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Real Time Active Battle (The Systems)

There is a seperate positioning system for RTAB... in two parts. The first part positions the first bar for the first actor, but the second one positions each subsequent bar... either adjusting the next bar(s) vertically or horizontally. It's the 'var' value you edit for that one. ;)
 
DerVVulfman;267729 said:
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 ;)

Ahhhh.... setting it to a higher amount...':| But I believe you said that setting it to a higher amount would make them slower. And so that's why I put it to 0.25:D

Here I'll prove it:mad:
@enemy_speed
Controls how fast it takes for the enemy to attack. The enemy's speed, like the game's speed (see speed above) is slowed down with larger values. So while 40 is the normal enemy speed, a value of 80 slows 'em down to take twice as long to attack.

Kinda confusing for a non- scripter...

Anyway, Thanks for the help.
 
Sorry. The camera system built by Cogwheel for this system (and XRXS's Camera system for the default system) move and zoom the enemy battlers and the background viewports around while trying to keep the actor positions stable.

Meanwhile, with Animated Battlers, the actor battlers had to be readjusted into the same viewport as the enemies and thus make the controlling mechanism for the camera zoom... 'SHIFT THE BATTLERS OUTTA POSITION!!!'

*sigh*

But that's really an Animated Battlers problem (or any sideview system problem in general).
 
Hi there,
Nice battle system! No really. I have only downloaded the last system available (1.16). However, at line 1476 I come to an error : when I attack, I get this message
---------
????? 'Battle-System' ? 1476 ??? NoMethodError ???

undefined method `>' for nil:nilclass
---------
What does this mean?
 
ok, simple issue, Limit breaks aren't showing up with RTAB, Using Attack replacer, I have limits set, but the Limit Select menu shows up blank only in battle, What Can be done to fix this?
 
To Aveyond06:
While I commend you for the choice of your username/alias (Aveyond's creator goes by the alias 'Lambchop' over here ;) ), I do recommend getting the official English version. The "?????" in your error message is a tell-tale sign of a non-English version which isn't supported by this forum.

Click the image below to get the 60-day trial. This format is the only official English version out there.
http://hometown.aol.com/Der%20VVulfman/Files/RMXP/RMXP-ORG/WARNING.PNG[/img]
Image has link to Enterbrain's Download Page

Here's a link as to describing how I'm sure that you don't have one.

And if one was using Vista and attempting to use the Japanese patch for Vista, RGSS103J.DLL:
THIS is what I tried without Vista, and THIS was from a Vista user (confirming only 'Japanese' OS support).

Those "?????'s" are just giveaways... Sorry. No support.

To Aravesque:
Okay... I now officially repeat and say 'ATTACK REPLACER NEEDS A #$%@-ing OVERHAUL!!!!!'

Remove that piece of ... I refuse to curse on the net...#:(
 
Maybe this has been asked and awnswered before, but... well, 25 pages is a lot to look through.

How would I make the actor stay in front of the enemy longer when attacking?

When I select attack, the character goes to the enemy, attacks, but starts to run back to his place before his attack animation is completely over. Is there any way to make the time he stands in front of the enemy longer?
 
With Animated Battlers, right? Nope. No delay feature yet made. The length is (right now) determined by the length of the 'pose' animation of the attack. It doesn't consider the RMXP Battle Animation... yet.

If I get that implemented, it will get posted there. ;)
 
Doctor;269080 said:
Maybe this has been asked and awnswered before, but... well, 25 pages is a lot to look through.

How would I make the actor stay in front of the enemy longer when attacking?

When I select attack, the character goes to the enemy, attacks, but starts to run back to his place before his attack animation is completely over. Is there any way to make the time he stands in front of the enemy longer?

Make a backup before trying this.
Its a link to what I've been working on to solve the issue, you have to do some hacking/coding but it works well. Still need to find out how to make it reference the user animation instead of the hit animation.
 
Ey, I found a bug in this. When you have the action setting set to 1, you can use anything self targeting skills or use a skill for "one ally" on the user. Also, you can't use skills that target "all allies". The battle freezes up and the characters do nothing, and no windows come up.

What I mean is this option
@action = 1 # Action Setting (Range of 0 - 3)

1 works for the way I have things set up, but this is the only setting that is bugged.
 
That... wow... @_@

It freezes with a combination of 'All Allies' skills and having @action=1 in the config.

Not for 'All Allies'... not for @action = 1... but specifically the two together.

So noted in the first post as of now...
 
I found the bit of code that controls @action = 1.

Its in the RATB Scene battle part 4. I messed with the numbers and discovered it.

Code:
==========================
  def action_phase(battler)
    # When action 1 is, verification whether or not the battler while acting
   [COLOR=Red] if @action == 1 and battler.phase <= 3[/COLOR]
      for target in battler.target
        speller = synthe?(target)
        if speller == nil
          # When the target is in the midst of usual acting,
          if @action_battlers.include?(target)
            [COLOR=Red]if target.phase > 2[/COLOR]
              return
            end
          end
        else
          # When the target is in the midst of cooperation skill moving,
          for spell in speller
            if @action_battlers.include?(spell)
              [COLOR=Red]if spell.phase > 2[/COLOR]
                return
              end
            end
          end
        end
      end
    end
    case battler.phase
    when 1
      update_phase4_step1(battler)
    when 2
      update_phase4_step2(battler)
    when 3
      update_phase4_step3(battler)
    when 4
      update_phase4_step4(battler)
    when 5
      update_phase4_step5(battler)
    when 6
      update_phase4_step6(battler)
    end
  end
================================


" # When the target is in the midst of usual acting,
if @action_battlers.include?(target)
if target.phase > 2"

changing this little number here to "3" will make it function the same as @Action = 2, or so it seems.

Maybe someone could figure out a way to make a fork condition that will make it override this line, for, if your target is yourself, or all allies.

I like @action = 1 because it stops the ATB of the person getting hit, and dose not allow enemies to hit someone who is already acting. This setting is mainly ideal for me because I use a lot of "Blank Sprites" and I show to characters attacking in the battle animations themselves. I don't wanna set the @action to 0, because then it ruins the Real-time feature, as well as the @anime_wait. I swear, its always something stopping me! x.x

I wish I knew how to code myself, but I only know how to edit code that involves math. (I rewrote the damage formulas, and changed a few of the attributes, mainly "dex", for my game)

Anyway if anyone has any ideas, and thinks they can make a little fix for this, please do!
 
To VinVulpis:
I'd like to, but Cogwheel's still around. Anyone know how to eMail him? My eMail system won't allow use of his strange contact link.

To Third333strike:
That's an Animated Battlers script problem, so it belongs in 'that' topic. In the meantime, you probably set the DEFAULT_ENEMY and/or DEFAULT_ACTOR values to 'true' in the config section. The Animated Battlers topic has a .pdf file in the 1st post.
 
ANIMATED BATTLERS system related:
The Animated Battlers demo is 'configured' to have the 1st actor to use the RTP battler and the 2nd battler to use charset battlers. It's not difficult to remove that config setting. There's a .pdf file in the Animated Battlers topic.
 
Oh I didn't know, but I ain't to smart about scripting, and it confuses me, and most people don't know the basics of it either. Besides I'm trying to learn how anyways
:thumb:
 
Soon (hopefully) the .pdf for AnimBat will have examples on how to set up for various spritesheet types: Minkoff, Cybersam, Charset, RM2K3...

Pity you can't copy/paste from a .pdf file.
 

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