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: Time Machine - UPDATE version 1.1.5
- Original author: Sarlecc
- Original date: November 8, 2015
- Source thread: https://forums.rpgmakerweb.com/threads/time-machine-update-version-1-1-5.49770/
- Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSS3 Scripts (RMVX Ace)
Summary
Time Machine version 1.1.5 Author Sarlecc Introduction
Archived First Post
Time Machine version 1.1.5
Author Sarlecc
Introduction
Description: Have you ever made a mistake in battle and wished you
could have a redo? Well now you can! That's right with this new
handy script you can roll back to a previous turn and try something
different.
Updates
1.1.1 can reset turns
1.1.2 Fixed some game breaking errors when processing invalid actions. Note just found a few more cases where this error will pop up.
1.1.4 Compatibility update with YEA battle no more massive positive buff pop up.
resetting to turn one over and over again now works as intended.
processing action error should be fixed for good now.
1.1.5 skills are no longer used twice.
Features
- Go back to an earlier turn in battle.
- Revert states, buffs, health, mana, tp.
- Also revert items used (or in the weird cases where you gain items in battle those will be removed).
- Turn count can now be reverted.
Compatible with the following Battle Systems:
Screenshots
None (no real visuals)
How to Use
Place script below materials and above main. Note that you may need to place under other battle scripts.Note make sure to start a new game instead of loading a saved game after installing this script. Otherwise
you will/might end up with no method errors.
Script header instructions:
#---------------------------------------------------------------------# Skill/Item Note tags: (Hint: you place these in the skill/item note boxes)# <time_machine_set> saves the current turn as is# <time_machine_set: x> can use the skill to save every x'th turn# <time_machine: all: x> load every x'th turn* for enemies and actors (x is a number)# <time_machine: actors: x> load every x'th turn* for actors (x is a number)# <time_machine: enemies: x> load every x'th turn* for enemies (x is a number)# *note if xth turn doesn't exist then you can't use the skill.# *note2 x must be greater than 0 (I dare you to input a 0). # State Note tags: (Hint you place these in the states note box) # <time_machine_set: x> save every x'th turn # *note all turn state saving is done at turn end.# Skill turn saving is done when the skill is used during a turn.#---------------------------------------------------------------------# NOTES:# 1. saving every turn will keep all the data updated so not recommended# 2. equips will remain whatever was last equipped expect to lose equip# items now if they are changed in battle.# 3. no event reversing (in fact probably won't do this one). However# if it is just damage related/state related then it should roll back.
Demo
None yet but I might include one later.
Script
Git Hub
Git Hub RAW
FAQ
Q: why is nothing resetting?
A: You may be saving every turn if you do that then there will
be nothing to reset to. Check your <time_machine_set: x> notetags
if x is 1 then every turn will be saved.
Credit and Thanks
- Sarlecc
- NeoFantasy for script idea
Special thanks to:
- MeowFace, Sixth, Lecode and Tsukihime for their thoughts in the original discussion link.
TERMS
TERMS
Author's Notes
This was one of the funnest scripts I have written so far. (Not to mention the most complex script I have written)
It would be cool if people using this script could tell me which battle systems they are using and if it runs flawlessly or not. I will add battle systems in a list that it is compatible with in the OP.
Author Sarlecc
Introduction
Description: Have you ever made a mistake in battle and wished you
could have a redo? Well now you can! That's right with this new
handy script you can roll back to a previous turn and try something
different.
Updates
1.1.1 can reset turns
1.1.2 Fixed some game breaking errors when processing invalid actions. Note just found a few more cases where this error will pop up.
1.1.4 Compatibility update with YEA battle no more massive positive buff pop up.
resetting to turn one over and over again now works as intended.
processing action error should be fixed for good now.
1.1.5 skills are no longer used twice.
Features
- Go back to an earlier turn in battle.
- Revert states, buffs, health, mana, tp.
- Also revert items used (or in the weird cases where you gain items in battle those will be removed).
- Turn count can now be reverted.
Compatible with the following Battle Systems:
- Default- Takentai * I have not personally tested this one.
- YEA Ace Battle
- Battle Engine Symphony
- Probably many more
- YEA Ace Battle
- Battle Engine Symphony
- Probably many more
Screenshots
None (no real visuals)
How to Use
Place script below materials and above main. Note that you may need to place under other battle scripts.Note make sure to start a new game instead of loading a saved game after installing this script. Otherwise
you will/might end up with no method errors.
Script header instructions:
#---------------------------------------------------------------------# Skill/Item Note tags: (Hint: you place these in the skill/item note boxes)# <time_machine_set> saves the current turn as is# <time_machine_set: x> can use the skill to save every x'th turn# <time_machine: all: x> load every x'th turn* for enemies and actors (x is a number)# <time_machine: actors: x> load every x'th turn* for actors (x is a number)# <time_machine: enemies: x> load every x'th turn* for enemies (x is a number)# *note if xth turn doesn't exist then you can't use the skill.# *note2 x must be greater than 0 (I dare you to input a 0). # State Note tags: (Hint you place these in the states note box) # <time_machine_set: x> save every x'th turn # *note all turn state saving is done at turn end.# Skill turn saving is done when the skill is used during a turn.#---------------------------------------------------------------------# NOTES:# 1. saving every turn will keep all the data updated so not recommended# 2. equips will remain whatever was last equipped expect to lose equip# items now if they are changed in battle.# 3. no event reversing (in fact probably won't do this one). However# if it is just damage related/state related then it should roll back.
Demo
None yet but I might include one later.
Script
Git Hub
Git Hub RAW
FAQ
Q: why is nothing resetting?
A: You may be saving every turn if you do that then there will
be nothing to reset to. Check your <time_machine_set: x> notetags
if x is 1 then every turn will be saved.
Credit and Thanks
- Sarlecc
- NeoFantasy for script idea
Special thanks to:
- MeowFace, Sixth, Lecode and Tsukihime for their thoughts in the original discussion link.
TERMS
TERMS
Author's Notes
This was one of the funnest scripts I have written so far. (Not to mention the most complex script I have written)
It would be cool if people using this script could tell me which battle systems they are using and if it runs flawlessly or not. I will add battle systems in a list that it is compatible with in the OP.
Features Mentioned
- Go back to an earlier turn in battle.
- Revert states, buffs, health, mana, tp.
- Also revert items used (or in the weird cases where you gain items in battle those will be removed).
- Turn count can now be reverted.
- Compatible with the following Battle Systems:
- Spoiler
- Default- Takentai * I have not personally tested this one.
- YEA Ace Battle
- Battle Engine Symphony
- Probably many more
Downloads / Referenced Files
Log in to download
Log in, then follow the RPG Maker Developers Group to see these download links.
Log in to downloadLicense / Terms Note
Credit and Thanks - Sarlecc - NeoFantasy for script idea Special thanks to:
Creator 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.
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