VE - Active Time Battle

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Started by Victor Sant 20 posts View original ↗

  1. zQ6pp21.png


    active-time-battle-name.png












    This scripts changes the turn management of battles. The default turn based system is replaced by an active time system, where the order of actions are decided by individual time bars

    Download:
    Victor Engine - Active Time Battle

    Credits:
    Author: Victor Sant


    Terms of Use
  2. Awesome!!!! I have been wanting this for such a long time, thank you!!
  3. This is one I was looking for also! Nice!

    BUG? I am only using the fog and overlay, active time battle and the basic module and it says stack level too deep?
  4. Nice one Victor =)

    @ ShinGamix:

    Did you update the basic module? he updated it to 1.31 and state graphics to 1.01... thats probably the cause of your issue?
  5. Now I got the script without errors. So how do I turn the default battle off and the sideview atb on?
  6. You have to have the actors battlers script and the viewed battle script installed too. This is just the gauge.
  7. I figured that out but it doesn't work with Yami's Symphonia
  8. ShinGamix said:
    I figured that out but it doesn't work with Yami's Symphonia
    Huh? I just tested and it worked correctly, except the HUD (because Symphoria still use Yanfly Battle Engine Ace :/)
  9. oh thx victor...

    cool script...

    EDIT :

    does this work with YEA battle engine?
  10. @Deenos

    Is that a joke right? can't you test by yourself?
  11. During the last half, the bar filled up faster, but it looks like immediately after the action was executed, the blue bar filled up immediately. Is this one of the options, or maybe a state that eliminates the wait-time after executing an action?
  12. @Tsukihime

    I don't get what you're trying to say.
  13. I think Tsukihime is talking about <cast time: x>... when this is placed on a skill... whatever the number X is replaced then after the action is triggered then the bar starts there immediately after executing the action which i believe his talking about?
  14. Hey, I love the script, but it seems to lag pretty bad when there are more than 6 total battlers on screen (including party members).

    Scripts I have installed (that effect battle):

    VE- Basic

    VE- Animated Battle

    VE- Actors Battlers

    VE- Target Arrow

    VE- Damage Popup

    VE- ATB

    Yanfly- Steal

    Yanfly- Victory Aftermath

    Tsukihime- Scope Change

    Tsukihime- Scope Damage

    I've tried removing individual scripts, but it still lags when there are over 6 battlers active when the battle starts.

    Edit: Nevermind, I moved ATB to the bottom of all my other scripts and the lag is greatly reduced.
  15. @victor

    i have test it...

    it's not working...

    error in line 155 i think...
  16. Line 155 of this script is a comment. The game tells you which script is causing problems.

    Non Ya said:
    I think Tsukihime is talking about <cast time: x>... when this is placed on a skill... whatever the number X is replaced then after the action is triggered then the bar starts there immediately after executing the action which i believe his talking about?
    Oh, it is probably the <atb cost: x%> tag. I wasn't sure what it meant when I first read it lol
  17. oops sorry...

    i mean line 1139 is error...

    and it's not compatible with YEA - Input combo system...
  18. @Deenos

    See you've got your answer. YF have more than 100 scripts, I can't simply test compatibilit for them all... man i don't test compatibility even between all my own scripts.

    @Tsukihime

    The atb cost tag makes the bar starts at X% after an actions. so if you have an action with <atb cost: 50%> the bar will start be at the half after executing the action.

    @tpasmall

    Glad you solved your issue, but next time don't even spend time trying to report issues if using third party scripts. Because all I will do is to tell you to remove them.
  19. I'm wondering if anyone else is having this issue. I installed Active Time Battle and after the first round of attacks, the battlers will do nothing. I can select actions but neither the actors or the enemies move. They are frozen. After doing some testing, I found that this is caused by a compatibility issue with Yanfly Core script. I've updated all the scripts to the latest version, tried to make adjustments to the options, moved scripts around. Still a no go. I've lookedthrough this forum and others but can't find any info. Has anyone else run into this compatibility issue and what did you do to solve it?
  20. In each of Victor's scripts, there's a compatibility section. Look for what is overwritten, and see if any other scripts are overwriting the same methods. If they are, there's very likely to be a problem. In this case, you can get around it by just going into the Yanfly core script and commenting out each method Victor's ATB overwrites. If I recall right, most of them are in BattleManager and have to do with turn management.