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Real Time Active Battle (The Systems)

Didn't see this post.

Personally, I can't get around to it myself as I have ... um...LB, LBM, LBAR, GND, MMBB,...FIVE??? systems in the works right now (mebby more??).

Try the 'Script Request' section.

RTAB isn't really that hard mind you. Just gotta remember that it isolates the battlers with local values that get passed directly into the def. It doesn't use instance values like @active_battler that get wiped when the next battler takes over in the Scene_Battle. This way, each battler's actions are independent of the other.

RTAB
THE FIRST FULLY FUNCTIONING
'TRUE' ACTIVE TIMER BATTLE SYSTEM

Enemies and Heroes can attack simultaneously
or can be used as a conditional system!
Built In Camera-Zoom feature
Doesn't NEED the SDK

'Error-FREE' Addons:
Battler Combos
Multiple-Effect Attacks (skills, melee and items)
Skills that can use up items
Enhanced Damage Displays
and more!
[/FONT]

Others are imitations.
Cries about its structure are nonsense as it IS that structure that makes it work so well, and it may stiill be under development.


Use code and basic idea[/FONT]

Use code
Use ignoring
There is no obligation of use and report
Literary work and indication there is no necessity

And... Cogwheel's own terms of use
About use code
Please use freely regardless of non profit & profit. Also remodelling is free.
There is no necessity of report literary work indication, but when the game completes, when the information you give to with also the bulletin board, it is delightful, is.
However, like whether by his made this script of, please stop the behavior that it distributes with his own HP.
When those which remodelled the script which it is open in this Web page are released, we request the information.[/FONT]

Translation: It's free to post, edit and distribute... even for commercial use. You don't have to inform us if you post them on other sites. If you want to post 'edits', we ask you to let us know what you did.
 
It's actually an intention to make a cross-platform party switcher (for RTAB, SDK and Non-RTAB), but got another group of projects now. Yep... cross-platform.

Dunno why people don't think of such things...? It's not hard at all. :-/
 
Hey all! I'm a step closer to fixing the animation timing issue!

In RTAB under the sprite module there is...

for anime in @_animation
if (Graphics.frame_count % 2 == 0)
anime[2] -= 1
$game_variables[101] = anime[2] #animation referencer
update_animation(anime)
end
end
Only i inserted the variable modifier (red text).

Then in Sprites in Animated Battlers i replaced
return if @pose != state
with

while $game_variables[101] > 0
return if @pose != state
return
end

This isn't perfect, but I think I'll be able to get it pretty close to that by tonight. Then someone who knows what they're doing can probably change my database variable usage into something more professional.
As I said, it's not perfect, but I just posted as soon as I saw what I had, so I haven't even touched the fine tuning. What it does do, however, is keep the sprite at the enemy as long as an animation is going, but a few issues arise.
For one, the rush animation get's f*ed up and stays as the standing animation. Next, it still reverts back to the standing animation early while the animation is going, even though the PC sprite is still at the enemy.
Well... I'm off!

EDIT
Another step closer! It works perfectly if user and hit animations have the same number of frames, so I just gotta figure out how to reference anime[2] in just the user animation. At the moment is sorta uses both... anywho, follow the same steps with rtab, but in animated battlers put...

if $game_variables[101] > 0
@pose = 8
elsif state != 4
@pose = 5
end
return if @pose != state
Then just make your frame amount in your pose hashes for your skills equal to 1 (as this applies to those who use 'invisible' sprites for attack animations).

DOUBLE DEDIT
I forgot to mention that this only works for rushing skills (and I haven't tested rush to center skills for that matter). I still need to figure something out for stationary skills.
Further, I don't use the basic 'Attack' command at all in my game, so it hasn't been tested with this, but it should be easily fixed if there's a problem.
 
Ummm, I was just wondering how do you fix Hilda's movement to look like Gloria's in the demo for V1.16? She just runs up and immediately as the action she is performing begins, she runs back to her original position as opposed to Gloria who runs up and waits until the action is completed to return to her standby position. Any help would be appreciated as I have no idea what part of what script I should be looking for.
 
That's part of Animated Battlers and not RTAB itself. Understandable, though. Most people associate the two since Minkoff originally bundled the original Animated Battlers with RTAB to show off his system. By itself, RTAB is a frontview system like any other.

Animated Battlers' use of simple charactersets and charset delays is something I have to work on. Actually, I intend to see about getting individual length delays for actors/enemies/poses and such. Not something easy to implement, but it is something being considered. But that's a topic for 'Animated Battlers'...
 
when i tried using this i cant get the bad guys to attack, im using 1.16 and only changed the wait time for enemy to 10 and char to 300

never mind i see what i did lol set it to 100 not 10...
 
I am using 1.16's Battle Report v 1.6 script. Everything works fine when the battle ends. It adds the items, Gold, and EXP. But after this is all done and you press ENTER to return to the Map, it says
"Script 'Window_Base' line 30: RGSSError occurred
disposed window"
and then kicks you out of the game. The other scripts I am using are
all the MOG scripts except "MOG_Char_Select", "MOG_HUD_Elen", "MOG_HUD_Lena", "MOG_MPW_Time_Meter", "MOG_Title_Celes", and "MOG_Title_Sofia".

How do I get the script to work?
 
I never messed with the MOG scripts so I don't know where to begin.

Try placing RTAB somewhere else in the project... if it's ABOVE the 'MOG' scripts, place 'it beneath... if it's BELOW the others, place it above them.
 
Hmmm.... strange. Still getting the same message. I'll try using the scripts actual battle system, which is something I hadn't added.

EDIT: I added the battle system and started the game. When I opened the menu, it gave me the same message for when I end a battle. I hope this extra didbit of info helps.

EDIT2: Okay. I thought I was suposed to put SDK in with the Battle System, which is why the ^above^ problem happened. But, now with the ABS system, everything works fine untill I select a action then I get this message:
"Script' Real time time active battle (RTAB)' line 1476: NoMethodError occurred.
undefiened method ">' for nil:NilClass" Hope this newer info helps.

FINALEDIT: Okay. Got it to work. I just used Raizel's script for it instead.
 

yion

Member

i got a problem!

i used the sprites of the battlers to be in the battle like
an sideview ks (not in the little windows) but after i install this
really awesome RTAB it doesnt work anymore, whatever i do
(changing the coordinates etc.)
can someone help me? i use v. 1.16

ok , i got the coordinates in the NEw Script, thx anyway!
but an new problem, if i start the battle in test battle everything
is fine, but if i test my game (with only 1 or 2 ppl in the party at THAT TIME)
it gives me an syntex error in line 1476.

ok i got the problem fixed (i always used to load game instead of new game)
thx for the script!
 

Ryane

Member

This thread is huge, and I did some searching, but didn't find what i'm about to ask. So i'm going to ask it :)

This script works almost flawlessly. I have 1 error and 1 thing i'm just wondering about.

Error: When I LOSE a battle, I get an error pointing at line 3807 which is part of Sprite_Battler:

if not @battler.hidden and not @battler.dead? and
(@battler.damage.size < 2 or @battler.damage_pop.size < 2) <---This line
appear
@battler_visible = true
end

When I WIN, it works fine, only when I lose. The error says:
"Undefined Method "size" for True:TrueClass"


Wondering about: Is there a way to make some enemies be fast and others slow?
I understand that agility effects how fast they act, but if I want a really fast enemy at the start of the game, I have to set their agility really high, so then they become unhittable with attacks.
Would there be a simple workaround for this to have some really fast enemies and some really slow enemies?


Thanks.
 
Well... lemme try...

The ATB_SETUP section controls the features of the RTAB system, but they cannot be changed in-game (like I hoped). Sorry.

As for your error, you may be using a system that edits Sprite_Battler that interferes with the damage routine. Something is erasing the damage value after it is being passed into the ... wait...

#==============================================================================
# ** Window_DetailsStatus
#------------------------------------------------------------------------------
#  It is the window which indicates the status of the actor in individually in the battle picture.
#==============================================================================

class Window_DetailsStatus < Window_Base
#--------------------------------------------------------------------------
# * Object Initialization
#--------------------------------------------------------------------------
def initialize(actor, id, x)
What I highlighted is line 3807. What you have is line #3493. Now 'THAT' is strange. :-/
 

Ryane

Member

I copied it straight from the first post here :S

I did add a few lines, for percentage damage (which works). But only about 10 or so, not 100!

I'll try copy-pasting it again.

EDIT: Well that worked :S
I readded my small modifications and it's 3 lines shorter than the old one I had, probably just me messing about with something broke it.
Don't know why mine is way too long though, it's v1.16 if that helps.
 
Ummm one question is the enemy speed based on agility and timer or just timer because I am having problem's with the enemy speed...

The actors party attack the enemy like 30 times and then the enemies attack the party 1 timeO_o...

Is there anyway to make the enemyspeed even faster?

Current enemy speed= 0.25
The enemies in the battle are still soooooooo slow...

I want the enemies to attack after 2-3 turns the player party gets...


~anyone?I guess I have to wait another day or two':|
 
If you set the regular speed (speed = 150) and want the enemy speed to be double that of the enemy, set their speed to ... double (@enemy_speed = 300). Of course, their agility plays into their speed as well.

Setting it to 0.25...? Wow... no wonder they were slow ;)
 
Is there any way to fix this or your Your Limit Break Script so that the bars aren't vertically all on actor 1's status window in battle, instead on everyone's status window as it should?
 

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