Problem with Free Turn Battle, DTB, Automatic Battlers
BMM_Archive · July 15, 2026
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
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
http://www.mediafire.com/download/nuf6decmxmfdsgp/Nowy_folder.7z
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
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 knowledge of code is unsufficient and I will be feeling really stupid if it is something easy Thanks
Downloads / Referenced Files
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadCreator Claims / Removal
If you are the original creator and want this listing reassigned, edited, or removed, join BMMPlay and contact the moderators with proof that matches the original RPG Maker Web profile, linked GitHub, itch.io page, or another public creator identity.
Replies (0)
No replies yet.
Topic Summary
Loading summary...