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#==============================================================================
# ** dbchest's ATB v2.1
#==============================================================================
# ** Credits (Freeware)
#------------------------------------------------------------------------------
#  a list of credits for those involved in the production of said script.
# you are not required to credit special mentions; you are however, fully
# responsible for proper accreditations of those directly involved in this
# work's production as follows:
#------------------------------------------------------------------------------
# programmer: dbchest (none required, always appreciated)
# special thanks: lionheart_84
# special thanks: glasses
# special thanks: luke_tanaka
# special thanks: bruceleefan
#==============================================================================
# ** Details
#------------------------------------------------------------------------------
#  ATB is an acronym for "Active Time Battle." systems of this nature modify
# the flow of battle, making it seem as though the battle takes place in "real
# time," rather than the traditional turn based evolution of the default battle
# system. the ATB invites a unique strategic approach to battle progression.
#==============================================================================
# ** Features
#------------------------------------------------------------------------------
# battles takes place in "real time"
# visually track ATB charge with active ATB gauge
# individual colors indicate afflictions to ATB charge rate
#==============================================================================
# ** Settings
#------------------------------------------------------------------------------
# users may define term used for ATB indication (optional)
# users may define individual maximum atbs for battlers (optional)
# users may apply variance to enemy max atbs (optional)
#==============================================================================
# ** Installation Instructions (Plug and Play)
#------------------------------------------------------------------------------
# paste script in "Materials" section of the script editor.
# may NOT work with foreign battle systems.
# may NOT work with foreign battle system add-ons.
# no foreign script requirements.
#==============================================================================
# ** Author's Notes
#------------------------------------------------------------------------------
#  for error reporting and / or suggestions, please post in the script's
# official thread or contact me directly via personal message at
# rpgmakervxace.net
#==============================================================================

DEMO:

new demo on the way...

 

Script:

 

 

#==============================================================================
# ** dbchest's ATB v2.1
#==============================================================================
# ** Credits (Freeware)
#------------------------------------------------------------------------------
#  a list of credits for those involved in the production of said script.
# you are not required to credit special mentions; you are however, fully
# responsible for proper accreditations of those directly involved in this
# work's production as follows:
#------------------------------------------------------------------------------
# programmer: dbchest (none required, always appreciated)
# special thanks: lionheart_84
# special thanks: glasses
# special thanks: luke_tanaka
# special thanks: bruceleefan
#==============================================================================
# ** Details
#------------------------------------------------------------------------------
#  ATB is an acronym for "Active Time Battle." systems of this nature modify
# the flow of battle, making it seem as though the battle takes place in "real
# time," rather than the traditional turn based evolution of the default battle
# system. the ATB invites a unique strategic approach to battle progression.
#==============================================================================
# ** Features
#------------------------------------------------------------------------------
# battles takes place in "real time"
# visually track ATB charge with active ATB gauge
# individual colors indicate afflictions to ATB charge rate
# ATB will stop for actor command input (allowing player time to select action)
#==============================================================================
# ** Settings
#------------------------------------------------------------------------------
# users may define term used for ATB indication (optional)
# users may define individual maximum atbs for battlers (optional)
# users may apply variance to enemy max atbs (optional)
#==============================================================================
# ** Installation Instructions (Plug and Play)
#------------------------------------------------------------------------------
# paste script in "Materials" section of the script editor.
# may NOT work with foreign battle systems.
# may NOT work with foreign battle system add-ons.
# no foreign script requirements.
#==============================================================================
# ** Author's Notes
#------------------------------------------------------------------------------
#  for error reporting and / or suggestions, please post in the script's
# official thread or contact me directly via personal message at
# rpgmakervxace.net
#==============================================================================

#==============================================================================
# ** ATB
#------------------------------------------------------------------------------
#  This module configures the ATB for Scene_Battle.
#==============================================================================

module ATB
  #--------------------------------------------------------------------------
  # * Constants (Configuration)
  #--------------------------------------------------------------------------
  TERM = "ATB"
  ENEMY_MAX_ATB_VARIANCE = true
  #--------------------------------------------------------------------------
  # * Hash Table (Maximum ATBs)
  #--------------------------------------------------------------------------
  MAX_ATB = {}
  #--------------------------------------------------------------------------
  # * Hash Table (Default Max ATB)
  #--------------------------------------------------------------------------
  MAX_ATB[:default] = {:actor => 100,
                       :enemy => 100}
  #--------------------------------------------------------------------------
  # * Hash Table (Actor Max ATBs)
  #--------------------------------------------------------------------------
  # where key is actor database id
  # where value is desired max atb
  #--------------------------------------------------------------------------
  MAX_ATB[:actor] = {1 => 90,
                     3 => 120,
                     6 => 60}
  #--------------------------------------------------------------------------
  # * Hash Table (Enemy Max ATBs)
  #--------------------------------------------------------------------------
  # where key is enemy database id
  # where value is desired max atb
  #--------------------------------------------------------------------------
  MAX_ATB[:enemy] = {1 => 75,
                     4 => 150}
end

#==============================================================================
# ** BattleManager
#------------------------------------------------------------------------------
#  This module manages battle progress.
#==============================================================================

module BattleManager
  #--------------------------------------------------------------------------
  # * Start Command Input
  #--------------------------------------------------------------------------
  def self.input_start
    if @phase != :input
      @phase = :input
      clear_actor
    end
    return !@surprise && $game_party.inputable?
  end
  #--------------------------------------------------------------------------
  # * Start Turn
  #--------------------------------------------------------------------------
  def self.turn_start
    @phase = :turn
    clear_actor
    make_action_orders
  end
end

#==============================================================================
# ** Game_BattlerBase
#------------------------------------------------------------------------------
#  This base class handles battlers. It mainly contains methods for calculating
# parameters. It is used as a super class of the Game_Battler class.
#==============================================================================

class Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :atb                      # ATB
  attr_reader   :charge_rate              # ATB Charge Rate
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias init_battlerbase_atb initialize
  def initialize
    init_battlerbase_atb
    @atb = 0
    @charge_rate = 1.0
  end
  #--------------------------------------------------------------------------
  # * Change ATB
  #--------------------------------------------------------------------------
  def atb=(atb)
    @atb = [[atb, max_atb].min, 0].max
  end
  #--------------------------------------------------------------------------
  # * Charge ATB
  #--------------------------------------------------------------------------
  def charge_atb
    clear_atb if dead? unless atb_empty?
    return if atb_disabled?
    @charge_rate = calc_charge_rate
    @atb += @charge_rate
  end
  #--------------------------------------------------------------------------
  # * Clear ATB
  #--------------------------------------------------------------------------
  def clear_atb
    @atb = 0
  end
  #--------------------------------------------------------------------------
  # * Determine if ATB is Empty
  #--------------------------------------------------------------------------
  def atb_empty?
    @atb == 0
  end
  #--------------------------------------------------------------------------
  # * Determine if ATB is Fully Charged
  #--------------------------------------------------------------------------
  def atb_charged?
    @atb >= max_atb
  end
  #--------------------------------------------------------------------------
  # * Calculate Charge Rate for ATB
  #--------------------------------------------------------------------------
  def calc_charge_rate
    cr = 1.0
    cr = cr * 2 if state?(29) # Haste
    cr = cr / 2 if state?(28) # Slow
    cr = 0 if state?(27)      # Stop
    return cr
  end
  #--------------------------------------------------------------------------
  # * Get Percentage of ATB Charged (ATB Gauge)
  #--------------------------------------------------------------------------
  def atb_rate
    @atb.to_f / max_atb
  end
  #--------------------------------------------------------------------------
  # * Determine if ATB Disabled
  #--------------------------------------------------------------------------
  def atb_disabled?
    return true if hidden?
    return true if dead?
    return true if atb_charged?
    false
  end
  #--------------------------------------------------------------------------
  # * Determine if Command is Inputable
  #--------------------------------------------------------------------------
  def inputable?
    normal? && !auto_battle? && atb_charged?
  end
end

#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  A battler class with methods for sprites and actions added. This class
# is used as a super class of the Game_Actor class and Game_Enemy class.
#==============================================================================

class Game_Battler < Game_BattlerBase
  #--------------------------------------------------------------------------
  # * Processing at Start of Battle
  #--------------------------------------------------------------------------
  alias init_battler_atb on_battle_start
  def on_battle_start
    init_battler_atb
    init_atb
  end
  #--------------------------------------------------------------------------
  # * Initialize ATB Gauge
  #--------------------------------------------------------------------------
  def init_atb
    self.atb = rand(max_atb * 0.5)
  end
  #--------------------------------------------------------------------------
  # * Processing at End of Action
  #--------------------------------------------------------------------------
  alias clear_atb_count on_action_end
  def on_action_end
    clear_atb_count
    clear_atb if atb_charged?
  end
  #--------------------------------------------------------------------------
  # * Processing at End of Turn
  #--------------------------------------------------------------------------
  def on_turn_end
    @result.clear
  end
  #--------------------------------------------------------------------------
  # * Turn Update Processing (ATB Turn Update)
  #--------------------------------------------------------------------------
  def on_turn_update
    regenerate_all
    update_state_turns
    update_buff_turns
    remove_states_auto(2)
  end
end

#==============================================================================
# ** Game_Actor
#------------------------------------------------------------------------------
#  This class handles actors. It is used within the Game_Actors class
# ($game_actors) and is also referenced from the Game_Party class ($game_party).
#==============================================================================

class Game_Actor < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :max_atb                  # Max ATB
  #--------------------------------------------------------------------------
  # * Setup
  #--------------------------------------------------------------------------
  alias setup_max_atb setup
  def setup(actor_id)
    setup_max_atb(actor_id)
    @max_atb = 0
    set_max_atb(actor_id)
  end
  #--------------------------------------------------------------------------
  # * Set Max ATB
  #--------------------------------------------------------------------------
  def set_max_atb(actor_id)
    if ATB::MAX_ATB[:actor].include?(actor_id)
      @max_atb = ATB::MAX_ATB[:actor][actor_id]
    else
      @max_atb = ATB::MAX_ATB[:default][:actor]
    end
  end
end

#==============================================================================
# ** Game_Enemy
#------------------------------------------------------------------------------
#  This class handles enemies. It used within the Game_Troop class
# ($game_troop).
#==============================================================================

class Game_Enemy < Game_Battler
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_reader   :max_atb                  # Max ATB
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias init_max_atb initialize
  def initialize(index, enemy_id)
    init_max_atb(index, enemy_id)
    @max_atb = 0
    set_max_atb(enemy_id)
  end
  #--------------------------------------------------------------------------
  # * Set Max ATB
  #--------------------------------------------------------------------------
  def set_max_atb(enemy_id)
    if ATB::MAX_ATB[:enemy].include?(enemy_id)
      @max_atb = ATB::MAX_ATB[:enemy][enemy_id]
    else
      @max_atb = ATB::MAX_ATB[:default][:enemy]
    end
    apply_max_atb_variance
  end
  #--------------------------------------------------------------------------
  # * Apply Variance to Max ATB
  #--------------------------------------------------------------------------
  def apply_max_atb_variance
    return unless ATB::ENEMY_MAX_ATB_VARIANCE
    variance = rand(20)
    @max_atb += variance
  end
end

#==============================================================================
# ** Window_BattleStatus
#------------------------------------------------------------------------------
#  This window is for displaying the status of party members on the battle
# screen.
#==============================================================================

class Window_BattleStatus < Window_Selectable
  #--------------------------------------------------------------------------
  # * Draw Gauge Area
  #--------------------------------------------------------------------------
  def draw_gauge_area(rect, actor)
    draw_gauge_area_with_atb(rect, actor)
  end
  #--------------------------------------------------------------------------
  # * Draw Gauge Area (with ATB)
  #--------------------------------------------------------------------------
  def draw_gauge_area_with_atb(rect, actor)
    draw_actor_hp(actor, rect.x + 0, rect.y, 72)
    draw_actor_mp(actor, rect.x + 82, rect.y, 64)
    draw_actor_atb(actor, rect.x + 156, rect.y, 64)
  end
  #--------------------------------------------------------------------------
  # * Draw ATB Gauge
  #--------------------------------------------------------------------------
  def draw_actor_atb(actor, x, y, width = 124)
    if actor.atb_charged?
      draw_gauge(x, y, width, actor.atb_rate, text_color(11), text_color(3))
    elsif actor.state?(27)
      draw_gauge(x, y, width, actor.atb_rate, text_color(8), text_color(0))
    elsif actor.charge_rate < 1
      draw_gauge(x, y, width, actor.atb_rate, text_color(13), text_color(5))
    elsif actor.charge_rate > 1
      draw_gauge(x, y, width, actor.atb_rate, text_color(10), text_color(2))
    else
      draw_gauge(x, y, width, actor.atb_rate, text_color(14), text_color(6))
    end
    change_color(system_color)
    draw_text(x, y, 30, line_height, ATB::TERM)
  end
end

#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle < Scene_Base
  #--------------------------------------------------------------------------
  # * Post-Start Processing
  #--------------------------------------------------------------------------
  alias start_atb post_start
  def post_start
    start_atb
    @turn_atb_count = 0
    @active_atb = true
  end
  #--------------------------------------------------------------------------
  # * Frame Update
  #--------------------------------------------------------------------------
  def update
    super
    update_turn_atb
    update_all_battlers_atb
    refresh_status
    if BattleManager.in_turn?
      process_event
      process_action
    end
    BattleManager.judge_win_loss
  end
  #--------------------------------------------------------------------------
  # * Frame Update (Turn ATB)
  #--------------------------------------------------------------------------
  def update_turn_atb
    return if !active_atb?
    update_turn_atb_count
    update_turn if turn_update?
  end
  #--------------------------------------------------------------------------
  # * Frame Update (Turn ATB Count)
  #--------------------------------------------------------------------------
  def update_turn_atb_count
    @turn_atb_count += 1
  end
  #--------------------------------------------------------------------------
  # * Determine if Turn Update Needed
  #--------------------------------------------------------------------------
  def turn_update?
    required_atb = calc_atb_for_turn_update
    return true if @turn_atb_count >= required_atb
    false
  end
  #--------------------------------------------------------------------------
  # * Calculate ATB Required for Turn Update
  #--------------------------------------------------------------------------
  def calc_atb_for_turn_update
    100
  end
  #--------------------------------------------------------------------------
  # * Update Turn
  #--------------------------------------------------------------------------
  def update_turn
    @turn_atb_count = 0
    $game_troop.increase_turn
    all_battle_members.each do |battler|
      battler.on_turn_update
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (All Battle Members ATB)
  #--------------------------------------------------------------------------
  def update_all_battlers_atb
    return if !active_atb?
    update_party_atb
    update_troop_atb
  end
  #--------------------------------------------------------------------------
  # * Frame Update (Party ATB)
  #--------------------------------------------------------------------------
  def update_party_atb
    $game_party.battle_members.each do |battler|
      next if battler.dead?
      battler.charge_atb
      refresh_status if battler.atb_charged?
      return process_battler_atb(battler) if battler.atb_charged?
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (Troop ATB)
  #--------------------------------------------------------------------------
  def update_troop_atb
    $game_troop.members.each do |battler|
      next if battler.dead?
      battler.charge_atb
      return process_battler_atb(battler) if battler.atb_charged?
    end
  end
  #--------------------------------------------------------------------------
  # * Process Battler ATB
  #--------------------------------------------------------------------------
  def process_battler_atb(battler)
    deactivate_atb
    battler.make_actions
    if battler.actor?
      next_command if BattleManager.input_start
    elsif battler.enemy?
      next_command unless @actor_command_window.active
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (Update Status Window Information)
  #--------------------------------------------------------------------------
  def refresh_status
    return if !active_atb?
    @status_window.refresh
  end
  #--------------------------------------------------------------------------
  # * Start Actor Command Selection
  #--------------------------------------------------------------------------
  def start_actor_command_selection
    Audio.se_play('Audio/SE/' + 'Flash1', 80, 100)
    @status_window.select(BattleManager.actor.index)
    @actor_command_window.setup(BattleManager.actor)
  end
  #--------------------------------------------------------------------------
  # * Battle Start
  #--------------------------------------------------------------------------
  def battle_start
    BattleManager.battle_start
    process_event
    refresh_status
    @status_window.unselect
    @status_window.open
  end
  #--------------------------------------------------------------------------
  # * Start Turn
  #--------------------------------------------------------------------------
  def turn_start
    @actor_command_window.close
    @status_window.unselect
    @subject =  nil
    BattleManager.turn_start
    @log_window.wait
    @log_window.clear
  end
  #--------------------------------------------------------------------------
  # * End Turn
  #--------------------------------------------------------------------------
  def turn_end
    all_battle_members.each do |battler|
      battler.on_turn_end
      refresh_status
      @log_window.display_auto_affected_status(battler)
      @log_window.wait_and_clear
    end
    BattleManager.turn_end
    process_event
    activate_atb
  end
  #--------------------------------------------------------------------------
  # * Activate ATB
  #--------------------------------------------------------------------------
  def activate_atb
    @active_atb = true
  end
  #--------------------------------------------------------------------------
  # * Deactivate ATB
  #--------------------------------------------------------------------------
  def deactivate_atb
    @active_atb = false
  end
  #--------------------------------------------------------------------------
  # * Determine if ATB is Active
  #--------------------------------------------------------------------------
  def active_atb?
    return true if @active_atb
  end
end

 

 

Edited by dbchest
BruceLeeFan, Dymdez and DoubleX like this

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i designed it that way in particular so individual atb specs could be assigned as individuals. it allows for a more diverse experience as a whole, preventing every actor and enemy from charging at the same rate. the user need only imitate the trend that exists and set the desired values for any additional actors/enemies. wouldn't take but a minute.

 

that said, i suppose it would be just as easy to generate a formula for variance to incorporate also.

Edited by dbchest

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What I mean, you could simplify it and make it more dynamic.

Instead of

  ENEMY1  = 180 # Slime
  ENEMY2  = 120 # Bat
  ENEMY3  = 90  # Hornet
  ENEMY4  = 210 # Spider
  ENEMY5  = 95  # Rat
#etc..

You could make a Hash or an Array, and have values there.

Then instead of having something like this for every single value:

case enemy_id
    when 1  ; return @max_atb = ENEMY1
#etc

You could simply use

@max_atb = Module::EnemyHashOrArray[enemy_id]
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right you are mr. trival!  it is amazing how the little things slip by. i'm no stranger to hash arrays; i used them to create an instrument script that replicates the ocarina of time's ocarina system. this would definitely be a much cleaner way to approach the individuality of the atb gauge. thanks for the cliff note trival.

 

that would be very easy to implement lionheart. i can certainly include that for the next release.

Edited by dbchest

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i'll be releasing my own side view battle system soon; like this atb, it is lightweight but effective.

i don't know what all tankentai's script accomplishes, but my scripts will be compatible with one another.

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The only reason I like Tankentai is because of the automatic functions (camera slides and such) and then the customization of moves making it possible to really make your character jump around to do moves. It gives them an awesome feel. (For instance having them move toward the enemy, past them, with a slice through the enemy as they go, and then it repeats it in different directions 3 or 4 times to do some neat little animation effect.

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@Galdelonian:

my side view battle system will feature very similar effects. i'm not telling you to switch by any means (i can only imagine how much time you put into individualizing the script to your project), but my systems will be compatible. it will be a Side View Active Time Battle system, complete with a Battle Camera. development will take some time yet, but i should make some serious headway during my next voyage out of the country.

 

p.s. Tankentai looks like a very good battle system.

 

@Lionheart:

currently, you will experience issues with the colors when multiple charge ailments are inflicted on your party; i.e. if your character has haste afflicted on him, and an enemy inflicts slow, the gauge will update, but the new color will not reflect the actual speed of the ATB because there is no negation of these status ailments. i am going to have to create a priority / negation method to handle stacking the ailments. that will be only slightly more complicated than adding the gauges themselves, so that will have to wait until i'm finished working on my Day and Night Game Clock.

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@dbchest,

Instead of flat 0.5 haste/slow amount, you could have states quicken/slow the ATB by 0.X amount. add that value up, and if the total speed is < 1, color the bar is slowed color, if total speed is > 1, color the bar is hasted color and if total speed == 1, leave is as a default.

This would allow for more haste/slow states also would solve the colors by default.

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@Mr. Trival:

that is a pretty intuitive way of approaching the issue. i'm torn between a traditional way of doing things (state cancellations, as in most currently inflicted state rules) and your way. i like your idea a lot though, and it would only take a min or two to arrange. perhaps i'll include methods for each and provide a toggle for those players who may prefer a more traditional game play experience.

 

there is no doubt however, that your way is so much more dynamic and allows for unique progressions through individual battles, which is very appealing. thank you Mr. Trival.

Edited by dbchest

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Hopefully this isn't too much of a necropost, but I need some help with this script. For some reason enemies are affected by the Action Times+ Feature, but not actors. Has anyone found a workaround for this bug?

 

It can be replicated in a totally clean new project, just try giving any actor and any enemy the Action Times+. The enemy will act multiple times without issue, but not actors.

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Thank you! :D I've been breaking my brain on it for a few days now since I only just started picking up Ruby. My attempts were to either have a loop where ATB is set to max for x amount of turns (to keep the turn going) or stick the whole turn itself inside a while loop, but I couldn't figure out how to get either working correctly (and the former just sounds like a bad idea anyway because of state durations and such).

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dbchest's ATB has been updated to v2.0.

this script was put under heavy maintenance. while it will appear to function almost the same, the script has been integrated seamlessly into the default battle system and should have complete compatibility with all of the default features of the engine.

 

please post any errors you find.

Edited by dbchest

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Thanks for updating this! Unfortunately, while the update looks like it works great with the default system as far as I can tell, it did break compatibility with other scripts which it was compatible with previously, particularly Victor's Map Battle/Animated Battlers and Yanfly's Instant Cast. HOWEVER, reading over it gave me some ideas on how to make the original script suit my needs, so everything worked out anyway :D

My diff: https://www.diffchecker.com/89tyo0v3
(init_tp is for Pacman's TP Overhaul and command_endturn is a custom actor menu command in Window_ActorCommand. MP resetting every turn was intentional)

Suffice to say, I have no clue what I'm doing but I made it work somehow. Thanks again for the help  :lol:

Edited by Luke Tanaka
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hey man, i'm no master of programming either, all that matters is that you got what you needed!

i may or may not look into the compatibility issues the new version sparked. my guess is that victor and yanfly redefined some of the same methods i did, so there is a bit of a conflict. i was not able to alias everything like i would have liked to have in order to ensure compatibility amongst all scripts, hence my contribution to the installation instructions in version 2.0 that this may NOT work with foreign battle scripts or foreign battle script add-ons.

 

i believe there are still a few things i can do to optimize the new version, so expect updates regularly.

my main goal with this ATB is to allow for the continuation of the atb charge through the actual turn phase while actions are being taken.

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Sorry to bother yourself Dbchest,i found a little issue related to monsters escaping. If you have more than one enemy in scene (tested with 2) and one runs,the gauge charges a little and then frezees without errors box. Excuse me for my bad english y feliz año nuevo! :)

Edited by BruceLeeFan
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thanks for finding this bug! i will look into it for you man.

 

update:

this was a very simple fix. thank you very much for using dbchest's ATB and finding this bug. the script has been updated within the first post with the optimized code. please let me know if you experience any other problems; i would be happy to look into them for you.

Edited by dbchest
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Sorry to bother yourself again dbchest,i have two issues to report. The battle frezees without errors box when you have a single actor in battle inflicted with a state that does not allows to make actions,for example parallize. And the other is minor,for some reason the atb battle slowdown when i use other script. It is not a performance problem,the slowdown only happens when the bar is charging.

I love your atb,thanks you very much for sharing it with us.

Edited by BruceLeeFan
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