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Real Time Active Battle (The Systems)

OK, back here since some 9 months ago so I believe I should start saying (an late) merry christmas and an happy new year...

I'm back at (trying to) scripting stuff however I still couldn't find out how to connect that damn 3 scripts of my very most need T_T...

I'm talking about the RTAB system with add-ons: side-screened battle (FF-like) and the equipment skills stuff...

DerVVulfman, if you have anythin' else to do, could you do me a favor and patch them altogether into an scripts.rxdata attachment pretty please? ^_^

I haven't done my RMXP homework for such a long time that I completely forgot the 1% RMXP scripting I had...

Someone help me for God's sake!
 
You want help, here's your best advice. Don't revolve your game around a badly coded battle system, and look for something else. Making this slop of code compatible is a bitch to do, and if you don't have the patience to learn how to do it yourself it's probably a lost cause.
 
Yes, I agree with Panda. As good as the System is, it's just too sloppily coded, and it is not compatible with not many other Scripts. I say just stick with the default until something better comes up, and that has more compatibility.
 
To foxbuster:
The demo I put up in the 1st page includes nearly every cogwheel RTAB code, my Animated Battlers/Sideview system, Seph's Equipment Skills (non SDK variant), Momomo's Demon Picture Book (aka the Bestiary), and a host of other scripts along with it. It's pretty much stacked.

Rebuttal:
This system was designed roughly two years ago and is still in constant development by someone who does not use the SDK (so it's very likely NEVER to be SDK compatible). Also, the system was the first full-fledged ATB system out there where the enemy battlers can attack while you make up your mind. Kinda hard thing to code with Default System protocals.

Trickster FINALLY got MOST of that figured out and has a 'near' perfect replacement.
 
Sorry about that then ^_^

I downloaded that demo far too long ago... Maybe you've already updated it and I'm bothering for nothing... XD

I'll download it again and check it out. Thank you very much for your attention
 
Well, you did say 9 months ago. RTAB went from v 1.10 to 1.16 since then... and I took some time to do some 'babelfish translating' too. Made it easier for the 'script literate'.
 
Ok, I'm back again, what brings me here you ask?

Compatibility":3sdk1vyc said:
Compatibility
Um... don't try to use this battlesystem WITH another battlesystem... right?

This script is designed to work with the officially sanctioned versions of RMXP. Japanese translated versions, including Postality Knights RMXP users will not be able to see the fonts in this demo, as the English version no longer needs the archaic $fontname/$fontface system of global variables.

Well, you know I can easily go and edit this myself, But...

I don't see anything mentioned about other scripts designed for the DBS, maybe instead of saying what's incompatible just state what is compatible (The official and unofficial addons), or at least emphasize it in the compatibility section.

That is all
 
I can't say WHAT it's compatible with... except maybe your stuff :wink01: .... Remember that Seph's 'Skill Requirements' script was an SDK script, so you'd figure it wouldn't work... right? Removing the SDK dependency and... BAM... works like a charm. Some say that Momomo's Demon Picture Book (Bestiary) has problems... wrong. I have it in the demo. Like you and I know, placement is sometimes key.
 
OK, downloaded FireFox and neither IE7 or FireFox can access your aol domain... Now that I was so damn happy about the things that were going to work out at last... XD

Can you e-mail me just the scripts.rxdata of your RTAB and ammunition demos? Pretty please? ^_^ my e-mail is arcanjo.rafael@ig.com.br . Thanks in advance for all your support (and your cool scripts too ^_^)
 
Strange. 'Cause besides using AOHell, my home's using a dial-up and I'm using SeaMonkey (formerly Mozilla) because Firefox (same company) doesn't have an HTML editor and eMail system built in.
 
OK, now I realized what's bugged - my system is set for an home networking with some crazed configurations, so I cannot access any AOL domain (even http://www.aol.com mainpage).

Remember me to shoot myself later on... T_T
 
Origianlly posted in the Animated Battlers thread, but was told it belongs here.

I am a little new to the thread. I have all the systems and some addons working perfectly. Only problem: I don't want the animations happing simultaniously. Somtimes when all the ATB gauges are full and I have all party members attack, two or three will rush in at nearly the same time. Is there a way to turn this off? or make is animations wait to until the animation before it is finished?
 
Here's a link for the setup for RTAB. It describes how it controls the camera zoom feature, wait controls and other niceties...

RTAB SETUP

It's not complete.

PS: Talk about timing. I only just popped in to take a look.
 
I think this is the section that will tell me what to do:
The controls...
@action
@anime_wait
@damage_wait
@after_wait
... are currently still being looked at (poor translation)...
but as you know the translation is not good, and since I am a total noobie at scripting I am unsure what to do with it.
 

KAIRE

Member

@trainspotter

i don't have this script on my system although i did use to play around with it.

but i just took a quick glance at the script and found these

Code:
    speed = 150             # IN FRAMES / FOR ATB SYSTEM 
    @active = 3             # Active Setting (Range of 0 - 3)
    @action = 2             # Action Setting (Range of 0 - 3)
    @anime_wait = false     # 
    @damage_wait = 10       # 
    @after_wait = [80, 0]   # 
    @enemy_speed = 40

now im not a scripter but maybe playing around with the numbers here might just do it. read the comments helps... you know the text in green within the script.

maby put "@anime_wait = false" to true?
i don't know, like i said im not a script person...
 
Hey Wulfman, another question, I can't really figure out if this is the animation or the RTAB thing. I want my battle animations to fully playthough then my characters go back to their side of the field, I don't like it that they go back during the animation sequence... is there a way to fix that?
 
Sideview animation = Animated Battlers script.

RE: Animated Battlers - Enhanced
Should belong in that topic... but...
But if the problem occurs because of an RMXP 'Battle Animation' that you would normally see in any Battlesystem... it's a matter of timing. You could make your battler frames longer or shorter to adapt to the 'battle animations' in question, or edit the 'battle animation' frames to work with your battler's frames. I considered seeing if I could adjust the 'battle animations' to match that of the spritesheets... but it wouldn't work. How can I make an algorythm based on the spritesheets if I cannot determine when the actual 'STRIKE' of an animation would take place.
 

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