Lil' Yami 69 Posted January 12, 2012 (edited) 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: 30/01/2012 (DD/MM/YYYY) Download: Get here ~ Check Instructions in Script.To enable Classical Active Time Battle for your game, either change the DEFAULT_BATTLE_SYSTEM constant in YEA - Ace Battle Engine to :catb or make an script call during a game using:$game_system:set_battle_system(:catb)To revert back to DTB mid-game, use the following script call:$game_system:set_battle_system(:dtb)For charge skill/item (casting time), use this notetag:<charge rate: x%> This script require YEA – Ace Battle Engine. New update: Casting Time/Charge Skill Edited January 30, 2012 by Yami 7 A., servantb7, YF and 4 others reacted to this Share this post Link to post Share on other sites
YF 146 Posted January 12, 2012 Good job, Yami! Finally got a chance to test this out. Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 12, 2012 Good job, Yami! Finally got a chance to test this out. Uwaaa, you surprised me . Don't tell me you sleep less than 8 hours per day o_O Share this post Link to post Share on other sites
YF 146 Posted January 12, 2012 I get a full 8+. o_o Share this post Link to post Share on other sites
A. 51 Posted January 12, 2012 I was hping this was side view >_< - Good job none the less Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 12, 2012 I was hping this was side view >_< - Good job none the less Ahaha You should hope this can be compatible with other sideview scripts Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 12, 2012 I'm sorry but I cannot download the Ace Battle engine it says it's an rb file and when I try to download it it just brings up find file or save option. Why? Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 12, 2012 I'm sorry but I cannot download the Ace Battle engine it says it's an rb file and when I try to download it it just brings up find file or save option. Why? Ah, If you have full version of ace, you can copy script from that rb file. Open it with notepad 1 A. reacted to this Share this post Link to post Share on other sites
RoseGuardian 42 Posted January 12, 2012 Thank you I will try that. Share this post Link to post Share on other sites
A. 51 Posted January 12, 2012 (edited) I was hping this was side view >_< - Good job none the less Ahaha You should hope this can be compatible with other sideview scripts is it compatible? I havent had the chance to download and try it Edited January 12, 2012 by A. Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 13, 2012 Update 2012.01.13: – Fix a bug with Wait ATB. – Upgrade a little ATB Gauge. – Fix a bug with YEA – Enemy HP Bar compatibility. – Upgrade turn count. – Compatible with: Lunatic CATB Starting Formulas ( http://yamiworld.wordpress.com/rgss3/battle-scripts/yeas-add-on/ysa-battle-system-classical-active-time-battle/lunatic-catb-starting-formulas/ ) Share this post Link to post Share on other sites
EvilEagles 6 Posted January 16, 2012 This script is awesome VLOZZZZZZZZZZ \m/ Thanks a lot Yami. Share this post Link to post Share on other sites
Azakel 0 Posted January 16, 2012 (edited) Hi just trying out this script... dont know why but it send me an error Script 'Classical ATB' line 433: NomMethodErrorOcurred. undefined method `/' for:nil NilClass The only other scripts that i have are Yanfly's ones, don't know if it is a compatibility problem.. Thak you. EDIT: It has worked on the database prove, but not in the game, hope this will help... Thank again Edited January 16, 2012 by Azakel Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 16, 2012 Update 2012.01.16: – Fix some small bugs. – Add a function for Preemptive and Surprise (Added in Lunatic CATB Starting Formulas too). - Fix ATB speed changes when a battler’s agi changes. - Add casting time for item/skill. (Added notetag: <charge rate: x%>) Share this post Link to post Share on other sites
Azakel 0 Posted January 16, 2012 That's great!!! Now it works perfectly... Thank YOU Share this post Link to post Share on other sites
Knightmare 170 Posted January 16, 2012 Nice work Yummy. Your scripting abilities are coming along very nice. This is definetely a nice addition, thank you! Share this post Link to post Share on other sites
Akrium 10 Posted January 18, 2012 I had been looking for a good standalone ATB script for ages, this is great! Keep up the good work Yami Share this post Link to post Share on other sites
Griffith_Kun 0 Posted January 18, 2012 (edited) Small Bug: If the system is set to ":full" and your selecting a target for an action, the gauges update but as soon as they fill up the action stops entirely until you complete the selection. This might not be considered a bug, in which case I would recommend an option to change this because it's really disrupting to the flow of the battle. However, I would definitely consider this interruption a bug, because you can kill the last enemy with one actor and immediately try to target before the enemy "collapses" in which case it will pause the enemy in mid-collapse. At this point you can try to cancel the target selection and the game will crash citing a "Cannot divide by 0" error, presumably because the original target doesn't exist. Another Bug: If the battle type is set to ":full" and an enemy attacks you while the item/skill window is open the HP of the actor is not updated appropriately. Edited January 18, 2012 by Griffith_Kun Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 19, 2012 Oh yeah, I figured it out. New update will be released soon. Thanks for let me know ^^ Share this post Link to post Share on other sites
Griffith_Kun 0 Posted January 19, 2012 Oh yeah, I figured it out. New update will be released soon. Thanks for let me know ^^ Anytime, I'm glad I could help! That's awesome that you figured it out so quickly, I look forward to the update. Btw, I found out one more problem: the problem lies in the fact that this script makes all "naturally expiring" states permanent. So, any state that should expire, will never be removed and persistent indefinitely. Keep up the excellent work though, this script is really promising! Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 19, 2012 Oh yeah, I figured it out. New update will be released soon. Thanks for let me know ^^ Anytime, I'm glad I could help! That's awesome that you figured it out so quickly, I look forward to the update. Btw, I found out one more problem: the problem lies in the fact that this script makes all "naturally expiring" states permanent. So, any state that should expire, will never be removed and persistent indefinitely. Keep up the excellent work though, this script is really promising! I think only State be cleared by number of Actions be permanent ? Share this post Link to post Share on other sites
drafanasa 0 Posted January 19, 2012 Aaaaaaaaaaa!!! It's look so cool I love this script, thank you very much Share this post Link to post Share on other sites
Lil' Yami 69 Posted January 19, 2012 Duh, Haro draf ~ Anyway, new update: Update 2012.01.19: - Fix a small bug with Action’s Icon Updating. - Fix a critical bug with target selecting. - Fix a bug with states updating. - Fix a small bug with actor’s status when choosing skill/item. - Fix a critical bug with auto battle. Share this post Link to post Share on other sites
Lanechology 4 Posted January 19, 2012 Can i use this with another battle system :h ? Share this post Link to post Share on other sites
Griffith_Kun 0 Posted January 19, 2012 Nice update! All of the things i mentioned are now fixed! You fixed it up quite good...but you're going to hate me because I found a way to break it-- lol. The new issue I found is that when you're selecting a target (for a skill or something similiar) and the actor you're currently using dies, then the target selection gets a little strange because the current selection isn't disposed of properly, if you had any window up (like a skill) it is not disposed of. This should be an easy fix, the current action (window, target selection, etc) needs to be "canceled" and all windows/actions need to be disposed.. I think that pretty much handles all of the bugs! Share this post Link to post Share on other sites