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Real Time Active Battle (The Systems)

To link2795:
Removed the Limit Break, eh? Fine... though the LB's script's post has the fixed version. ...use it or any other healing item The Character's Status is "Death" but the enemies are still attack him/her.

What? O_o Your guys are killed off and the game doesn't switch to Game Over? And on top of that, healing items instead KILL the guys?

Now, I've re-tested RTAB and so on... Maybe you set the health that was to be delivered to the heroes through the X-Potion to a negative hp value. :yes: If you look at my demo, the grenade delivers 100 points of damage by using -100.

As far as 'All Items While Playtesting'... where did you get that one? I just checked his websites, even sg.gamecrab.com and gamebaker.com and can't find it.

I highly doubt that AMS by Dubealex would cause such a problem.

Oh, and it's RTAB 1.16. :D
 
Yay!!!:thumb:
I did it:D
I fixed it!
Heres the playtesting all items
It's on Gamebaker
Click Here!
Or Just Copy This
Code:
# =begin    <- Erase the # at the start of this line to disable. 
            # You also need to erase the # at the start of the bottom line.
            
#==========================================================================
# ** SG Playtesting All Items
#==========================================================================
# sandgolem 
# Version 1
# 19.07.06
#==========================================================================

$sg_give_armor = true
$sg_give_items = true
$sg_give_weapons = true

# Place a # in front of those lines for only specific types of items.

#==========================================================================
#
# To check for updates or find more scripts, visit:
# http://www.gamebaker.com/rmxp/scripts/
#
# To use this script, copy it and insert it in a new section above "Main",
# under the default scripts, SDK & SG Settings Control (if using them)
#
# Have problems? Official topic:
#   http://forums.gamebaker.com/showthread.php?t=153
#
#==========================================================================

begin
  SDK.log('SG Playtesting All Items', 'sandgolem', 1, '19.07.06')
  if SDK.state('SG Playtesting All Items') != true
    @sg_psallitems_disabled = true
  end
  rescue
end

if !@sg_psallitems_disabled
#--------------------------------------------------------------------------

if $sg_disable_scripts
  $sg_disable_scripts += ['All Items']
end

if $DEBUG
  
class Scene_Title
  alias sg_psallitems_newgame command_new_game
  def command_new_game
    sg_psallitems_newgame
    $game_party.sg_give_all_items
  end
end

class Game_Party
  def sg_give_all_items
    if $sg_give_items
      for i in 1...$data_items.size
        if $data_items[i].name != ''
          @items[i] = 99
        end
      end
    end
    if $sg_give_armor
      for i in 1...$data_armors.size
        if $data_armors[i].name != ''
          @armors[i] = 99
        end
      end
    end
    if $sg_give_weapons
      for i in 1...$data_weapons.size
        if $data_weapons[i].name != ''
          @weapons[i] = 99
        end
      end
    end
  end
end

end

#--------------------------------------------------------------------------
end
# =end
 
a question agility affects how fast the atb bar fills up in the rtab? i simply dont undestand some things of how it works the rtab still is one of the best so far and the addons are pretty awesome
 
To link2795:
Well... I don't know when cogwheel will release a version 1.17 (if ever), but it certainly won't be an SDK based system. SDK hasn't filtered to many Japanese scripters. That, and Trickster's scripts are pretty difficult to adapt to RTAB. I think he does that on purpose... :D He's the Anti-RTAB. :D

To squall_seawave:
Agility is used in every battlesystem I've seen to regulate who attacks first. For regular battlesystems, even down to the default system, agility is used to see the exact order of the battlers. Systems that use AT bars, whether it be Cogwheel's RTAB, ParaDog's CTB v 2.58, XRXS's 65 or Trickster's ATB+CTB, all use the Agility score as a basis to gauge the fill speed of the AT bar... thus determining who goes first.

Just remember that Agility also determines the character's ability to dodge and defend attacks as well. This is also true for every battlesystem I've seen as well.
 
You use Raisefield CBS? Do you mean CMS? Never messed with that Battlesystem. Maybe it's an edit of ... ah... you used the DEMO'S copy of the RTAB script. Ahhh...

The DEMO'S script was modified, as in accordance to the patch for the Battle Result script that Raziel posted. The patch for his system required the .dispose of the status window be altered. Copy the V 1.16 script RIGHT from the appropriate 'link' from the topic's first page.

As far as the ZOOM effect, change the @drive value to false. That removes the camera zoom effect that affects the battlers and background.
 
Dunno if I should ask here or somewhere's else, but when I perform the command 'force action' it forces the action of the player, but then resets their ATB (effectively using up their turn). I want the force action command to be attacks/actions outside if the regular turn order. (I want the ATB to remain unchanged when an action is forced) Is this possible?
or...
Where do I access the ATB values of all the battlers, how could I memorize it/store it in a variable at time of 'force action', and then how could I put it back into that battler's ATB? (this would preferable be through regular/non-ruby commands, or at least point me toward some simple code that I could insert into a 'script' command.
 
*Phfttt* Simple code??? With THIS???

FUNNY!!!! :D

Seriously... RTAB uses the battler values that the default system uses (for the most part). It just uses a battler. value instead of the @active_battler. so it can isolate each individual actor/enemy from the others.

But the .at value is what counts the at bar value per battler. I figure that's what you want.

Force action allows you to force the characters to act out of turn? Really? If so, it's understandable that the AT bar is reset then.
 
Hi guys, can somebody help me out here?
I'm using the RTAB script v. 1.16 and when I turn the camera off and implemented the patch so the backgroud doesn't look streched and zoomed in, when I play a battle, its the opposite, instead of streached its all clamped up, let me see if I can explain, my background has a circle but now it looks like a vertical oval.
 
Heya! I myself was having an issue with attack animations having an annoying delay between the user and target animations. However...!
On line 1988 it says
battler.wait = 2 * $data_animations[battler.anime1].frame_max - 10
So I just put a pound (#) at the front of that line and now they play at the same time! This is awesome, because you can synch up the animations perfectly. Don't edit out the next similar line (2006 in my code) because it is the delay from the target animation to the damage animation and the damage will display before anything happens visually.

Well... I'm off to see how I can reference a particular character's AT value and store it in a variable then put it back in when I need to! While I'm at that... can anybody break down the AT/ATP calculation for me? It says there's a random value incorporated into it. I would rather it be a simple/consistent increase based on a stat until it reaches 1000 or whatever with no randomization. It is also referencing AGI, can I simply put in another 3 letter stat to have it reference a different base stat? (if it's that easy, I could see having items that change what your battle speed is based on)

EDIT
So i went into Interpreter 4 and found the variable control code. There are like 13 options for referencing like HP, AGI, etc... So I took actor.mdef and changed it to actor.at and it worked!!
This is a big step I believe! However I was wondering... Knowing it probably wouldn't work, I went in and added new 'when' statements, but it didn't appear in the database (only the base 13 appeared). How could you reference these when statements through the database? Could you go into the RMXP code and increase the size of the statements allowed (i've heard of people hacking the rmxp code to increase other values)? Or could you hit them up via the 'script' function in the database?

EDIT2
I think it worked at least... The value it is referencing seems strange each time. It's consistent every battle, but not every turn.

EDIT3
YO! It's atP i wanted not just AT. The numbers get pretty giant though--indeed help with the calculation would be great! Though I'm guessing the P stands for percent based on my results. I will also tone down the exclamation points. Got a little excited there.

EDIT4
BLARGH!! I just wasted almost 2 hours when I should have just stuck with AT and NOT ATP. I think ATP is merely for drawing the gauge.

Conditional-(blah blah)
Control Variables:[0001]=[Pine]'s MDEF
Force Action: Actor No.2,Attack, Index 1, Execute Now
Script: actor = $game_actors[002]
: actor.at = $game_variables[0001]

Pine executes his attack and continues the battle where his ATBar was when he executed the forced action!
Booyah! And it was kinda easy, it just got caught up looking in the wrong place.

EDIT5
Or you could just do this...
Script: actor = $game_actors[002]
: $game_variables[0001] = actor.at
Force Action: Actor No.2,Attack, Index 1, Execute Now
Script: actor = $game_actors[002]
: actor.at = $game_variables[0001]
YAY! This is so awesome and easy. BTW it was just put into a troop Battle Event. Plus, this way you won't have to mess with the Interpreter stuff (though I find that part really cool too because it makes using the built in commands more flexible).
 

Taylor

Sponsor

Would it would be easy enough to remove the RTAB bars (and counter) for heroes, but not enemies?
Before I tried Fomar0153's Action Cost script I was trying to edit RTAB so a hero could keep attacking and not move on to the next hero unless 'End Turn' was used.

Trouble with this was that a hero would 'stop working' if they attacked while thier bar was filling. And *may* start working again a good while later.
Because a hero could attack at anytime, there would be no need for bars for them.

Any help with how to do this?
 
Sheila, I read your other post saying that you are using a PK version. Its might be the reason you got errors.

Otherwise, some script is clashing,
 
I have a pretty sweet counter-attack thingy goin' on. I think a real coder could perhaps make use of it?
On line 2802 there's a comment--# First on-target hit decision

Under that I have...

if user.is_a?(Game_Enemy)
$game_variables[0002] = user.index
end

#if self.is_a?(Game_Actor)
$game_variables[0005] = self.id
#end

if $game_variables[0005] == 3
$game_variables[0001] = $game_actors[003].at
$game_switches[0004] = 1
end

So the first variable stores the index of the last attacker. This is used to give my counter attacker a target. The next one references 'self' this is the target of the skill at the time. So 'user' of skill hits 'self' (not literally himself, but his target) with an attack. Then a switch is activated if it's game_actor 3--this is the character I made who has counter attacks and is number 3 in the database.
Then in the troop battle event commands I have a page that turns on when that switch is turned on and lasts for 'moment.' I then have 8 conditional
branches one for each possible enemy...

if $game_variables[0002] is 0 then...
control variables- [0002]=10
force action-actor3 uses a skill on enemy 1
switch = off
if $game_variables[0002] is 1 then...
control variables- [0002]=10
force action-actor3 uses a skill on enemy 2
switch = off
if $game_variables[0002] is 2 then...
control variables- [0002]=10
force action-actor3 uses a skill on enemy 3
switch = off
etc...
switch[0005] = 0
switch = off (doubly sure)

The skill he used calls a common event that has
script: $game_actors[003].at = $game_variables[0001]
switch(same from before) = off

Notice the index of 0 is the first enemy. There was also some craziness of him constantly attacking, so I had to change the variable[0002] (his target/user.index) immediately before the attack to 10 (not 0 because that's a valid target).
I also had to put the ATB referencing and inputing outside that battle event. Even though all my other ATB stuff works there, it didn't in this case.

I don't have regular attacks in my game so it's just under the skill section, but you could place this anywhere you want depending on if you wanted skills, magic, or regular attacks to work. You could expand on this much more as well.

Also, if anyone else is interested, I was having difficulty getting a battle event to happen the exact moment I wanted. It was difficult because I couldn't have parallel events in battle. So on line 515 during the frame renewal phase i put...

if Input.trigger?(Input::L)
$game_switches[0002] = 1
end

This let me push a button to activate special actions, then the prereq checks were done during the code the switch turned on.

It's all pretty messy, so, again, a real coder could perhaps clean it up and make it an actual script, but it all works quite perfectly for my game. Have fun!
 
I was wondering if there was a possiblity to make an easy timer of sorts. Like during the refresh phase increase a variable by 1. Then at the end of a battle, show that number--sort of showing how long the battle took.
EDIT
LOL! Nevermind, i just did exactly what I posted. Works great ;p
 
Well, back again from the dead to ask another idiot question:

I downloaded the deom with RTAB 1.6, and I was wondering if there's any possibility to merge the FF Tactics system of item teaching skill (sort like Equipment Skills) with those advanced battle report systems and most of the add-ons installed within' the demo.

I tried to do so with equipment skills, but the skills won't budge! I set up everything and nothing...
Anybody can assist me in here?
 

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