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Real Time Active Battle (The Systems)

Hey. Kudos on the giving us the heads up.

Oh, and Landarma was right. There IS a version 1.15 out now. Dunno where the changes are... yet.
 
Well, in Equipment Skills system the only part that I really needed was the AP system, and it's skill screen was very nice as well...

Precisely I need an an "FF6 Esper"-like system. Is this function compatible with RTAB? If so, can anyone slice the "Equipment Skill" and set for me please? I'm still at beginning or the "RGSS for Dummies" HTML text T_T
 
Trickster said:
You have to wait until I update to version 6.0, but well the RTAB is pretty much incompatible with any other scripts that modify Scene_Battle since It changes the name of one of the variables (@active_battler)



You will have to wait until I update the script for compatibility this this one.
Cannot wait Trickster! I love that golden sun unleashes! =D To bad your bag of skills isnt compatible either...:(
 
Sorry If I sound mean for saying this, but well this is to be said sooner or later about this script...

Although this script is very popular, it is the absolute worst for compatibility with other scripts. Basically any script that edits any method in class Scene_Battle without aliasing (unless the method is in Scene_Battle 4) is incompatible with this script. That can also be said for other classes this script edits. I did take another look at the code and it is more poorly coded than I originally had thought. As I stated before it changes one of the main variables used in Scene_Battle (@active_battler to @active_actor and @active_battler to just battler in other methods), Many of the methods edited could have been aliased (if not already aliased), if can't be aliased then the code could have been moved to a place where it could be aliased. And since @active_battler was changed it destroys most (if not all) methods where you could effectively alias. The script further creates incompatibility with other scripts by modifying the methods arguments (Scene_Battle 4), most methods that didn't require an argument now do. This would have been better left to an instance variable instead of passing the same argument through many methods. the method make_skill_action_result is probably the least compatible method in the whole script itself. The script also edits many methods in classes Game_Battler and Interpreter. So from reading all of this you should now know why you are getting errors when trying to use other scripts in conjuction with this one, and this could be used as a guide for someone who wants to rewrite the whole script for compatibility with other scripts (I would do it myself, but I'm busy with other tasks).
 
Downloadable Demo now upgraded to v 1.15 system.
Also included matching battlers... Arshes, Basil, and co.
Don't laugh... I know they look stupid. :D

Sephiroth's Equipment Skills script works (I removed the SDK lines). Maybe Trickster's Steal..etc v6 would work after editing/hacking... dunno.

Just didn't get to really look at it yet... and Friday, I'm pulling an all-dayer at work. Still got a few other things in my request queue...
 
One question, where do i adjust the battler Y (or X, but since iknow my Math, it should be Y), cause my battler is too high and i want to lower it a little.
 
That would be part of the Animated Battlers script and not RTAB itself. In THAT script, it would be in Game_Actor. It uses a formula to spread 'em out nicely. If you use the newer version of Animated Battler (a new & separate post right now), it has allowances for left-positioned actors AS WELL as the actors being on the right side of the screen... FFVII style. :D
 
To Earthor:
Whether you use RTAB itself or the Animated Battler script (or the default battle system itself), you need to adjust the Game_Actor class. After going to it, look for the def screen_y code. There you go. 'Course the Anim.Battler script has it's OWN Game_Actor class, if you're editing THAT set of battlers.
 
Okay...so...I'm having trouble and I dunno why...I'm gonna upload my scripts as an attachment here. I can't even BEGIN to tell you what all the errors are I'm getting, cause there's like...10 so far...and they always occur randomly. I never seem to get the same error twice. So, I'm not even gonna try and tell them to you. Maybe you can run a project and find out for yourself...Unfortunately...it won't let me upload anything anywhere. So I'll try again tomorrow...umm...at the moment, I'm getting several errors. one being something about Game_actor on line 2005, but when I look at 2005 of the RTAB script, it doesn't even have Game_Actor in it. I mean...this is the line (target.damage[battler] != "Miss")]) I promise to upload my scripts the moment I can figure out why they aren't uploading...
 
Um... saw your project's screenshots... you got PLENTY of scripts in use. CMS systems are a good bet. Anything that shares Actor data like HP / MP and (apparently) Battler images are suspect.
 

Dreath

Member

Yay! Found a "bug"! (or rather...denial of use...)

See, if you have an in-battle event where a party member is added (he comes to the rescue after 10 turns, or something), the battle HUD won't add him.

Like, let's say Aluxes must fight 3 turns before Basil (Add Party Member in Battle) comes in to help, you'd see Aluxes' Hud on the bottom. However, when Basil comes in, his HUD doesn't and as a result, the next time Basil will take action, RTAB will crash with this line.

script "RTAB" line 3687: NoMethodError occured

undefined method "refresh" for nil:NilClass

I know you ain't RTAB's creator or anything, but I figured you'd be the best person to let that know.
 
theres something at the battle modification status that is bugging me, when the monster killed me and got the game over screen, the bars stays even up to the title screen and onwards...uh help?
 
Nah... The only English they know is...

for battler in $game_party.actors + $game_troop.enemies
spell_reset(battler)
battler.at = battler.agi * rand(speed / 2)

... probably. :D
 

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