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Press Turn Battle System


Made by Yami

Edited by Archeia and Fomar0153

InK1VEl.png

Supported!

 

The Press Turn Battle System (PTB) employs the Turn Icon appear in the upper right in either red (corresponding to your enemies) or blue/green (corresponding to you and your allies). For the most part, there will be the same amount of Turn Icons as there are units on each side. Generally, every action consumes one Turn Icon. When all Turn Icons are used up, the phase switches to the other side and continues until the battle has ended. The Turn Icon issued at the beginning of each phase is always a "whole" icon, but depending on the result of the action, the whole icon may turn into a "half" (blinking) icon, effectively increasing the number of actions one side can take within that phase. However, a failed result will always consume more Turn Icons.

In Digital Devil Saga series, the combo skills require two or three icons, depending on how many participants required to perform the skill. If the remaining icons do not suffice (regardless of whole and half), the combo skill is not executable.

When the effective Turn Icons exceed the size of the team due to passing, scoring critical hit, etc., the action order will rewind back to the teammate who acted first and continue until all Turn Icons deplete. In Shin Megami Tensei III: Nocturne and Shin Megami Tensei IV, the action order is dictated by the agility stats of all combatants of one side. In Digital Devil Saga series, player can manually arrange the order, regardless of the agility.
 
Some battle units may possess more than one press icon such as most bosses. In Shin Megami Tensei III: Nocturne, most bosses and semi-bosses have two Turn Icons initially. Demi-fiend himself will be bestowed with 1 more Turn Icon by Izanagi and Izanami after finishing the Burial Chamber challenge in the Labyrinth of Amala. In Digital Devil Saga series, some late-game bosses possess even more Turn Icons. For example, Garuda and Jatayu have 3 Turn Icons; Brahman and Satan have 5; Ananta has 7; and Orochi has 8 who tops the ranking.
 
Many active skills which creates extra Turn Icons of that turn are mostly exclusive to enemies. In random encounter, the enemies who possess such skills usually cast it when it is fought alone.
 
Action Mechanics
* It is possible to set this up in the script.
 
> If an Attack has been repelled or absorbed. Or if the party failed to retreat
* Consumes all remaining icons and swaps to the enemy phase instantly.
 
> If an Attack being nullified or dodged

* Consumes two half icons;
* If both half and whole icons remain but the remaining half icon does not suffice, one half icon and one whole icon are consumed;
* Consumes two whole icons if no half icon remains.

> If an Attack which deals critical damage or exploits the target's weakness
* Changes one whole icon to half;
* Consumes one half icon if no whole icon remains.
 
> Performing any action with "normal" outcome (hit/missed/resisted)
* Consumes one half icon;
* Consumes one whole icon if no half icon remains.
 
> Passing turn to the next ally
* Consumes one half icon;
* Changes one whole icon to half if no half icon remains.
 
> Using the skill "Beast Eye" or "Rage"
* Consumes one half icon to add two half icons;
* Consumes one whole icon to add two half icons if no half icon remains.
 
> Using the skill "Guardian's Eye"
* Consumes one half icon to add three half icons;
* Consumes one whole icon to add three half icons if no half icon remains.
 
> Using the skills "Dragon Eye", "Psycho Rage" or item "Impel Stone"

* Consumes one half icon to add four half icons;
* Consumes one whole icon to add four half icons if no half icon remains.

Notes

  • There is the priority of the outcome to determine which result on Turn Icon takes place if the outcome of the attack which targets multiple targets is mixed, from high to low: repelled/absorbed > dodged/nullified > critical/weakness > normal/missed/resisted.
     
  • Effects on Turn Icon which have multiple possibilities for one type of action result are listed in the order from high to low which indicates the priority. Except for attack which deals critical damage or exploits the target's weakness, half icon is always consumed first.
     
  • There is no real penalty if the remaining icon is less than the actual icons consumed in case of nullified or dodged attack. This means the player can safely use multi-target attack if any one of the opponents nullifies it but the other does not when there is only one icon remains.
     
  • If the target is both weak/critical and resist to the attack, the weak/critical part takes place.
     
  • Attack which has its own hit-rate (e.g. ailment or insta-death skills) and is not dodged by the target is regarded as performing action with 'normal' outcome and does not consume extra icon. Also "resisting" (reducing specific elemental damage) is treated as normal outcome as well.
     
  • Mechanics Reference

How To Install

Make sure to follow this script order or you can be sure that I will ignore all your script questions.

Also this is standalone, I do recommend you use it with Yanfly's Battle System. It doesn't really require Luna Engine.

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Pass will always cost a half turn. It won't be a PTB anymore based on what you're trying to do :o

I'm not entirely familiar with the Persona series style of gameplay. One more question, though.

Can you switch between the characters in your party on who gets to act? Or is that really for pass, forcing everyone to do something productive?

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YAY for Digital Devil Saga!

It's a very useful script, I would love to use that, but now it's too late for changes. :P

And I think Active Time fits better my local co-op game.

A SMT:DDS fangame would be something I'd love to see! :D

Edited by Rikifive

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YES!! thanks!
I've been waiting (and allready requested) for this for some years now! Yes, even hoped for it since scripting was possible in RmXP :D
Will be tinkering with it in the next days!

I just noticed you don't have the scripts uploaded from you screen between "Press Turn Battle" and "Pass fix".
Especially "Damage Pop Up" would be interesting! ;)

Edit:
After some tinkering, I have to say, it does what I wanted! Even though, there was no info what the turn symbols be like, it simply handles any size!
Just one drawback: during a fight, if you press left it skips to the next fighter without passing or loosing a (half-)turn... I bypassed it with using my own attack command window that ninjas this input, but had to play with it for two hours to get it working, and for anyone not using it, this will not be an easy part to solve, I think, as I wasn't able to point out where this behaviour was triggered... you can use this code, if it also happens to you:

 

class Scene_Battle
  alias scene_battle_update_all_windows_tidloc update_all_windows
  def update_all_windows
    if @actor_command_window.active
      if Input.trigger?(:LEFT) || Input.trigger?(:RIGHT)
        Input.update
        return
      end
    end
    scene_battle_update_all_windows_tidloc
  end
end

 


If anyone is curious how to setup a skip command without needing a skill for it, here is the code you need to enter beneath all of the scripts, maybe the script creator will insert an option for it in his code too, no crediting needed. I really wonder, it wasn't made in first place :)

 

class Scene_Battle
  alias scene_battle_create_actor_command_window_tidloc create_actor_command_window
  def create_actor_command_window
    scene_battle_create_actor_command_window_tidloc
    @actor_command_window.set_handler(:skip,   method(:command_skip))
  end
  def command_skip
    @actor_command_window2.close.deactivate.hide if @actor_command_window2
    @actor_command_window.open.activate.show
    @subject = nil
    BattleControl.ptbn_evaluate_action(8)
    process_in_turn
  end
end
class Window_ActorCommand < Window_Command
  alias window_actorcommand_make_command_list_tidloc make_command_list
  def make_command_list
    window_actorcommand_make_command_list_tidloc
    add_skip_command
  end
  def add_skip_command
    add_command("Next", :skip, true)
  end
end

 

 

Edited by Tidloc

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you used my code for the command?

or the <ptb pass> notetag to mark a skill as passing skill?

 

if the second, does that skill also have a <ptb actions: x> notetag? (because this is checked before the pass notetag and so pass will not work)

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you used my code for the command?

or the <ptb pass> notetag to mark a skill as passing skill?

 

if the second, does that skill also have a <ptb actions: x> notetag? (because this is checked before the pass notetag and so pass will not work)

I used your snippet before, but it resulted in a script error (forgot what it says).

Oh, so you have to add those tags to the Pass skill? I didn't know. Trying now.

 

EDIT: I've tried adding the tag but it still didn't work. I'm a little confused about "<ptb actions: x>" tag though, what does it exactly do?

Edited by KeyToTruth12

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It still won't work. Here's a screenshot of my Pass skill:

 

 

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And if you're wondering my script list order, here it is:

 

 

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Note that all Yanfly scripts are above everything else.

Edited by KeyToTruth12

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Okay then. Meanwhile I'll try using the script on a new project to see if it works or not.

Plus, can you find out what's wrong with your snippet? It resulted in an error as I said before. Here's a screen of the error:

FH9CTlc.png

 

Edited by KeyToTruth12

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Well I've tried the script on a new project. It still didn't work lol. I guess it has nothing to do with compatibility cuz it's a new project.

Anyways, I tried your snippet. It works, but when I pass when there's only 1 icon left, the right side of the battle window disappears and the battle won't continue. Also can you add a message like, "Character x passes"? It would really be useful.

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