Jump to content
Lil' Yami

YSA Battle System - Charge Turn Battle (CTB)

Recommended Posts

 

New add-on will be updated in my Wordpress. When this has something new, I'll update this topic, so you don't have to perma-refresh my page

:)

 

Last Update: 16/02/2012 (DD/MM/YYYY)

Download:

Here ~

 

Check Instructions in Script.

To enable Charge Turn Battle for your game, either change the DEFAULT_BATTLE_SYSTEM constant in YEA - Ace Battle Engine to :pctb or make an script call during a game using:

$game_system:set_battle_system(:pctb)

To revert back to DTB mid-game, use the following script call:

$game_system:set_battle_system(:dtb)

 

This script require YEA – Ace Battle Engine.

 

This is a remade and updated version of old CTB.

Edited by Suppa Yami
  • Like 3

Share this post


Link to post
Share on other sites

Excellent work Yummy. CTB is my favorite way to make battles. I also like the option on whether or not to have the order gauge. Thank you!

Share this post


Link to post
Share on other sites

No idea why this would be a huge problem, but I found a small bug. If the user attempts to use an item with the "Area of Effect" (in the database) set to "None". This script crashes on line 744. Not really a big deal, but I figured to let you know anyway.

Share this post


Link to post
Share on other sites

Yes! CTB is THE battle system! :lol: Thanks for that, Yami, really!

 

I've already implemented on my project.

Share this post


Link to post
Share on other sites

Update 2012.02.03:

- Make this more compatible with other scripts.

- Added queue action (press left or right when choosing action for an actor).

Share this post


Link to post
Share on other sites

Yami, just out of curiosity: how is battle order calculated? I know it's based on AGI (it's a CTB after all), but how, exactly?

 

Also, on the "tick" turn count, the frames are counted even if I'm doing nothing, like selecting a target? So if I have to left the game to do something elsewhere, as there are no way to pause the battle, when I return the battle will be on turn 9999?

 

PS: This system is awesome!

Share this post


Link to post
Share on other sites

Yami, just out of curiosity: how is battle order calculated? I know it's based on AGI (it's a CTB after all), but how, exactly?

 

Also, on the "tick" turn count, the frames are counted even if I'm doing nothing, like selecting a target? So if I have to left the game to do something elsewhere, as there are no way to pause the battle, when I return the battle will be on turn 9999?

 

PS: This system is awesome!

 

About battler's turn, it has the same mechanic with ATB (read this), to be exactly, it probably ATB Wait, with NO WAITING TIME.

And about tick turn count, it will be counted only when the system check the next active battler, which means it won't be counted when a battler processing an action or choosing action/target.

Share this post


Link to post
Share on other sites

Updated.

Remade the whole code and added more feature. This version is still beta so if you find any bugs, please report me.

And this version is different from last one, so be sure to read Instructions carefully.

 

Have fun ~

Share this post


Link to post
Share on other sites

Thanks for making this script Yami! CTB is the greatest system in my opinion, making me very excited to see you have already made a version of this battle system. I'm having some trouble with the script though, because I'm finding it hard to find the exact formula to calculate turn order. I have a character who uses Agility as their main stat in calculating damage, which causes them to have a disproportionate amount of Agility compared to other party members and enemies. In battle, this character gains four actions for everyone one action for the rest of the targets in battle. I'm expecting more customization for this as you develop the script, but I'm wondering if I can change the influence of Agility within the script as of now. I'm not much of a scripter, but I can manage to edit details to my liking. Could you point me in the right direction?

 

My other option, outside of changing formulas and item stats, is to find a way to delay the turn of the actor upon completing a skill. All I've managed to do is add a cast time for the actor's skills.

Share this post


Link to post
Share on other sites

i am using the standalone script plus the order gauge, but when i tried changing the :predict to 1 the order gauge script was showing error.

 

Another thing is when i am using then animated battle by victor I also got an error.. and when i remove the gauge script it returns back to normal. the error seems to auto attack the enemies even though i only press the attack button for the 1st character.

Share this post


Link to post
Share on other sites

Very nice script. I am getting a rather odd bug though. I have my icons set in the notes and they are showing up correctly, but the enemies icons are showing up with one of my other icons under it every single time.

 

Edit: Nevermind.. dumb moment. Using the wrong icon set.

Edited by Vox

Share this post


Link to post
Share on other sites

Shame this doesn't seem to work with Victor's scripts. I was looking forward to it.

Share this post


Link to post
Share on other sites

Sorry to dig this thread up, but I seem to have run into a critical error with this script (latest version and the one before). I've tested with a barebones setup of Yanfly's Ace Core Engine, Battle Engine Ace, this script, Yami's Order Battlers add-on (obviously), and Yanfly's Victory Aftermath in that order (also left the KMS Minimap script in there, but previous testing has already told me that's not the problem).

 

Please note that every line number and code segment I reference here is from the latest version (and I hope to god the forum's code tag doesn't murder the code; lord knows it already took a stab at all the indents).

 

If an actor performs a forced action (conditions unknown) which somehow results in immediately victory (either by killing all enemies or applying the Death state to the last enemy through an event; aborting battle doesn't count), the game crashes with the following message:

 

 

Script 'YEA Victory Aftermath' line 424: NoMethodError occurred.

undefined method 'show_victory_display_exp' for nil:NilClass

The referenced segment of code (the problem line marked with an asterisk (*) at the end) is as follows:

 def self.display_exp
SceneManager.scene.show_victory_display_exp*
actor = $game_party.random_target
@victory_actor = actor
set_victory_text(@victory_actor, :win)
 end

 

 

Alternatively, if Victory Aftermath's set SKIP_AFTERMATH_SWITCH is on/enabled, the following error message occurs instead:

 

 

Script 'YEA Victory Aftermath' line 469: NoMethodError occurred.

undefined method 'close_victory_windows' for nil:NilClass

The referenced segment of code (the problem line marked with an asterisk (*) at the end) is as follows:

 def self.close_windows
SceneManager.scene.close_victory_windows*
 end

 

 

For example, take Eric up against two slimes. Doesn't matter what level since the Forced Action command is involved. Set him to use Giant's Rampage on Turn No. 1 (if you're using the Order Battlers add-on, don't set it to Turn No. 0 or it'll crash with a different error; more on that in a moment). If the attack successfully hits and kills both slimes, the game crashes with one of the two above errors. I cannot get this behavior to replicate consistently (sometimes, it works, most of the time, it crashes, no matter what variables I take into account (which actor's turn comes up first, which actor's turn it is when the crash occurs, etc.)).

 

Additionally, if a forced action is launched at the very beginning of battle (aka Turn no. 0) with the Order Battlers add-on installed, regardless of whether it's enabled or not, it will not show as the forced action commences, and the game will crash with this error instead:

 

 

Script 'YSA Battle Add-On Order Battlers' line 624: NoMethodError occurred.

undefined method 'dispose' for nil:NilClass

The referenced segment of code (the problem line marked with an asterisk (*) at the end) is as follows:

 alias order_gauge_dispose_spriteset dispose_spriteset
 def dispose_spriteset
for order in @spriteset_order
  order.bitmap.dispose*
  order.dispose
end
order_gauge_dispose_spriteset
 end

 

 

One more for the latest version of the battle system itself. When initially installed, the game will crash with the following error at the very beginning of battle (aka right after Turn No. 0):

 

 

script 'YSA Battle System PCTB' line 669: NameError occurred.

undefined local variable or method 'game_actor_input_abe' for #<Game_Actor:0x90db37c>

The referenced segment of code (the problem line marked with an asterisk (*) at the end) is as follows:

 if $imported["YEA-BattleEngine"]
 def input
game_actor_input_abe*
 end
 end

Commenting the entire segment out seems to fix this error.

 

 

 

EDIT: Minor edit for consistency. I stayed up almost all night trying to isolate this issue once and for all. I need more sleep.

Edited by Nohta

Share this post


Link to post
Share on other sites

I'm experiencing this VERY bizarre bug: I have set up battler icons for all the player characters. But when I go in and start a battle... all the icons look like this:

errorwhat.png

Any ideas as to what might be causing this?

Share this post


Link to post
Share on other sites

This may be a dumb question... but I am very new to scripting, first how do I get the pictures to show up on the top left for the CTB "Prediction Guage"? Second, how to I change the "DEFAULT_BATTLE_SYSTEM"?

Edited by JohnWheeless

Share this post


Link to post
Share on other sites

Sorry for necroing, but...

I get this... I don't really know where it goes wrong, my poor coding skills can't see anything wrong.

 

kizx.jpg

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

×
Top ArrowTop Arrow Highlighted