600 frams (10 seconds) for 25 agi etc...

BTW, this isn't tested (coz I'm not using that system anymore)

PS: I think you can skip the first code replacement that I said and it will still work... I just added the first one so the game won't do unnecessary calculations anymore...
 
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Andar

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Can someone please explain

   TICK_COUNT_VARIABLE   = 120     # Change TICK_COUNT by variable.

and

    FILL_TIME_VARIABLE  = 600 # Change DEFAULT_FILL_TIME by variable.
In both cases, there are two lines each of which you only need one. I'll use the tick count as an example.

The two lines in that case are

TICK_COUNT = 150 # Turn after TICK_COUNT TICK_COUNT_VARIABLE = 16 # Change TICK_COUNT by variable.TICK_COUNT contains the default value for the tick counter, and TICK_COUNT_VARIABLE contains either 0 (disabled) or the number of a variable from the event command "control Variables".

If TICK_COUNT_VARIABLE is zero, the default tick count value will be used.

If TICK_COUNT_VARIABLE contains the number of a variable, then the value of that variable (as changed during game by the event command) will be used as the tick counter.

In your example, it will look for the content of the variable #120 (which most probably is zero if you didn't make a value for that variable) and use that to control the flow of the battle.
 

ajilejay

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Thanks a bunch guys, sometimes this community is so awesome

So I am kind of torn between fomars ATB and YSA

I like being able to attribute stamina cost with fomar.But I also like the full atb option (no pauses) of YSA. Is there anyway I can modify either of them so I can have the best of both worlds?
 
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Engr. Adiktuzmiko

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IDK if it's possible... Personally, I'd suggest sticking with YSA... I think it will be easier to edit that one to include things like stamina...
 

ajilejay

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I found the mechanism in Fomar's Script, anyway I can integrate this into ysm's?

  #--------------------------------------------------------------------------
  # ● New Method on_turn_end
  #--------------------------------------------------------------------------
  def stamina_loss
    if self.actor?
      @stamina -= input.stamina_cost
    else
      @stamina -= @actions[0].stamina_cost
    end
    BattleManager.add_action
  end
end

class Game_Actor < Game_Battler

  #--------------------------------------------------------------------------
  # ● New Method stamina_cost
  #--------------------------------------------------------------------------
  def stamina_cost
    if @item.is_skill?
      return CBS::SKILL_COST[item.id] if CBS::SKILL_COST[item.id]
      return CBS::SKILL_COST[0]
    end
    return CBS::ITEM_COST if @item.is_item?
    return CBS::MAX_STAMINA
  end
end

class Window_BattleStatus < Window_Selectable
 
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