Lil' Yami 69 Posted January 12, 2012 YF begging please melody add on for YEA! More begging! Well, I think Ace had many script as sooner as it released, and VX only had a few scripts when it was out. So be patient, if you wanna do an awesome project now, use VX instead. Anyway, good work Fomar 1 Share this post Link to post Share on other sites
Swish 2 Posted January 12, 2012 But it would be great if you add sideview option to your battle script just simple one, like Jet's, but compatibile Share this post Link to post Share on other sites
Jasonicus 62 Posted January 12, 2012 But it would be great if you add sideview option to your battle script just simple one, like Jet's, but compatibile Jet's is compatible with this. It works, I've tested it. Share this post Link to post Share on other sites
Fomar0153 123 Posted January 12, 2012 (edited) I'm not using skill fusion script, only the core engine and ATB + Battle Engine Another change that I noticed is that elemental damage does not appear with different colors anymore ... If you can help me, since my battle system is highly based on elemental damage and multiple hits ... Added to list of bugs for me to squash. Thank you Fomar0153. Anyone know of a side-view addon for this anywhere?? As of yet I haven't tested this with either mine or Jet's Sideview scripts. However the non-add-on version of this script was compatible with both mine and Jet's animated battlers, though placement was important. I finally got a chance to look at the code for this. And I must say, I'm very impressed and greatly appreciative that you decided to keep all of the core functions referring back to the default Scene_Battle methods. Other ATB scripts that were made in VX vanilla didn't do so and caused a ton of compatibility problems with other scripts that modified the default battle scene. You've saved yourself a huge headache in the future. Kudos a lot for that! Thanks I almost couldn't believe how easy this was to convert into an add-on, which can only be a testament to the friendliness of your scripts. But it would be great if you add sideview option to your battle script just simple one, like Jet's, but compatibile Jet's is compatible with this. It works, I've tested it. Ooh good, less work for me. When I have dealt with the bugs and updated this I was going to look through the sideview battle systems and see which were compatible and then see what else I could do. Edited January 12, 2012 by Fomar0153 1 Share this post Link to post Share on other sites
Swish 2 Posted January 12, 2012 But it would be great if you add sideview option to your battle script just simple one, like Jet's, but compatibile Jet's is compatible with this. It works, I've tested it. It's not fully... popups doesnt appear over your characters... Share this post Link to post Share on other sites
Eduardo 0 Posted January 12, 2012 the multiple animations bug is not ATB fault, its a new "feature" of the latest version of Battle Engine script... but the colors bug remains... Share this post Link to post Share on other sites
Tobyej 4 Posted January 13, 2012 I just have one more suggestion: I like the way you have to wait for all player's ATB to be full before you escape, but would it be possible to add a customisable chance element to escaping? Perhaps in the form of a variable or better yet enemy notetags (maybe then it even has nothing to do with this script). Anyway, just thought it'd be a nice addition Share this post Link to post Share on other sites
Azakel 0 Posted January 15, 2012 Thakns a lot for what you have done, its pretty usefull, but im wondering if there's a way to dont make the battle stops when a stamina barr is filled, tahnk you Share this post Link to post Share on other sites
Fomar0153 123 Posted January 15, 2012 the multiple animations bug is not ATB fault, its a new "feature" of the latest version of Battle Engine script... but the colors bug remains... How do you set up the element colours, just in vanilla Ace Battle Engine v1.16 I don't see any colors for elemental damage? I just have one more suggestion: I like the way you have to wait for all player's ATB to be full before you escape, but would it be possible to add a customisable chance element to escaping? Perhaps in the form of a variable or better yet enemy notetags (maybe then it even has nothing to do with this script). Anyway, just thought it'd be a nice addition Unless I've forgotten, my script uses the original escape code but it's only executed when everyone's bar is full. You can fail, when you fail you try again the next time your bars are full. Thakns a lot for what you have done, its pretty usefull, but im wondering if there's a way to dont make the battle stops when a stamina barr is filled, tahnk you This is my personal bias. I dislike that feature. Yami has done one though:http://www.rpgmakervxace.net/index.php?/topic/865-ysa-battle-system-classical-atb/ My gut feeling is that the bars fill up way to quickly, the enemies would forever be attacking you while you're inputting your moves. I like ATB systems where it feels quick but I can still take my time choosing a move. Right now, it's time for a new version! http://pastebin.com/raw.php?i=erYJRB0r It's kind of late so I'll up date the main post tomorrow. Also Enemy Stamina Bars hasn't been forgotten but I'd prefer to keep it separate from the main script. Share this post Link to post Share on other sites
Tobyej 4 Posted January 16, 2012 Unless I've forgotten, my script uses the original escape code but it's only executed when everyone's bar is full. You can fail, when you fail you try again the next time your bars are full. 0_o Haha, I didn't even know there was escape failing in the game! I've never seen it occur. Share this post Link to post Share on other sites
Azakel 0 Posted January 16, 2012 Thakns a lot for what you have done, its pretty usefull, but im wondering if there's a way to dont make the battle stops when a stamina barr is filled, tahnk you This is my personal bias. I dislike that feature. Yami has done one though:http://www.rpgmakerv...-classical-atb/ My gut feeling is that the bars fill up way to quickly, the enemies would forever be attacking you while you're inputting your moves. I like ATB systems where it feels quick but I can still take my time choosing a move. Right now, it's time for a new version! http://pastebin.com/raw.php?i=erYJRB0r It's kind of late so I'll up date the main post tomorrow. Also Enemy Stamina Bars hasn't been forgotten but I'd prefer to keep it separate from the main script. Thank You Man!!! I think you are doing a great job!!! Share this post Link to post Share on other sites
Tobyej 4 Posted January 17, 2012 Really sat down and went through the features today and it's looking real shmik There is just one bit I don't understand: "If you prefer to have states handle agility buffs then set STATES_HANDLE_AGI to true". Does that just mean you edit the agility affecting states inside the database as opposed to in the module? One more suggestion too: Yami's version has a cool feature where you can add charge times to skills, in other words you have to wait a specified amount of time for the skill to activate after selecting it. Just thought it was a cool idea Keep up the good work! Share this post Link to post Share on other sites
Fomar0153 123 Posted January 17, 2012 (edited) When STATES_HANDLE_AGI is set to false : Something like STAMINA_STATES[10] = [2,4,32] Means that when you have state 10 on you, your bar increases twice as fast (+any agility buff on the states) If STATES_HANDLE_AGI is set to true then it won't double the speed of the bar, the only agility boost will be through states. I'll think about adding action resolve times but it won't be for a while. Currently I'm overhauling my animated battlers and then I'd like to make some new scripts. Edited January 17, 2012 by Fomar0153 Share this post Link to post Share on other sites
Trayver 2 Posted February 13, 2012 Seems to have a bug here : line 903 NameError Ocurred Undefined method ‘set_battle_system’ for class ‘Game_System’. Share this post Link to post Share on other sites
Fomar0153 123 Posted February 13, 2012 Seems to have a bug here : line 903 NameError Ocurred Undefined method ‘set_battle_system’ for class ‘Game_System’. Could not reproduce. What were you doing at the time, could I get a complete list of scripts in order etc. Share this post Link to post Share on other sites
Trayver 2 Posted February 13, 2012 Just when I'm starting the game. I have the last version of the battle engine (1,20). I could try deleting script 1 per 1 and detect the error. Share this post Link to post Share on other sites
Victor Sant 273 Posted February 13, 2012 (edited) set_battle_system is a game system variable from YEA, so probably he is trying to load an old save file made before adding the script where this variable wasn't initialized... People should really notice that many scripts will not work when trying load old saves... Or maybe just don't have YEA - Ace Battle Engine Edited February 13, 2012 by Victor Sant Share this post Link to post Share on other sites
Fomar0153 123 Posted February 13, 2012 (edited) That would be helpful. Edit: Also what Victor said. @Victor: thanks I always forget to ask that. Edited February 13, 2012 by Fomar0153 Share this post Link to post Share on other sites
Trayver 2 Posted February 13, 2012 (edited) How can I load a old files if my game doesn't even start. The game bug even before the title screen. I changed the :catb. And i have 1.20 battle engine. Realised what went wrong. My battle engine was the last script and ATB was on top of it. Now it's says stack is too deep on my project. ''System stack too deep'' when I put it directly on top of it. Meh, Working on a new project perfectly fine though. Edited February 13, 2012 by Trayver Share this post Link to post Share on other sites
Fomar0153 123 Posted February 13, 2012 If it works perfectly fine in a new project then it may be another script conflicting, take them out one by one and see when the error goes. Share this post Link to post Share on other sites
Trayver 2 Posted February 13, 2012 Oh lord, Fuck my life. If i delete ALL of the scripts but these two, I get the same error =_= Share this post Link to post Share on other sites
Guile 20 Posted February 13, 2012 Oh lord, Fuck my life. If i delete ALL of the scripts but these two, I get the same error =_= Did you paste over the updated scripts twice in one entry? I've done that a few times and it's forced stack errors. Share this post Link to post Share on other sites
Fomar0153 123 Posted February 13, 2012 Then perhaps delete the two scripts and put them in again. Share this post Link to post Share on other sites
Trayver 2 Posted February 13, 2012 Oh lord, Fuck my life. If i delete ALL of the scripts but these two, I get the same error =_= Did you paste over the updated scripts twice in one entry? I've done that a few times and it's forced stack errors. That. It works now. Genius. Thx alot. Share this post Link to post Share on other sites
Melosx 27 Posted March 7, 2012 (edited) Hi... I've created a Sound Module for your ATB System Standalone version founded in your blog... #============================================================================== # ** Sound Module for # Formar0153's Customisable ATB/Stamina Based Battle System Script #============================================================================= # Author: Melosx # Version: 1.0 # Release date: 7/3/2012 # #============================================================================= module CBS # Name, Volume, Pitch STAMINA_MAX_SOUND = RPG::SE.new("Flash2", 100, 120) end class Scene_Battle < Scene_Base def atb_max_sound return CBS::STAMINA_MAX_SOUND end alias msx_process_stamina process_stamina def process_stamina msx_process_stamina $game_party.battle_members.each do |battler| if battler.stamina < CBS::MAX_STAMINA battler.atb_sound = false end if battler.atb_sound == false if battler.stamina == CBS::MAX_STAMINA and $game_party.in_battle atb_max_sound.play battler.atb_sound = true end end end end end class Game_Actor attr_accessor :atb_sound end Edited March 7, 2012 by Melosx 1 Share this post Link to post Share on other sites