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Problem with Free Turn Battle, DTB, Automatic Battlers

BMM_Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Problem with Free Turn Battle, DTB, Automatic Battlers
  • Original author: dii
  • Original date: June 14, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/problem-with-free-turn-battle-dtb-automatic-battlers.41193/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

[ACE] I make post here because it deals wiht couple of scripts. I have prepared two demos. DTB works and FTB works. In each we have the same situation, 2 actors, two events with battle processing ( left ftb, right dtb) If you play them you will notice the fluidity problem. Lets start from dtb demo. Using Victor Engine - Automatic Battlers I made couple of types of enemies. They can attack actors with low/high HP or Agi. We can manipulate stats to "steer" enemies action. Problem starts when I...

Archived First Post

[ACE]

I make post here because it deals wiht couple of scripts. I have prepared two demos. DTB works and FTB works. In each we have the same situation, 2 actors, two events with battle processing ( left ftb, right dtb) If you play them you will notice the fluidity problem. Lets start from dtb demo.

Using Victor Engine - Automatic Battlers I made couple of types of enemies. They can attack actors with low/high HP or Agi. We can manipulate stats to "steer" enemies action. Problem starts when I try to use free turn battle system as well ( and  in consequenc we have 2 types of battles one normal and one with free turn battle with skills using action points )

In battles with FTB, skills using AP that cost less than max action points don't decrease available action points. We can use them ad infinitum what is not desirable

If I place Troop Event Spans script above Yanfly Engine Ace - Ace Battle Engine v1.22 FTB system does not work but battle is fluid and when we change any param, enemies react to changes in battle round, targeting appropriate targets.

If I place Troop Event Spans script below Yanfly Engine Ace - Ace Battle Engine v1.22 FTB works but reaction to the change in agility ( and other param) are one round to slow.

I see that Troop Event Spans script and Yanfly Engine Ace - Ace Battle Engine share same definitions

def process_action_end for example.

I tried to merge both scripts but I have no programing knowledge so...

Problem is, when I want to incorporate FTB system, I must place Troop Event Spans above  Yanfly script, but then I can not use in troops page condiotion <action span> that Troop Event Spans script offers, and if we change lets say agility,enemies still target actors as no change has occcured and in the next round they register changes.

( Instant script ganerate aditional turn before battle turn and thats how I work around this problem without FT

But when I want to use FTB I must place TES below Yanfly script. Now we have perfectly working ftb, action points decrease after each  skill, but we lose fluidity ( instatn recognition by enemies of changes of param) and we have no pre battle turn ( instant turn that is consequence of instant script)

I susspect that placing TES above Instant script and Yanfly script new methods from this script take priority. How to marge them is my question

In short is it possible to obtain fluidity of enemies that are using notetag strategy from Automatic Battlers script ( they check changes in params at the begining of the turn or in some different way) with no extra phase and 1 ftb cost skills in Free Turn Battle mode working? Enemies with Automatic Battlers script in notetag are not so responsive in  FTB demo rendering usage of AB script less fun ( enemies react to change of params one turn too late)

Main problem is reaction of enemies in FTB demo. This is preferable demo, only one thing hobble, these reaction of enemies one turn off I will try lunatic states (trigger - beginning of a turn) to add instant states without extra instant turn/phase.

http://www.mediafire.com/download/nuf6decmxmfdsgp/Nowy_folder.7z

Long version:

-In DTB demo Troop Event Spans script is above Yanfly Engine Ace - Ace Battle Engine v1.22

-On the RIGHT we fight two whisp in DTB, enemies are automatic batttlers ( Victor Engine - Automatic Battlers), and they must attack actor with highest agi.

-To lure them, we can use instant skill ( Agi up) to increase agi of one actor.

-If we change Agi or not, before normal turn starts, enemies already know  who has highest agi and attack accordingly.

-There is extra "turn" in which instant skill are beeing executed.Probably that is why enemies know who has highest agi, because they had checked actors agi at the end of "extra instant turn"

- Battle is fluid, we can manipulate params to steer enemies attack in turn after execute.

-On the LEFT whe fight two slimes in FTB mode.

-Skill STING uses 1 FTB point (default setting) and every skill has the same ( 1ftb ) cost. But when Troop Event Spans script is above ABE in FTB mode every skill that has cost less than maximum FTB points doesn't cost. FTB remaining points stay maximum and we can use skills infinitely

In FTB demo Troop Event Spans script is below Yanfly Engine Ace - Ace Battle Engine v1.22

- There is no extra turn from instant skills anymore

- Battle is not fluid, we can still manipulate params to steer enemies attack but they will know of change of our params at the end of turn, not in the beginning of the turn (after execute). Enemies will be one turn off. Play to see the difference

- But FTB mode, battle on the LEFT, works fine.

I spotted the difference after placing Hime Troop Event Spans higher in the script list. Both TES and YEA ABE share this entry in the script

TES

alias :th_troop_event_spans_process_action_end rocess_action_end
  def process_action_end
    if !BattleManager.action_end?
      BattleManager.action_end
      process_event
      BattleManager.next_action_start
    else
      th_troop_event_spans_process_action_end
    end
  end


YEA

overwrite method: process_action_end
  def process_action_end
    @subject.on_action_end
    status_redraw_target(@subject)
    @log_window.display_auto_affected_status(@subject)
    @log_window.wait_and_clear
    @log_window.display_current_state(@subject)
    @log_window.wait_and_clear
    BattleManager.judge_win_loss
  end


My goal was to use both FTB and DTB as battle method but in the end it was problematic because:

DTBDemo: We have fluidity in battle but FTB doesn't work

FTBDemo: FTB works but Automatic Ballters script in this combination (TES below YEA) is one turn off in checking params in actors. There is no additional turn before normal turn.

Suggestion: In 2 variant everything works except Automatic Battlers. Enemies with AB script in notetag are not so responsive as in 1 example rendering usage of AB script less fun ( enemies react one turn too late) If reaction of enemies could be fixed it would be exelent. Battle with fluidity ( DTB DEMO) and without extra "phase" before normal turn as in FTB demo. I assume that probably instant script is something that can not be rewritten in different way.

Using instant skills in DTB DEMO  we can reduce the duration of states. Every instant skill creates extra turn before normal turn and everything that is turn end sensitive ( turn end action script, states duration in turns) behave as this end of extra turn is an end of turn as usuall. And effect of MP0 skill works immediately. With lunatic states it is possible to trigger states at beggining of the turn. I will test this solution later)

Extra phase is an interesting variation, and something that can be used in tactical way so extra turns are not as that bad )

Is it possible to obtain solution in the suggestion? Or maybe even battle with fluidity ( DTB DEMO) and with extra "phase" before normal turn as in FTB demo and with working FTB

My knowledge of code is unsufficient and I will be feeling really stupid if it is something easy Thanks

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