[RMVX ACE] YANFLY SKILL RESTRICTIONS/FOMAR0153 ATB COMPATIBILITY ISSUE
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NOTE: Hide tags don't seem to be working with code tags inside for me. Rather than posting giantic walls of code, I've included pastebin/github links.
Hey, so first off I will *pay* for help with this, whatever you think is fair.
Here are all of my scripts currently used in Lionheart.
Here are the particular scripts I think are not getting along:
Yanfly Skill Restrictions v1.03.
Customisable Customisable TB/Stamina Based Battle System Script by Fomar0153 Version 1.3 (if it matters, I am using it as a 'CTB', i.e. hiding the ATB bars)
Here is what is happening: rather than skills with cooldowns taking the appropriate number of turns to cool down, they either
a) take FOREVER to cooldown, like 10-12 turns (measured here as 10-12 enemy actions) or more for a one turn cooldown
or
b) literally NEVER cooldown, making cooldown: x function as "limited use: 1" where x is literally any number
For some reason I don't understand, the latter seems more likely to happen when the skill in question is being used as a battle command from the battle command list (For reference: Yanfly Engine Ace Battle Command List v1.09b.
) OR is being used by an enemy. In other circumstances it seems like MOST skills will cooldowns will eventually become usable again if I spam Defend like 30 times per character or something for a 1 turn cooldown.
I assume what is going on is basically the CTB script is using a definition of 'when a turn ends' that the Yanfly battle scripts are not understanding or interpreting correctly.
Here is what is really weird: When I imported my whole scripts .rvdata into a blank project and tried to reproduce this error, I noticed that in general, skills were cooling down much faster. But I can think of no reason that would be. All of the scripts were the same and I am 98% sure I haven't done anything *weird* in my database setup that would be effecting cooldowns (i.e Agility numbers aren't weird or anything). I actually thought that the issue was that 'Cooldowns NEVER Decrement' until I checked in a blank project, and then I noticed that in both my game and Project1 they do decrement...eventually. But in my actual game project it's way MORE eventually, and in certain circumstances I never tested in Project1 (skills that are called from battle commands), it's never.
I'd really like to use cooldowns in my game for both actors and enemy battlers, so I would really love help with this.
Hey, so first off I will *pay* for help with this, whatever you think is fair.
Here are all of my scripts currently used in Lionheart.
Here are the particular scripts I think are not getting along:
Yanfly Skill Restrictions v1.03.
Customisable Customisable TB/Stamina Based Battle System Script by Fomar0153 Version 1.3 (if it matters, I am using it as a 'CTB', i.e. hiding the ATB bars)
Here is what is happening: rather than skills with cooldowns taking the appropriate number of turns to cool down, they either
a) take FOREVER to cooldown, like 10-12 turns (measured here as 10-12 enemy actions) or more for a one turn cooldown
or
b) literally NEVER cooldown, making cooldown: x function as "limited use: 1" where x is literally any number
For some reason I don't understand, the latter seems more likely to happen when the skill in question is being used as a battle command from the battle command list (For reference: Yanfly Engine Ace Battle Command List v1.09b.
) OR is being used by an enemy. In other circumstances it seems like MOST skills will cooldowns will eventually become usable again if I spam Defend like 30 times per character or something for a 1 turn cooldown.
I assume what is going on is basically the CTB script is using a definition of 'when a turn ends' that the Yanfly battle scripts are not understanding or interpreting correctly.
Here is what is really weird: When I imported my whole scripts .rvdata into a blank project and tried to reproduce this error, I noticed that in general, skills were cooling down much faster. But I can think of no reason that would be. All of the scripts were the same and I am 98% sure I haven't done anything *weird* in my database setup that would be effecting cooldowns (i.e Agility numbers aren't weird or anything). I actually thought that the issue was that 'Cooldowns NEVER Decrement' until I checked in a blank project, and then I noticed that in both my game and Project1 they do decrement...eventually. But in my actual game project it's way MORE eventually, and in certain circumstances I never tested in Project1 (skills that are called from battle commands), it's never.
I'd really like to use cooldowns in my game for both actors and enemy battlers, so I would really love help with this.
Can do! Just update the title to specify VX Ace and probably put 'Paid' or something so scripters know from the title its a paid gig.
e: Just saw the title bar ate the existing square bracket tags, ignore the according part of my post!
e: Just saw the title bar ate the existing square bracket tags, ignore the according part of my post!
Be careful with Formar's script. I have had issues with it crashing the game, especially if you try making enemies escape from battle.
I have also noticed that if you use this ATB it doesn't measure turns.
I have also noticed that if you use this ATB it doesn't measure turns.
Oh! *derp* Thanks.
Anyway, Fomar0153 himself has just taken a stab at this compatibility issue for me, so IF that works, this topic is resolved.
Anyway, Fomar0153 himself has just taken a stab at this compatibility issue for me, so IF that works, this topic is resolved.
If things turn out well, will you let us know, Max? I'm using the same setup and would be very interested to be able to use Skill Restrictions with Fomar0153's ATB :D
Max, can you upload a version of your project I can work on this in? You have too many customised settings for me to be able to figure this out with the scripts as provided since I have files missing and stuff.
For the most part, this has been resolved (or close enough) for now, thanks guys.
Search for New Method Process Stamina. Look for this part:
Add "@subject.update_cooldowns" after @subject = battler and you should be golden.
author=unity
If things turn out well, will you let us know, Max? I'm using the same setup and would be very interested to be able to use Skill Restrictions with Fomar0153's ATB :D
Search for New Method Process Stamina. Look for this part:
all_battle_members.each do |battler|
if battler.stamina == CBS::MAX_STAMINA
battler.make_actions
@subject = battler
if @subject.inputable? and battler.is_a?(Game_Actor)
@actor_command_window.setup(@subject)
@status_window.index = @subject.index
BattleManager.set_actor(battler)
end
Add "@subject.update_cooldowns" after @subject = battler and you should be golden.
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