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Fomar0153

Ace Battle Engine Add-On - ATB/Stamina System

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Hi... I've created a Sound Module for your ATB System Standalone version founded in your blog...

 

Cool add-on, I never think to add sounds effects. Might be because I usually have RPG Maker muted.

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Hi first i love this scrip. it has worked fine till now. i started using

 

victors Animated Battle

http://victorscripts...nimated-battle/

 

and his

 

Basic Module

http://victorscripts...s/basic-module/

 

I am using your stand alone version if that helps. i started a new project just to be sure. the problem is it still kinda works but it dont reset. i can keep hitting with the same persone for a long time. its wierd sounding i know but i cant get it to fix. i tried everything i know of i have added a project to this post so you can see what im talking about. if you can take a look go into battle and you will see right away. sorry i dont know how else to explaine it but if you can make them compatable, or tell me how to i will do it myself. thanks for your time and your awesome script.

 

thanks

prepe

 

-EDIT-

here is a link to my script file try that i cant get it to attach. just through it in your data folder of a ne project and try it.

Edited by prepe

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I have implemented your AMAZNG script into my game and everything seems perfect except for 1 thing. I have turned ATB to false so it acts as a CTB system. When I escape, and fail to, it continues to try again and again. Is there anyway to make it so ater the failed atempt, the battle resumes and the actors can perform their different actions?

 

Thanks.

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Hi first i love this scrip. it has worked fine till now. i started using

 

victors Animated Battle

http://victorscripts...nimated-battle/

 

and his

 

Basic Module

http://victorscripts...s/basic-module/

 

I am using your stand alone version if that helps. i started a new project just to be sure. the problem is it still kinda works but it dont reset. i can keep hitting with the same persone for a long time. its wierd sounding i know but i cant get it to fix. i tried everything i know of i have added a project to this post so you can see what im talking about. if you can take a look go into battle and you will see right away. sorry i dont know how else to explaine it but if you can make them compatable, or tell me how to i will do it myself. thanks for your time and your awesome script.

 

thanks

prepe

 

-EDIT-

here is a link to my script file try that i cant get it to attach. just through it in your data folder of a ne project and try it.

http://www.mediafire...670lbcft67yt465

I don't have the necessary graphics for it. Could you upload a whole project?

 

I have implemented your AMAZNG script into my game and everything seems perfect except for 1 thing. I have turned ATB to false so it acts as a CTB system. When I escape, and fail to, it continues to try again and again. Is there anyway to make it so ater the failed atempt, the battle resumes and the actors can perform their different actions?

 

Thanks.

 

Good catch.

Script updated to Version 1.2 (and the stand alone version to 1.3) with this bug fixed.

If you update the script the bug should be gone. You said you were using the stand alone version so here a direct link: http://pastebin.com/GuR6YY4K

 

*nvm, problem fixed

Good news then :)

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I don't have the necessary graphics for it. Could you upload a whole project?

 

Ok here you go Fomar0153. just pick the top 4 people, fight the last enemy in the editor, and then you will see that thought the atb is full i keep hitting with one person, and the atb never emptys, and i hit with the same person over and over again!

 

 

-EDIT-

I have narowed it don to victors Animated Battle script as i remove that one and it works fine. O.o

 

thanks again

prepe

Edited by prepe

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Just literally looked into it, I had a very busy weekend.

Anyhow try this:


class Scene_Battle < Scene_Base
 def use_item
   item = @subject.current_action.item
   @log_window.display_use_item(@subject, item)
   @subject.action_pose(item)
   @subject.use_item(item)
   @subject.stamina_loss
   refresh_status
 end
end

Put it below all the custom scripts.

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Just literally looked into it, I had a very busy weekend.

 

no worries. I will try it when I get home and get back to you.

 

thanks

 

 

-EDIT-

Ah, thank you so much. It worked perfectly. you are the man, and i love this script.

 

If anyone is using this script with victors Animated Battle, put the ATB stand alone above victors Animated Battle and his Basic Module. Then put this little code that Fomar0153 made in a new spot below both of thouse two scripts. It fixes a wierd bug in battle.

class Scene_Battle < Scene_Base
  def use_item
 item = @subject.current_action.item
 @log_window.display_use_item(@subject, item)
 @subject.action_pose(item)
 @subject.use_item(item)
 @subject.stamina_loss
 refresh_status
  end
end

 

Thanks Fomar0153 for this.

 

-prepe-

Edited by prepe

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Hi fomar, and thankyou for making this script. I have just a few questions. Before this I was using Yami's ATB system which worked well for the most part, but had some bugs and he decided to start updating it. I gave this one a try.

 

1)Is there a way to increase overall fill rate? The battles seem too slow

 

2)All my skills and equipment are geared to use AGI as the stats to use to determine fill rate. I'm not sure how your script calculates fill rate, but i did see STATES_HANDLE_AGI = false. I'm confused as to what this does.

If i set it to true actor AGI is not a factor in fill rate? I know i can use a state to double the fillrate, but I'd like to use AGI stat.

 

3)If i set the turn length to 0, shouldn't every action be a turn? It doesn't seem that way to me now. I have all my states setup so that 1 action = 1 turn.

Edited by stratigamo

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1) Either increase the agility of your characters or lower MAX_STAMINA and adjust values accordingly.

2) The speed that the bars fill up always influences the bars.

You can increase an actor's agility to increase the speed of the bars.

By default when STATES_HANDLE_AGI is set to false then you can set up special states that directly affect the bar, e.g. Haste, Stop and Slow (examples in script), if set to true then you can only influence the speed of the bars by modifying agility.

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Is AGI only calculated at the start of a battle, or does it get calculated continuously? If I put a +50% AGI buff on a char will it effect ATB rate ?

 

Thanks!

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Is AGI only calculated at the start of a battle, or does it get calculated continuously? If I put a +50% AGI buff on a char will it effect ATB rate ?

 

Thanks!

It should be continuous.

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I was wondering if it is a simple fix.

 

I was looking to have this system be more real-time, as in your ATB increases continuously and you can choose your actions at any time for any character, so long as they have enough ATB to use that action.

 

for example, when the battle starts, everyone's ATB starts to increase and continues to do so, and you can switch between characters and select actions to perform. I have Yanfly's skill restrictions code so I already have it set where the Action is sealed if the character does not have enough ATB to do so?

 

If you could tell me how to do this, or if its too much to do, point me in the right direction, it would be appreciated.

 

Thanks

 

Adrian

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I was wondering if it is a simple fix. I was looking to have this system be more real-time, as in your ATB increases continuously and you can choose your actions at any time for any character, so long as they have enough ATB to use that action. for example, when the battle starts, everyone's ATB starts to increase and continues to do so, and you can switch between characters and select actions to perform. I have Yanfly's skill restrictions code so I already have it set where the Action is sealed if the character does not have enough ATB to do so? If you could tell me how to do this, or if its too much to do, point me in the right direction, it would be appreciated. Thanks Adrian

 

At current this script does not have those features. Yami has the most real time ATB I know of:

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

 

I might be adding the input commands at any time in the next version to build on the stamina part but I wouldn't suggest you wait.

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At current this script does not have those features. Yami has the most real time ATB I know of:

http://yamiworld.wor...ve-time-battle/

 

I might be adding the input commands at any time in the next version to build on the stamina part but I wouldn't suggest you wait.

 

Thans a lot,man. I was wondering if you would know where in the script i could edit so it will allow me to chose an action from any actor at any time? I tried playing with it, but it doesn't seem to work right. It seems like it would be really easy.

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Thans a lot,man. I was wondering if you would know where in the script i could edit so it will allow me to chose an action from any actor at any time? I tried playing with it, but it doesn't seem to work right. It seems like it would be really easy.

When I get around to updating the script again this will be an option but presently I'm trying to get a bit of work done on my own game.

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When I get around to updating the script again this will be an option but presently I'm trying to get a bit of work done on my own game.

 

No problem.Thanks for all your help.

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Another bug with the ATB fleeing that may or may not have been addressed (v1.3). The issue I ran across is that the "Flee" command will never register if a party member has died. I believe this is because the code waits for all bars to fill up. The slain party member ATB is stagnant, so the code is just stuck waiting for that condition as enemies keep battering you. This is the standalone version since I didn't want to be limited by using the Ace Engine.

 

 

Also, a couple of questions:

Attack speed is irrelevant now with this script, right?

If turn length is set to time 4 seconds - does that mean a state that lasts 1 turn will last exactly 4 seconds regardless of the speed of the actors? My Guard seems to stay up forever when my actors have high agility.

Edited by Jamaz

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Also for the stand-alone version, is there a way to keep the Actor Index highlight on? As of now, it's difficult to tell which player is acting especially if both get their ATB charged at the same time.

 

 

 

temppic.jpg

 

 

 

I located the code that by default highlights the actor index, but can't get it to work even by reinserting into your code.

 

 #--------------------------------------------------------------------------
 # â— Rewrote start_actor_command_selection
 #--------------------------------------------------------------------------
 def start_actor_command_selection
@party_command_window.close
BattleManager.set_escaping(false)
turn_start
 end

 

 

@status_window.select(BattleManager.actor.index) was removed, and I think because turn_start must be called, I can't get it to work.

Edited by Jamaz

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The issue with guard will be dealt with in the next version. As will the escaping bug.

 

As for keeping the actor selected, I'll look into it.

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The issue with guard will be dealt with in the next version. As will the escaping bug.

 

As for keeping the actor selected, I'll look into it.

 

Not sure if this is the same guard bug I'm having. But if I use Guard, sometimes instead of casting it/using it, you see the command windows briefly switch, then come back as though you never selected a command. And sometimes, I can even use guard 5 times in a row before anything happens.

 

(Seems to be Victor's Animated Battle script)

 

And any idea on how to remove battle messages? Like (X enemy attacks)

 

Video of bug (0:11)

Edited by Jon Wei

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Guard should be set to two turns. The guard bug is that you could still be guarding when you get your next attack.

And while the game doesn't crash using this and victor saint's animated battlers we both over ride Scene_Battle's update method (from memory) so the scripts aren't entirely compatible. I've started the next version of this script which I want to include built in compatibility with both Yanfly's battle system and Victor Saints.

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Setting guard to 2 turns doesn't alleviate the problem (unless you tailor everything to the same speed, no deviation in speed per battler/actor). I believe the problem arises from the "Auto-removal Timing " "Turn End" functionality. The base program still tries to end the action on a universal turn end for everyone. You'd have to add functionality to end a state based on the actor's first action instead of timing, but to be honest, I'd rather focus your efforts elsewhere since I can just remove Guard altogether.

Edited by Dark Horseman

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Hey fomar:

 

Found a bug with this - If you're using Victor's engine, as well as YEA - sometimes you will have to select a command twice for it to process. As well, there's no 'wait' between actions, so everything gets executed extremely quickly.

 

Any chance there's a fix? :)

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