RPG Maker VX Ace

RPG Maker VX Ace

View Stats:
Gin2Win Feb 23, 2015 @ 6:08am
Remove Enemy Waiting While You're Choosing Your Skills?
It's very important to the game mechanics I'm trying to implement. I want enemies to be able to initiate attacks while you're picking your skills, so players can't just sit idle and nothing happens in battle.

I've found the "wait" calls in the base scripts, but I don't know if I should delete them, or modify them. I'm really at a loss here. Can anyone help?
< >
Showing 1-7 of 7 comments
Shadow Feb 23, 2015 @ 6:40am 
Google for "yanfly scripts"
and also google for "atb system vx ace"
(Action Turn Based)

Do not use caps on google search
caps say google to search only in webpage titles, undermining your search results sometimes.
Everything lowercase search everywhere inside a page. ;)
Last edited by Shadow; Feb 23, 2015 @ 6:42am
Gin2Win Feb 23, 2015 @ 7:47am 
Oh, I already have yanfly's scripts installed, and am using Fomar's add-on. They work great! Unfortunately, if you let the game sit there- you see that all the atb gagues are paused. I want them to keep going, in more of a final fantasy type of playstyle.
Kio Kurashi Feb 23, 2015 @ 8:56am 
Then something is wrong (unless you click out of the window in which case the game is paused no matter what.) as a properly functioning ATB system would have the gauge constantly filling unless the system is set to allow you time to choose an action. The older ff games were like that if I remember.
Gin2Win Feb 24, 2015 @ 3:05pm 
That's what I assumed as well, but I gave a set of enemy slimes plenty of time to attack me while I sat there- they never moved. So I was wondering where I could find the "wait" part of the actor's fighting script, so I could modify/take it out. Perhaps I didnt wait enough, if you're right about Fomar's ATB script, I'll just have to choose a faster enemy or something
Kio Kurashi Feb 24, 2015 @ 3:58pm 
I am not sure as I am no master scripter but I think the problem is with this method
def inputting? return @actor_command_window.active || @skill_window.active || @item_window.active || @actor_window.active || @enemy_window.active end
This seems to define when you have an actor who is ready to attack and/or whether or not you have any of those windows active. I don't know how to fix this apart from possibly changing "ATB = false/true" to whatever you don't have it set to at the moment.
Gin2Win Feb 24, 2015 @ 6:42pm 
Thanks for your imput guys! I seem to have found an answer!

Victor's Scripts- specifically his ATB script, has a setting where I can allow enemies to attack while I choose my own skills. Unfortunately, I can no longer use Yanfly's scripts- they cause stack overflow when I try to use them in conjunction.

I would post the scripts myself, but I'm too afraid of going into this script and changing stuff. o 3 o;

Thanks specifically to you, Kurashi- I'll look into that bit and see if I can make it work c:
tribes ascendant Feb 25, 2015 @ 4:41am 
or you could just use MOG that update his scripts frequently instead of victor incompatibility mess
< >
Showing 1-7 of 7 comments
Per page: 1530 50

Date Posted: Feb 23, 2015 @ 6:08am
Posts: 7