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Real Time Active Battle (The Systems)

Hey, Mimi Chan.

Just saw your post right after I put mine up.

Just ran the demo and got myself wasted. The bars faded out as the game over screen appeared, but the bars DID disappear. I didn't see 'em in the title screen at all. You using something else?
 
umm yeah...im using like...a lot (like 13 other script) and find myself crying because of the fact that i cant make them work together...sowee for your time wasted, ill try to find the cause. If i could just like mix them all without having errors *sigh*
 
Mixing sometimes works. Had to come up with a way to get my Grouping and Details script to work with RTAB and Ccoa's CBS... that was HARD! And some people have found fukuyama's Train Actor Caterpillar System (shoulda been Actor Train) to mess it up, though I've used 'em together.

Ya think yer a scriptoholic? HAH!
 
Your grouping and details works with RTAB, well works with me (grouping and details for battle menu and legacy's CMS, im trying to combine them with sephi's mana system and equipment skills) i heard people have like 30 different scripts running without error...i was liek...omg god like

im scriptoholic for a fact that i want scripts, it doesnt mean that i know how that works...like i only have 0.0001% knowledge about it...hey! you expect a seven year old girl doing some scripting? meow
 
Yeah... se... spurt! SEVEN? :O

Well... whatever... Ash Ketchum is really a girl named Veronica Taylor... :D

And, you have to appreciate the fact that she's learning computer code that soon. KUDOS!
 
well im trying my best to learn them (been reading some script tutorial and such, but there are some vague explanation to certain things) thanks for liek supporting me and such...but uhh just a question i just have difficulty of picking which battle system to put in my game, near's action battle system or the real time active battle system, then i taught can you make them like work together? looks impossible but it would rock having dual battle system
 
yeah, like first the battle is on action battle system and after you win, a few dialogue...and starts the battle this time with RTAB...heh dual battle system but i cant fuse them both T_T something about font error...pixel movement + ABS + RTAB = me getting very happy nyahahaha well uhh would the two scripts conflict?
 
I'm having a bit of trouble with this battle system, Whenever I try to use a spell/skill that usings the Connection Attack system(i.e. Mulit hits) I get a scope error due to it not finding who the target is, It seems to insist that it can only be allys that are hit(though this too doesn't work) however having it as a weapon attack animation(i.e. used on weapons) it's fine aside from the fact that it's always zero damage.

Can anyone help?!
 
oh that? I got that error when using custom made animation, i guess it has something to do with the flash on the animation tab, the instruction is on the other thread, connective attacking i believe
 
Read, and still couldn't solve the problem, I can use custom animations as long as they don't use the connection attack script. and vice versa, I can use defaults as long as they don't use the connection attack script. It doesn't make sense, my skills and animations work fine if I take out the Connection script but if I try to use it then it can't seem to find the right scope. and I've tried even older version of the RTAB and still nothing. I might just have to find another battle system for my game.
 
QUESTION: Did you download the demo itself and run into this problem?

I will admit that I haven't messed with Connected Attacking all THAT much... yet. I had only just translated it, and found how to avoid the conflict between it and Animated Battlers using a switch, and 'commenting-out' a def IN Connected Attacking. Been working on nearly every feature imaginable for Animated Battlers.

Connected Attacking also has to be the LAST of the 'Official Cogwheel Add-Ons' in your list... just in case. It rewrites a key skill definition that adds a second parameter that the others do not have.

Oh, and if you still have problems, due to a script conflict, why not just remove Connected Attacking. :D
 
I ran into this problem by putting the scripts into my project, No matter where it's placed it has the scope problem. and I would but, I kinda wanted it for the multi hit system but I guess I'll have to take the whole thing out since it's very buggy with my project.
 

Anonymous

Guest

How can you make it so that you don't recover so fast when defending? Thanks in advance.
 
I have 2 questions, where do I change what shows up on the status screen, my battlers have their name on the actual battler so I don't need it, and are HP + SP bar scripts compatible with this?
 
RE: The problem with Connected Attacking has been figured out. Lousy translation of it's instructions. The post for THAT script has revised and rewritten instructions.

To Annihilate: I guess you're using Animated Battlers to show a character getting hit? It only reads the states 'hit', 'defend' and etc. to give an animated reaction. I may add in an extra delay into THAT script (I've been adding everything else anyway).

To Zeldabud: At work so references are from memory. Built into RTAB is the 'detailscreen' class (or something like that) which draws the character name ( or if you're using the BattleStatus Mod script). If you use a search in the script for draw_actor_name, you will be able to find the statement that draws the name. Comment it out and say bye bye to it showing up (not the def draw_actor_name). And no, not all HP/SP mods are compatible. This is due to RTAB being an Active Timer Battle system which calls these displays in a different manner than a Conditional Timer Battle (like the default system).
 

Anonymous

Guest

Actually, I meant how to make it so that when you defend, the ATB gauge doesn't recharge so fast.
 
To Annihilate... :D

FOUND: Where the 'DEFEND' state uses a faster ATB recharge rate.

Lines 585 to 587 ( in RTAB version 1.15 - location may differ in other versions - )
Code:
          if battler.guarding?
            battler.at += battler.agi
          end
By commenting out these three lines, you make the recharge rate for your 'defending/guarding' battlers the same as those attacking or whatnot.
 

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