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Ey! Remember the bug I found with @action == 1 and "self" and "All allies" targeting skills? I seemed to have found a solution!
In Scene_Battle (Part 4) of the RATB script...:
Code:
def action_phase(battler)
# When action 1 is, verification whether or not the battler while acting
if @action == 1 and battler.phase <= 3
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)
if target.phase > 2 [COLOR=Blue]and battler.phase < 3 [/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)
if spell.phase > 2
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
I added the blue part, and it seems to work just fine!
Im sure as some of you might have known, during @action == 1, it prevents another battler from acting on (attacking, using a kill on, ect.) a battler who is already in the acting process. The glitch occurs with self and all allies because its preventing the action from acting on itself, because it's still in a restricted phase. Adding in the little bit allows a battler to act on itself.
I like @action == 1 because I use a lot of what some call "Blank Sprites" because Im using Minkoff's Animated Battlers - Enhanced by DerVVulfman . And I use the battle animations to animate my characters in skills and attacks. and when @action equals 2 or 3, when I charactter gets hit during an attack, it interrupts the animated battler and you'll see 2 of the same characters on screen while the skill is still being preformed. PLUS, @action == 1 solves that buggy look of the battlers running to where a target "was" while they are acting.
Also, @action == 1 keeps the "real time" feature in there, unlike @anime_wait, which stops the ATB temporally. Eew.
Sorry for rambling on like that. I'm just a bit happy I figured out how to get that workin, and I felt like sharing how, and my reasoning for doing such. :P
If I do run into any problems with this in the future, I'll post, but it seems to be workin flawlessly so far.
RTAB is a front-view battlesystem by itself. It's by the use of... Minkoff's Animated Battlers - Enhanced
... that it is turned into a side-view system. There are many features to turn on or off, and so on. The link has a .pdf file you can download... if you don't feel like reading the 1300+ posts. But seriously... it's a case of either that battler (or battlers) are set up for '1' layout of battler while you're using another type of battler. With Anim-Bat, you can use the old RTP style, Minkoff battlers, Cybersam battlers, RM2K3 battlers... or nearly any single-file/spritesheet battler. The pdf should help...
As to the battleback, the topic... Mimi's Battleback Changer
... should help. Heck, it can be set to battlebacks on terrain tags, custom events, using the map itself as the battleback... even supports animated battlebacks (based on RPG's code from 2 years ago).
Every script in the demo has a topic available in the forum... unless the scripter left and removed 'em.
Alright, here's a problem with RTAB. I posted this in RGSS support, but it may help out if I posted it here too.
I was confused as to why this was happening for a while, until I decided to see if it'd work with the scripts I had removed. Sure enough, it only worked when RTAB was taken out. So, it seems as if RTAB gives me this glitch.
For some reason, whenever a batter is inflicted with the "Dazzle" state, their normal attacks don't miss any more than they usually do.(despite me changing the hit-rate to 05%). Further, their skills NEVER hit. This sounds like its supposed to happen, but I tested it so that Dazzle lowers hit rate to 99%, and it STILL never hits, ever. I don't think each skill continuously get's that 1% of missing.
To sum up...
Dazzle, which lowers the battlers hit rate, does the following:
it has no effect on the normal "attack" command, no matter how low i put the hit rate.
it always makes ALL skills miss, regardless of how much hit rate is lowered.
It's rather confusing, and I need it in order for the player to progress through the game. All of the other states seem to work... just not Dazzle.
Like I said, this seems to be a problem with RTAB, as once I take it out, it works fine.
I'm using RTAB 1.16 which you can conveniently find here: http://www.rmxp.org/forums/index.php?topic=4732.0
It's too big to paste here. If you can figure out why it does it, I will be eternally grateful.
Could you please make it compatible with your RTAB demo and can you make a battle configuration on the option menu? (Ex: Choosing between Active or Wait battle turns and setting the battle speed or allowing battle report or not.)
Oh, can you also making this?
Saga Series LP (Life Points) System
This system are taken directly from Saga series.
Overview
Basically, i want another battle action (ex: Fight, Run, etc) and new status bar that called LP (Life Points).
LP are used to replenish all of an actor HP & MP and the LP will decreased by 1 if the actor using the LP Battle action or knocked down (HP=0) and s/he decided to used his/her LP to revived him/her.
Each actor has his/her own LP and the target of LP using are the user.
When an actor lost all of his/her LP, s/he is considered dead (removed PERMANENTLY from party.)
The System
Please make a new battle action and status bar for the LP system.
And when an actor is knocked down, make his gauge bar still moving and when his turn comes, make a choices if he wants to use his LP to revive him.
And make the enemy had their own custom LP, too. (1 by default).
Also make an Element tag like those Steal, Scan, and Mugging sytem for:
-LP Recovery: for LP recovery skill ( 1 by default)
-LP Damage: for LP damaging skill (1 by default)
Well, that's the end of the list. I'm sorry for my bad english and for asking too much.
If you can't making the LP system, it's alright. i just hope that you make that CMS compatible.
Every other 'state' works except Dazzle in that vein? So, making a state that works similarly to how Dazzle is supposed to... does work? I'd make a duplicate state and use it instead.
It seems to be the hit rate. I think Evasion may have a problem as well when it comes to states, but I'm not sure. I tried making a duplicate to no avail. It just seems as if the hit rate is the problem; it doesn't seem to drop.I requested someone to see if they could fix it and am even willing to pay, and apparently SephSpawn decided he'd try it, but I haven't heard from him regarding it... If you manage to fix it, the money is yours
For some reason, the enemy battlers appear to be zoomed. And when I turn on the "zoom" function, it doesn't work (it zooms out to where the battleback doesn't even take up all of the screen, even if it is 640x480.
Also, what is the calculation for the speed of the ATB bar?