Maliki 33 Posted August 23, 2014 on this script, how can let monster attack when I am agonizing command ? in other words : I want monster can continuously attack actors (time do not stop to select actions or select commands ) This script doesn't allow for that. Time always stops while commands are being inputted. Share this post Link to post Share on other sites
Blue001 0 Posted August 30, 2014 (edited) So I figured out a neat little way to make some skills "take longer" to cast without having the ATB bar only go back down to 500 (halway) or something, which I found weird. (I really prefer every action taking the whole ATB Bar, but still wanted actions to sometimes take a long time) Albeit, they still actually cast instantly after you select them, THEN the character has to wait a bit longer to take their next action. I am calling it "Recouping." I set a skill cost to be more than 1000 (the max stamina in my game.) Then I was thinking to myself, it would confuse a player that may wonder why the ATB bar isn't going up afterwards. So I just popped this in the # new method: draw_actor_stamina section at the very bottom of the script. Replacing the line "draw_text(dx+2, dy+cy, 30, line_height, CBS::SAMINA_GAUGE_NAME) " if actor.stamina < 0 draw_text(dx+2, dy+cy, 30, line_height, "Recouping") else draw_text(dx+2, dy+cy, 30, line_height, CBS::SAMINA_GAUGE_NAME) end It works like a charm, and the ATB changes to saying Recouping when the ATB bar is in the negatives. I would like to have the bar show the negative amount in reverse and tick upwards toward 0... but that part I haven't figured out yet. (not text, but the bar filling itself.) You may also notice a few things. I edited my party size window to always be 3 people wide. And I stacked the stats 2 per column and 2 per row because I was sick of all those bars blocking my char faces. :-p It all took some finagling, and I will share the edited part of the script but its all very heavily geared towards my game's script edits and prob wouldn't work with anyone else's, so you can use it as a reference instead of a plug and play. #-------------------------------------------------------------------------- # Aliases method: draw_item yanfly version #-------------------------------------------------------------------------- alias prefomar_draw_item draw_item def draw_item(index) unless CBS::ATB prefomar_draw_item(index) return end return if index.nil? clear_item(index) actor = battle_members[index] rect = item_rect(index) return if actor.nil? draw_actor_face(actor, rect.x+16, rect.y+2, actor.alive?) draw_actor_name(actor, rect.x, rect.y, rect.width-8) draw_actor_action(actor, rect.x, rect.y) draw_actor_icons(actor, rect.x, line_height*1, rect.width) gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE dw = rect.width/2-2 draw_actor_hp(actor, rect.x+2, line_height*2+12, dw) #manually altered the hp draw location because before it would be up to high. dw = rect.width/2-2 draw_actor_mp(actor, rect.x+rect.width/2, line_height*2+12, dw) #moved mp up with HP instead of with TP. dw = rect.width/2-2 dw += 1 if $imported["YEA-CoreEngine"] && YEA::CORE::GAUGE_OUTLINE draw_actor_tp(actor, rect.x+2, line_height*3, dw) dw = rect.width/2-2 draw_actor_stamina(actor, rect.x+rect.width/2, line_height*3, dw) #placed stamina with TP. end #-------------------------------------------------------------------------- # overwrite method: draw_item yanfly version #-------------------------------------------------------------------------- def draw_item_stamina(index) return if index.nil? actor = battle_members[index] rect = item_rect(index) return if actor.nil? gx = YEA::BATTLE::BATTLESTATUS_HPGAUGE_Y_PLUS contents.font.size = YEA::BATTLE::BATTLESTATUS_TEXT_FONT_SIZE dw = rect.width/2-2 draw_actor_stamina(actor, rect.x+rect.width/2, line_height*3, dw) #had to edit this to match the position of the full ATB bar. end There are definitely a few other things I'm concerned about using this stamina system, but I hope to be able to just edit the script slightly to make it work right. It's sad, Victor's ATB script has all the functions I want, but doesn't work in my game due to incompatibility. But Fomar/Yanfly's system works, but lacks all of those same features... XD Part of me wonders why they didn't call right from the editors "Speed" setting (which now goes unused when using this script) in the skill window to set a skills stamina cost... Edited August 31, 2014 by Blue001 Share this post Link to post Share on other sites
Maliki 33 Posted August 30, 2014 Nice edit! I'd have to find another name if I used it, as my stun state actually sets a battler's Stamina to -1500. And I know what you mean about the speed setting. I did manage to find a way to use the speed via some edits of my own tho to a complimentary script. Also wanted to throw in that you can edit battler's stamina in battle via skills' damage formulas. a.stamina += 300 b.stamina = 0 #erase stamina buildup (Boss move?) b.stamina = 1000 #let's another actor take their turn right away! Those work great. 1 Share this post Link to post Share on other sites
Blue001 0 Posted August 31, 2014 (edited) Also wanted to throw in that you can edit battler's stamina in battle via skills' damage formulas. a.stamina += 300 b.stamina = 0 #erase stamina buildup (Boss move?) b.stamina = 1000 #let's another actor take their turn right away! Those work great. oh sweet, that helps a lot, THANKS! I keep forgetting how powerful that formula window is. Edited August 31, 2014 by Blue001 Share this post Link to post Share on other sites
Elloimmaruskie 0 Posted September 17, 2014 Is there a way to have weapons affect the ATP and different enemies and characters have different ATP's? Share this post Link to post Share on other sites
Maliki 33 Posted September 17, 2014 Is there a way to have weapons affect the ATP and different enemies and characters have different ATP's? What do you mean by ATP? Are you referring to the stamina a battler needs to get a turn? Share this post Link to post Share on other sites
Elloimmaruskie 0 Posted September 20, 2014 No to the time required. Im using the system with time in between each attack, so i can simulate reloading weapons. Share this post Link to post Share on other sites
Maliki 33 Posted September 21, 2014 Well, the simple answer is to use AGI. The stamina bar can be set to dircetly use the agi stat to fill stamina. Then you can increase or decrease AGI to slow or speed up the bar progression. Share this post Link to post Share on other sites
Elloimmaruskie 0 Posted September 21, 2014 I'm not a RGSS programmer and i don't know how to do anything. I was thinking there was a way to do that but please tell me how. Its in this line of code though, TURN_TIME=4 What do I replace 4 with? Share this post Link to post Share on other sites
Maliki 33 Posted September 21, 2014 I'm not sure, but if you meant TURN_LENGTH = 4 then that has nothing to do with individual characters turns. It shows the amount of time before the game registers a turn, which is when effects like poison happen by default. If you want a character to get his turn faster than normal, make an item or state that increases agility in the database and apply it to the character. This script was made to use agility to determine turn order and frequency. Share this post Link to post Share on other sites
Elloimmaruskie 0 Posted September 21, 2014 Do you know the direct corellation from agi to time per turn? Like 10 agi = 2 seconds Share this post Link to post Share on other sites
Maliki 33 Posted September 21, 2014 def self.stamina_gain(battler) return ((2 + [0, battler.agi / 10].max) * self.stamina_mult(battler)).to_i end It might be a little hard to follow, but this is the formula in the script that determines the stamina gain. It's not actually tied to a timer but if you could figure our a way to do it (via frames I'd guess) I suppose it would go in here. Also remember that the bars stop when it's a PC turn to act or when an action is being performed. So basically, you need to play with your PC's agi and pull out a stopwatch. Share this post Link to post Share on other sites
Elloimmaruskie 0 Posted September 21, 2014 K thanks. I'll try that. but what do battle.agi and self.stamin_mult(battler).to_i mean? Share this post Link to post Share on other sites
Maliki 33 Posted September 22, 2014 battler.agi is the agility stat of the specific actor or enemy the script is processing at the time. the multi is a multiplier to that formula. If you want, you can increase/decrease the charge time by using it, but it won't be following time as you say you want it. Share this post Link to post Share on other sites
Axyal 1 Posted October 24, 2014 Is there a way to cancel pause while choosing a command? I mean, for have a real active time battle...I would like ennemy still attak even your stamina bar are full. I found option to remove the pause but it hide bar...I want the bar still appear and fill but monster dont turn AFK while you are choosing command. Share this post Link to post Share on other sites
Axyal 1 Posted October 26, 2014 (edited) Bump: Please no one can help me for that?It's weird an "active time battle" without active battle mode? I mean the game turn in pause while you are choosing command...i want monster still attak ^^EDIT: Problem solved.I have used, after advise , another script, with compatibilty for Yanfly Engine Ace -Battle Engine v1.22.Here's the script: http://www.rpgmakervxace.net/topic/865-ysa-battle-system-classical-atb/?hl=%20active%20%20time%20%20battleBut the download link is actually deadn, but here's another one: https://github.com/suppayami/rmvxa-collection/blob/master/old-ace-scripts/catb.txtThanks to joeyjoejoe Then you need the compability and bug fix: (well or not but me i have add it without anytroubles) Bug fix:http://www.rpgmakervxace.net/topic/21110-doublex-rmvxa-bug-fixes-to-ysa-battle-system-classical-atb/ compatibility fix: http://www.rpgmakervxace.net/topic/21113-doublex-rmvxa-compatibility-fixes-to-ysa-battle-system-classical-atb/?p=145964 Ok and remember to enable the YSA battle system:classical ATB you need to modify on Yanfly Engine Ace Battle engine script the line:245 DEFAULT_BATTLE_SYSTEM = :catb # Default battle system set. I did not change CATB word (dont remember what it was write there by default) and the ysa Atb system did not work.And this script i can found an option to made no pause while choosing action.sorry if i'm confuse and if i'm doing wrong, just trying to explain for another newbies how i have solved my problem if they meet the same problem about ATB stopping while choosing commands.thx to the scriptors Edited October 26, 2014 by Axyal Share this post Link to post Share on other sites
bluenakki 3 Posted October 29, 2014 I'm having a problem, when i try to escape and one of my actor dies before escaping the enemy gets infinite turns. if it matters I'm using Reedo's Simple Side Battle System Share this post Link to post Share on other sites
Maliki 33 Posted October 30, 2014 I'm having a problem, when i try to escape and one of my actor dies before escaping the enemy gets infinite turns. if it matters I'm using Reedo's Simple Side Battle System http://www.rpgmakervxace.net/topic/802-ace-battle-engine-add-on-atbstamina-system/?p=96646 Share this post Link to post Share on other sites
KaosChrist 10 Posted November 8, 2014 I am having an issue with Journey (Tankentai) and this. They both work seeming fine together, but I can't help but notice that my states are off. My damage over time states like poison don't tick (despite the in game text saying it is i.e. so and so took poison damage). No actual damage or pop up occurs though. Without this ATB script and just Journey it works fine. Is there some setting in this script that conflicts with this? I am new to scripting, but am catching on fast. I am sure this is a simple fix. Anyone who could point me in the right direction would be highly appreciated. Please help, I really want an ATB system, but damge over time states are super important to me. Share this post Link to post Share on other sites
Mymarn 2 Posted October 17, 2015 Does anyone know how to change the icons? I have gotten a bigger iconset and needing to change the icons inside the battle. Showing up like a gun as death. Share this post Link to post Share on other sites