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Database Efficiency - Reduce States Needed

BMM Archive · July 15, 2026

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Original Source

  • Original title: Database Efficiency - Reduce States Needed
  • Original author: Rinobi
  • Original date: October 2, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/database-efficiency-reduce-states-needed.45396/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Forgive me if I’ve posted this in the wrong section or fail to explain the problem properly; this question isn’t very specific. This is a technical challenge that I’m certain has a verity of different approaches. I would appreciate any and all ideas if you guys have any. I’ll explain it as thoroughly as possible. YSA Battle System: Classical ATB YSA Battle Add-on: Lunatic CATB Sample Video

Archived First Post

Forgive me if I’ve posted this in the wrong section or fail to explain the problem properly; this question isn’t very specific. This is a technical challenge that I’m certain has a verity of different approaches. I would appreciate any and all ideas if you guys have any. I’ll explain it as thoroughly as possible.

YSA Battle System: Classical ATB

YSA Battle Add-on: Lunatic CATB

Sample Video

The main issue I had with this battle system was how over-powered agility changes were. When agility is increased, you take turns more often and skills charge faster, the opposite happens when agility is decreased of course. I wanted to fix this, so I used Lunatic CATB to create formulas which adjust turn-speed and skill charge speed separately.

#---------------------------------------------------------------------- # ATB Rate Formula No.R1: CHANNEL BOOST # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Boost ATB Charge rate by x percents. # # Formula notetag: # <custom catb rate: channel boost x%> #---------------------------------------------------------------------- when /CHANNEL BOOST[ ](\d+)([%��])/i if @catb_value >= MAX_CATB_VALUE && @ct_catb_value < MAX_CATB_VALUE value_percent += $1.to_i else value_percent += 0 end #---------------------------------------------------------------------- # ATB Rate Formula No.R2: CHANNEL REDUCE # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Reduce ATB Charge rate by x percents. # # Formula notetag: # <custom catb rate: channel reduce x%> #---------------------------------------------------------------------- when /CHANNEL REDUCE[ ](\d+)([%��])/i if @catb_value >= MAX_CATB_VALUE && @ct_catb_value < MAX_CATB_VALUE value_percent = [value_percent - $1.to_i, 1].max else value_percent = [value_percent - 0, 1].max end #---------------------------------------------------------------------- # ATB Rate Formula No.R3: SPEED BOOST # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Reduce ATB Charge rate by x percents. # # Formula notetag: # <custom catb rate: speed boost x%> #---------------------------------------------------------------------- when /SPEED BOOST[ ](\d+)([%��])/i if @catb_value < MAX_CATB_VALUE && @ct_catb_value < 1 value_percent += $1.to_i else value_percent += 0 end #---------------------------------------------------------------------- # ATB Rate Formula No.R3: SPEED REDUCE # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Reduce ATB Charge rate by x percents. # # Formula notetag: # <custom catb rate: speed reduce x%> #---------------------------------------------------------------------- when /SPEED REDUCE[ ](\d+)([%��])/i if @catb_value < MAX_CATB_VALUE && @ct_catb_value < 1 value_percent = [value_percent - $1.to_i, 1].max else value_percent = [value_percent - 0, 1].max end The problem is applying these changes to the current system as efficiently as possible as I'll probably be working with notetags or code, instead of features. For example:

Protected download

Protected download

This state handles every level of speed reduction and the number of turns the state will last. When the skill applying this state is used, all the necessary adjustments are made before the state is applied. Due to recent changes, agility is no longer directly affected by speed debuffs/increases. This means that I can no longer use this method to reduce the number of state items in my database. I need a way to do something similar or at least maintain some of the efficiency of this state. It’s really important that I’m able to reduce the number of individual items in my database (because there's a lot of them already).

I want to apply the changes to how speed works without having to notetag each individual state(too many extra states that do the same thing). Any script suggestions or possibly eventing techniques are welcome.

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Referenced Images / Attachments

speed2.PNG
speed2.PNG
speed1.PNG
speed1.PNG
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