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[Ace] Yami's ATB or Fomar's ATB (compatibility?) fixes?

BMM Archive · July 15, 2026

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Original Source

  • Original title: [Ace] Yami's ATB or Fomar's ATB (compatibility?) fixes?
  • Original author: Sixth
  • Original date: July 20, 2014
  • Source thread: https://forums.rpgmakerweb.com/threads/ace-yamis-atb-or-fomars-atb-compatibility-fixes.30113/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

I have been trying to find a fix on the following things on multiple forums/sites to no avail. 1. Turn function for Fomar's Customisable ATB/Stamina Based Battle System (the addon version) I really need turn function restored for my battle system, because it would base most of the damage on the combo counter, which would be set to reset each turn. And then there is the morale bar, which on full bar should unlock extra skills (and it does that just fine), should last 'x' turns on full bar and it...

Archived First Post

I have been trying to find a fix on the following things on multiple forums/sites to no avail.

1. Turn function for Fomar's Customisable ATB/Stamina Based Battle System (the addon version)

I really need turn function restored for my battle system, because it would base most of the damage on the combo counter, which would be set to reset each turn. And then there is the morale bar, which on full bar should unlock extra skills (and it does that just fine), should last 'x' turns on full bar and it should reset to zero after, which actually never happens because there are no turn counts.

I suppose it's a bug of some kind, and I even tried to fix it, but did not succeed.

So, anyone found a solution for this yet?

I should probably mention that I use a bunch of other scripts too.

Here are my battle scripts:

YEA Battle Engine

Yami's Battle Symphony (with all of the add-ons)

Fomar's ATB

Galv's Timed Button Attacks

Galv's Battle Favour Meter

Tsuki's Battle Reactions

And some other minor ones, which, in theory, should not affect anything.

Everything works as I want it to work, fully functional, except that turn count.

It was hard enough to make everything compatible AND make them behave as I wanted them to behave. I tried desperately to fix the turn counts, but my knowledge in battle scripts and mechanics coded in them is very limited.

That is why I'm here asking for help. If anyone could fix the turn count in Fomar's ATB, I would be eternally grateful! *-*

2. YSA Battle System: Classical ATB + Tsuki's Battle Reactions compatibility fix

So after giving up on the above mentioned thing, I tried to change my ATB system hoping that it could solve my problem.

But there came this compatibility issue.

I made a reaction to a skill, went to test it in battle, and here comes the error, just before the reaction skill. 

The picture of the error:

Protected download

And the thing it points me to:

  def self.action_forced_battler    @action_forced.shift   endJust by looking at that line, I figured it has to do something with forced actions, as Tsuki's Battle Reaction skills are working exactly like forced actions do.

So, I searched around the net, found some patches and addons to this ATB from DoubleX, but none of it solves the battle reaction issue, unfortunately, even if one of DoubleX's scripts state that it should fix it.

My battle scripts used are the same here as above (without Fomar's ATB, obviously).

I can't imagine my game without battle reactions, so I would really appreciate if someone could fix this little problem somehow (or the one with Fomar's AT.

I also accept suggestions for using other ATB systems if there are really no solutions on any of the above mentioned problems.

Victor's ATB is out of the question, however. That one gives the most headache for me, bunch of compatibility issues, unfortunately.

I'm sorry if I missed the right section to post this, I'm kinda new here. 

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