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Real Time Active Battle (The Systems)

Okay... got 3 hours before I get off work though... *sigh*

At first glance, I see it has it's own code for 'bar graphics' (this without running it), and uses the old $fontface and $fontsize values... written prior to Official English version I think.

1) Where do you have it posted in the demo? Positioning the script can affect usage.

2) Do you want Squall's/Selwyn's bars, or do you want Cogwheels or Seph's bars?

PM me for responces... don't want topic filled.
 
Temporary fix... sort of. A menu system for a party of 12? Hmmm...

It holds up to a 12 party team. Starts up a battle system. Unloads all but the first 4 actors (keeping all others in storage) so only the first 4 fight. Fight Starts and Ends. Party then reloads the actors IN storage.

Problem occurs with the 'Game_Actor' class and the 'Scene_Battle' class... primarily dealing with the loading and unloading. I just commented out/removed the Scene_Battle class after pasting the script above RTAB. The defs in this class were re-writes and not aliased. As such, they removed the 'MAIN' routine from RTAB and screwed it up... (making it crash 'after' combat).

What is needed is a 'patch' script that adds the REMOVE ACTOR and RESTORE ACTOR feature into the system by ALIASes.
 
I have a small question about this system, What are the different colored numbers mean? I know green is HP recovery, white is HP damage, and Purple seems to be the MP/SP recovery but whats the yellow-ish orange colored numbers mean that appear with the damage? are they like guard damage or something? I know they couldn't be MP damage since what I'm doing doesn't cause such things but I'm confused, maybe someone can post a list of each color for this system and what they mean/stand for?
 

Jackal

Member

Little Question

I turned the camera system off, but the enemys that are at the top of the screen looks so small. How can i disable that?
 
To Lockheart: I haven't looked at the damage system's color scheme yet.

To Jackal: That's controlled by the 'zoom_rate' value
@zoom_rate = [0.2, 1.0] # Controls perspective of battlers on screen
If you set both values to 1.0, then both the front and back battlers are the same height.
 

Kuja

Member

Everything works fine, but when I get into a battle the sprites are all messed up when they go to attack. Can someone help me.
 
Ah.....

If you're using my RTAB demo as a basis, the demo also includes my 'Animated Battlers' script which uses spriteset battlers. Those are battlers that have multiple images in the file to simulate an 'animated' battler. But it can use the generic default battlers if you tell it. If you use the Anim Bat system, you may be experiencing a weird... slice-n-dice of your battlers.

Right?
 
Using some other scripts?

NOTE: It's not SDK compatible. Just somewhat compliant... but when put AFTER the SDK, it overwrites some of the SDK commands.
 

Juuhou

Sponsor

Yeah, Im using SDK along with the RTAB scripts and it works fine as long as they are below the SDK script. You shouldnt have any errors dealing with that.
 
The difference with RTAB is that it's a near rewrite of the default system so it can allow for simultaneous (or near simultaneous) actions to be performed by battlers... enemies attacking actors at the same time & such.

SDK 'can' work perfectly, but RTAB overwrites some key routines in Scene_Battle (main, judge, update... too many) and etc. So any SDK script that works with Scene_Battle will probably NOT work with RTAB. In THAT case it is either one or the other.

But... not all SDK scripts actually require the SDK. Seph's 'Skill Requirements' script in the demo was posted as an SDK script but can work without it merely by removing the beginning 'if' statements and the last 'end' statement.
 

Juuhou

Sponsor

Isnt it like that for the majority of SDK scripts? I dont want to encourage people NOT to use the SDK...but Im pretty sure I remember someone saying that there was a way to make SDK scripts work without it.
 
The SDK system subdivides some of the defs in the system into smaller defs. So instead of having to rewrite 'main' just to get to a smaller routine within the system, you would merely alias the def actor_cmd (making up the name) that is within main.

But, that also means that some SDK scripts are SDK only, and some are 'compliant'.
 

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