Ace Battle Engine

Last Updated: 2013.05.16
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Revival and Item Animation Fix 

Ace Battle Engine works as a foundation for future battle engine add-ons. It allows for easier management of the battle engine without adding too many features, allowing users to customize what they want as they see fit. While the Ace Battle Engine isn’t an entirely new engine, it gives users control that RPG Maker VX Ace didn’t originally give them.

WARNING: This script is the base script for various battle scripts.
It does not include all of the features of the add-ons.

Add-Ons

Enemies now show attack animations for their actions. Combined with popups, information is delivered in streamlined fashion.

Though the Yanfly Engine Ace – Ace Core Engine script contains animation fixes, those fixes are included in this script as well to ensure it’s working for the battle script in the event someone chooses not to work with the Ace Core Engine script. The animation fixes prevent excessive animation overlaying (and making the screen look really ugly) and prevents animation clashing between two dual wielding normal attack animations.

Enemies now show battle animations when they deliver attacks and skills against the player’s party. Before in RPG Maker VX Ace, it was nothing more than just sound effects and the screen shaking. Now, animations play where the status window is and relative to the position of each party member.

To have enemies play different attack animations, use the following notetags:

<atk ani 1: x>
<atk ani 2: x>

Changes the normal attack animation of the particular enemy to animation x. Attack animation 1 is the first one that plays. If there’s a second animation then the second one will play after in mirrored form.

Popups can come in many different colours, fonts, sizes, etc. Change the setting here and even add in new rules for different popups.

Dealing damage, inflicting states, adding buffs, landing critical hits, striking weaknesses, missing attacks, you name it, there’s probably a popup for it. Popups deliver information to the player in a quick or orderly fashion without requiring the player to read lines of text.

If you want status effects to use different popup rules, use the following notetags:

<popup add: string>
<popup rem: string>
<popup dur: string>

Status effects now create popups whenever they’re inflicted. However, if you don’t like that a certain status effect uses a particular colour setting, change “string” to one of the rulesets below to cause that popup to use a different ruleset.

<popup hide add>
<popup hide rem>
<popup hide dur>

Not everybody wants status effects to show popups when inflicted. When this is the case, insert the respective tag to hide popups from appearing when the state is added, removed, or during the stand-by phases.

Pressing Left or Right during command selection will allow the player to switch battlers without needing to cancel and reselect actions. This means if Ernest has made an action and you suddenly want to go back to Eric and change his, you can without needing to redo Ernest’s command choice.

Targeting enemies is changed. Enemy names show up at the top of the screen and selection is arranged from left to right screen order. Before in RPG Maker VX, the player is given a command window at the bottom of the screen with no distinction over which enemy is which on the screen. When targeting enemies, the targeted enemy will be highlighted and displayed whiter than normal while the target’s name is at the top of the screen (along with any status effects it may have).

Furthermore, if your slimes are rearranged out of order, say, F, G, B, A, C, E, D, the target selection will still order them based on their screen location. This way, players can maintain a general idea of which target is which.

Skills that previously targeted a group of members wouldn’t have a confirmation step before continuing forth. Now they do. RPG Maker VX Ace originally worked targeting scopes for All Enemies, Random Enemies, All Allies, and the User to immediately go to the next actor before confirming. Now, the confirmation step occurs and also shows which group of targets are the focal point of the skill or item.

The skill and item windows have been shrunk and placed at the bottom of the screen to no longer cover the visual field of battle. I personally always thought it was important that the player maintained vision of battle to be able to keep track of what’s going on. It’s especially important for battle systems (like active turn battle systems) to never cover the screen with menus in case the player misses something. Therefore, with the skill and item windows shrunk down (and the caster’s status in the lower right), the visual field of battle can be maintained.

What messages appear in the battle log can be toggled on and off as many of them become useless due to popups. There’s no need to display damage twice on the screen, or show which state has been afflicted (when it’s already been done). And with less messages, battles don’t become a game of waiting until the message finishes before continuing onto the next action.

And that’s all, folks!

746 comments on “Ace Battle Engine

    • Hi, i think this is absolutely brilliant, solves a lot of problems for me, but could anyone solve one more? i#ve made an enemy (boss) and when his hp drops to the bottom of the bar i just cant kill him, any ideas how to change that? Thanks
      P.S i’m new at this >.<

    • Yanfly, I was just checking out your awesome battle system and I came across a bit of a problem for me. Is there any way to execute a force action or tutorial battle?

      • Same here; I have a class that uses casts spells and attacks simultaneously. To do this, I have to force the action. When I have him use a skill, I get an error message and the game shuts off.
        Yet when an enemy uses a skill that requires a forced action, there is no problem.

    • Um can you pls tell me how to exclude the faces from it? I really like this system, problem is, I have 10 members in the party and the names don’t show in full… Thnx

      • I would also like to know if it is possible. I’d like to have the name my fighters listed like FF6 for instance. I also have the add on to see my characters on the screen.
        Thanks

    • There is a problem with multi-hit attacks.
      It does this:
      (Loop Begin) Play attack animation, damage the enemy, (Loop until attack over) instead of this:
      Play attack animation, (Loop Begin) damage the enemy, (Loop until attack over)

  1. Battle number pop-ups!!! Yes!!! Thank you!!! I usually don’t mark out for a script like this but you made a dark man in heavy armor very happy.

    • +1, YEZ is the best!, YEM is awesome as nothing else but was too complicated. I’m still hoping that Yanfly considers Formation Macros and Party swaps for this engine.

  2. I’m seeing what you meant when you said that you’re gonna be scripting in a more structured manner. I like how this is turning out. It makes it easier to apply add-ons to the engine and even allow for other scripters to work on their own add-ons for it too.

    There is a lot more power now and makes your engine more meaningful to other scripters (I hope). Usually they would quickly dismiss helping persons with problems with complex scripts like Melody.

    Thanks. I hope things turn out more impressive than BEM.

  3. Would it be difficult to create an ability to freely target either enemy or ally (maybe by pressing up or down during targeting) regardless of the type of item/skill I’m casting? Of course, by default, the cursor initially targets the target specified in the database for the item/skill being used.

    This would be helpful for a standard gameplay with the undead where I can use Potions and Healing magic against them to cause damage.
    It will also be helpful to those who may make use of ‘friendly enemies’ where we can give them helpful items.

    Just a thought since for VX I had so many incompatibilities with the only ‘targeting script’ out there that I decided to not use it.

  4. Do you consider making the bars customizeable, for example getting rid of he MP bar or adding other bars, or having individual sets of bars for your characters? Like, let’s say, you want your warrior to just have a TP bar for rage, your magician to have just an MP bar and stuff like that? As I said before somewhere around this website, I would like to get rid of the MP bars completely and use cooldown limitations instead. :/

    • YF kept the battle system more “basic” this time around so that it’s easier to edit and customize on your own. Editing away an MP bar should be something you can find in the script easily.

      • Yeah, I know that he wants to keep the basic things simple this time around, I thought maybe there will be an addon for that later. So, you think there is an option already to do that? :) I didn’t have a look at the full script yet (I prefer to wait until everything is finished so far, I could not use it anyway yet).

  5. Great work Yanfly. How about implementing optional ‘Final Fantasy like’ enemy AI support into this system, that could be defined for each monster (using enemies ‘Notes’ boxes instead of ‘Action Patterns’)? Here is an example script from Final Fantasy 6:
    ——————–
    AI Script

    Attack Turns:
    1st Turn:
    – If any of the Player characters is level >= 5: use ‘Blizzard’
    – If none of the Players characters is level >=5: Attack
    2nd Turn: Attack (33%) or Nothing (33%) or ‘Ice’ (33%)
    3rd Turn: Attack (66%) or !Mouth Clamp (33%)
    restart pattern (go back to turn 1).

    If attacked by “Magic”: Acid Rain (33%)
    If attacked by anything: Flash Rain (33%)
    ——————–
    Of course it’s just an idea :)

  6. Little problem: my TP bars doesn’t show up in combat. This is with no other battle scripts. They work just fine when I remove this script, so not sure what the problem is…

    • This script is set up in a way where if your characters do not have skills that cost TP, the bars are hidden. Likewise, characters without skills that cost MP will not appear either. However, MP bars will be shown if the player doesn’t have skills that cost either.

  7. Hey, just had this issue:

    Script ‘Ace Battle Engine 1.07’ line 974: NameError occured.

    undefined local variable or method ‘type’ for
    #

    The section of code is:
    #————————————————————————–
    # new method: make_during_state_popup
    #————————————————————————–
    def make_during_state_popup
    state_id = most_important_state_id
    return if state_id == 0
    make_state_popup(state_id, type) <<– This is the line in question
    end

    It was while having an two enemies use skills on themselves that give them the stunned state. The Game_Enemy number varies also (seen 3 different ones). I tried using the same skill and replacing the state for something else and it works fine.

    Don't suppose you know what's going on? (I obviously can't script, it means nothing to me :( )

  8. I think i found a bug…
    When you use a multi hit skill or weapon,popup still appears after monster death.
    Excuse me for my bad english,I’m a fan of your hard work.

  9. An error occurred to me as an actor uses a skill which increases the user’s TP. :-(
    This effect was achieved by the “TP increase” in the “on use effect”.

    The message is below:

    Script ‘Ace Engine Battle’ line 955: NoMethodError occurred

    undefined method ‘Tp_damage’ for
    #

    • Thanks for letting me know!

      Lots of changes for v1.10 today:
      – Bug fixed: TP Damage skills and items no longer crash game.
      – Default battle system bug fixes are now included from YEA’s Ace Core Engine.
      – Groundwork is also made to support future battle system types.
      – Multi-hit actions no longer linger when a target dies during the middle of one of the hits.
      – Compatibility Update: Lunatic Objects v1.02

  10. Having an issue where if the last character to act uses a special skill, their headshot remains when given the “execute” option appears (covering it entirely and the normal character line-up does not reappear either).

    • I have no idea what you mean. Please be more elaborate in your explanation. Also, have you made sure that both Ace Battle Engine and Battle Command List are up to date?

  11. Sorry, I’ll try again:

    When you choose Special Skill, the menus re-arrange so you can select your skill and target. When this happens, the character’s face picture is moved to the far-right.

    Normally after you complete your targeting, the menus revert back to normal. However, if the last character you control performs a Special Skill, and you have the confirmation window set to ‘true’, the menu will not reset. This leaves the normal character line-up blank and the headshot of the last character to act to remain directly above the confirmation window.

    Also, if I set the confirmation window to ‘false’ I get this error:

    Script ‘Battle Command List 1.06’ line 792: NoMethodError occurred.
    undefined method for ‘hide’ nil:Nilclass

    I have Ace Battle Engine 1.10 and Battle Command List 1.06 (which seem to be up to date).

    • I can’t seem to replicate the remaining window but I’ve managed to fix the other script. See if you can reproduce the effect without the Battle Command List script.

    • Found the problem! It was Kread-EX’s Skill Fusion script. It also prevented Yami’s Order Gauge from working. Shame, it’s a very cool script.

  12. Are there build-in popups for the Lunatic scripts?
    Like seeing the HP recovery popup when I use the “Stat Slip Heal” from the LSP Punishment.

    • Oh, NVM that.
      I went over the script and found what was the problem.

      Under “Stat Slip Heal” section, there’s this line:
      if $imported[“YEA-BattleEngine”] && dmg < 0

      I believe the "” because in the end you do:
      user.hp += dmg
      which means that “dmg” in this case supposed to be positive.

      Anyway, it works now that I replaced it. ;)

      And I just have to say that your scripts are great.
      I’ll be using many of them in my project. Tnx a lot! :D

      • Edit:

        I believe the “” because in the end you do:
        user.hp += dmg
        which means that “dmg” in this case supposed to be positive

      • Umm… for some reason I can’t write what I want in quotation marks.
        Anyway, the

        Sorry for the mess with the comment XD

      • Grrr… I think I get now why it did problems and omitted parts from what I wrote.
        Anyway, I think a “>” should be put in that line instead

  13. Great work! I love your scripts! I can’t wait till you release the Nocture battle system just like you did for VX. =)
    Just a suggestion: you could make it so that the battle animations appear in front of the characters’ faces and not behind everything… it looks a little awkward.
    Maybe when an animation is about to be executed, HP/MP/TP info become invisible and only appear again when the animation is over.

    • Err, sorry for posting again, but I couldn’t find a way to edit or delete a reply… It’d be nice if the faces could flash during animations just like enemies do. You know, sometimes the battler is supposed to flash during an animation, but the faces don’t do that…

  14. There seems to be a problem, whenever i use a skill which allows you to flee battle. Game crashes reporting an error at line 1588 rect.x = index * rect.width

    I also have the most recent update of the script.

  15. I know when you only press right dir without choosing any command the default command is attack but when you select a skill sub category without choosing any skill, you get out and then press the right dir the default command seems to be wait instead of attack.(sorry for my bad english)

  16. The size of the faces and the width of the gauges doesn’t match.

    By the way, can you do a script for easily change the gauges of all the game?

  17. When the battle first starts it skips the first phase choosing attack automatically. This is fine in most cases but when auto battle is only available from the first phase that should be the first thing you see. Is there a way to make this not skip the first phase.

  18. I have a problem…
    Please refer to this pic:

    The faces are overlapping. I’ve tried the RTP it’s the same.

    Is it because I use 5 as the maximum active party members on your Party Script?
    How can I resize it?

  19. I was just wondering if you’re considering an animated battlers add-on. I have several sprite sheets ready to be cut and arranged for an angleview battle system. If you were making one in the near future, do you plan on using Holder’s sprite sheets as a base, battle animations, or something else?

    • I assume it’d be something similar to Melody’s, where you could define it yourself. It most likely would come in the form of separate script though.

  20. Is there a way to make the party window resize when you have fewer than four members in the party? I like how you can center the battle status when there’s fewer than four actors present, but the window stays the same size. I think it would be neat if there were an option for the window to resize to fit the current party size. :3

  21. There seem to be a problem. If an actor has been poisoned, and the poison keeps draining life out of battle, when the actor gets to 1HP, i get an error that says:
    undefined method ‘make_targets’ for nil:NilClass. The actor was alone in the party.

    • You really shouldn’t be able to get that bug unless you have other scripts installed. Either way, I’ve added anti-crash methods.

      v1.14 – Anticrash methods implemented.
      – Damage Popups are now separate for damage formulas and recovery.

    • #————————————————————————–
      # alias method: invoke_item
      #————————————————————————–
      alias scene_battle_invoke_item_abe invoke_item
      def invoke_item(target, item)
      show_animation([target], item.animation_id) if separate_ani?(target, item)
      if target.dead? != item.for_dead_friend?
      @subject.last_target_index = target.index
      return
      end
      scene_battle_invoke_item_abe(target, item)
      end

      #————————————————————————–
      # new method: separate_ani?
      #————————————————————————–
      def separate_ani?(target, item)
      return false if $data_animations[item.animation_id].nil?
      return false if $data_animations[item.animation_id].to_screen?
      return target.dead? == item.for_dead_friend?
      end

      in this scripts. Please check this.

  22. Not positive if this is a bug or not, but if you press right and effectively skip all your party members’ turns, you forfeit your entire turn and the enemy then attacks. I can see how this may be working as intended, but it’s really easy to accidentally skip your entire turn, particularly if you only have one or two people in the party. Some sort of confirmation option would be nice, to make sure the player is actually intending to skip the entire turn.

      • Actually, the problem still exists even if the battle command list is present. You can still just skip everyone’s turn without a confirmation, which I think would be fairly easy to do on accident. :(

      • Are you using any other script that may have incompatibilities with Yanfly’s engine? Often, custom battle systems clash.

      • I thought about that already, but then I did a test by deleting all script and leaving only Ace Core Engine and Age Battle Engine. In the middle of a battle, after a while, be me for without leaving any error message. I’m going to look at the script and it appears in these lines. So I guess that the error is there, I hope you understand me, my English is bad.

  23. v1.16 – Added (one animation) tag for multi-hit skills to play an animation only once.
    – Reduced lag from battle system constantly recreating bitmaps.

  24. Dear Yanfly
    I’m really liking this Battle System, and I really want it problem is I cant download from your website for some reason…..:(
    I was just curious if you or some one else on this website can make me a demo and upload it through mediafire, (and if its not to hard would you be kind enough to put most or even all the addons made thus far)
    Thank you very much, this would be so appreciative, you have no idea how happy I would be and very thankful to who ever would fulfill this request.
    I myself just got Rpg maker VX ACE, and the first thing I wanted to get is this!
    Thanks again
    Ragna

  25. Hey, could some one tell me why my TP bar is not showing in the menu and in battle…..
    can someone tell me what the problem is? all I can see is my HP and MP but not TP Could someone please help me sort this issue out
    Thanks!

  26. Well, if I remember correctly, there’s an option in the database that turns off all TP stuff completely. Maybe you accidently clicked on that one? :)

  27. Yeah, your right Ze1 thanks, only problem is I’m new to ace, so could someone please tell me how to set a skill to consume TP.
    Thanks

  28. Yanfly, could you add one option to quit Execute command? I’m using Yami Classical ATB System and this command difficult the combats…

  29. I don’t know if this is a bug or anything but here’s what I got.

    When you set the cursor over an Item in Battle but you don’t use it, and press ESC(or basically every button that brings you back to Command Selection) and you choose Skills while not having any it still shows you the description of the Item the Cursor was formerly on.

    But as I said, I don’t know what this actually is.
    Maybe it’s just me and messing up the script.

    Anyways, I made this to show you clearer.

  30. Hello yanfly, im a novice RPG Maker user here.

    This may be a bit off topic but I installed your “SHOP OPTIONS”
    script and Kread-EX “totori shop”.

    But i cant figure how to enable the synthesis option to appear when
    the player is shopping, only the commands buy-sell-equip-cancel appear.

    Any detailed intructions?? I asked Kread-EX but it seems he’s not over
    there at the moment. Will apreciate your help!

  31. I’d like to draw TP below MP. I don’t like it when the row is split, you know? How can I do that? :) (I’m well aware of the fact that showing faces would be nonsence there, but I’m actually hoping someone might draw some backview battlers sometime.)

  32. Looks like Auto-Battle Trait is kind of buggy yet.
    It seems Heroes set on auto battle are obsessed on using only 1 skill of their repertoire. I wanted to prevent those Heroes from using this skill, and set them on a level lower than they need to reach to learn the skill. Suddenly they were using skills they couldn’t even be able to use (in my case, they used a skill which they would learn in 10 levels).

    • Autobattle hasn’t been changed any way by this script actually. The only script that changes what it selects is the Class System script, which only changes it where it selects skills within the available skill types. If the skills are being used 10 levels early, there’s probably two reasons for that:

      1) You are using Learn Skill Engine and doing Test Battle. Test Battle gives them all skills that are learnable by JP, EXP, and Gold during the Test Battle only (meaning that they will not be affected during a normal game).
      2) There’s another script conflict with that.

      I’ll probably be making a better autobattle in the future. No guarantee on it though.

  33. Just a suggestion on this script:

    You should add a command in the script to add a wait on messages before processing the next action. What I mean is when multiple enemies attack in a row, there’s barely enough time to grasp what has happened before the info clears off of the screen. I’ve been looking through your code for something that does this and I don’t think I saw this, so if you’ve included it already, just ignore this and point me in the right direction.

  34. I hardly have any knowledge in scripting, so I would like to know if it’s possible for animations directed toward actors to be displayed above the menu, since it’s actually displayed bellow it. And also, the character faceset does not show the flash effects and colour changes present in the animation, is it also possible to alter the script to support these features? Thank you! :)

  35. Hi, and thanks for this awesome addon!
    I have a question: there is a way to display the animation _over_ the faces of the actors?

      • Thanks Yami, I do it, but the animation is displayed below the party window. I cannot find a way to set the animation z.

      • I’ve been playing around with this segment of the code for the past 2 hours and I can’t get it to work that way.

        #————————————————————————–
        # new method: screen_y
        #————————————————————————–
        def screen_y
        return Graphics.height – 120 unless SceneManager.scene_is?(Scene_Battle)
        return Graphics.height – 120 if SceneManager.scene.status_window.nil?
        return Graphics.height – (SceneManager.scene.status_window.height * 2/8)
        end

        #————————————————————————–
        # new method: screen_z
        #————————————————————————–
        def screen_z; return 100; end

        Changing the y window.height to 2/8 puts the animations at the proper height, but they are still underneath the window instead of over it. No amount of fiddling with the screen_z section produced the desired results.

  36. Hello… This script is very beautiful… But can you make this compatible with Tanketai BS Ace??? The problem is: the actor attack two times.

  37. Umm.. yanfly. I have this script and Jet’s Sideview script together (then I modified the battle system) but the problem is the popups doesn’t show on the actor.. but it shows on the enemy. Can you please modify the script so that the damages will also appear above the actors?

    here’s the script http://www.mediafire.com/?5yp77h84wn1sp9s

  38. So, in the midst of horribly butchering the script I discovered the “Pharmacology” trait still exists, though I couldn’t find any way to apply it via conventional means.
    You probably already noticed, but I’m posting it here just in case. It’s not a widely used effect, but it might be interesting to have.

    • “actor.pha” should apply it, although depending on where it’s used in the code the popup won’t show the doubled amount.

  39. Bugreport:
    I set the battle event to check if enemies have a state (poison) and force an actor to use an attack on everyone that’s afflicted. It does this at the end of every turn. (See here: http://i.imgur.com/NrbAb.png)
    Now the problem I get is that sometimes (1-5 battles) the victory message displays a second time, and after confirming, the program closes without an error message. This happens only if said state was inflicted sometimes during battle.
    This is what I observed after some testing:
    -occurs if only Ace Core Engine and Ace Battle Engine are installed (newest versions)
    -but not if FORCED_ACTION_REMOVE_SWITCH is set to ON
    -occurs again if Enemy HP Bars is added, and switch set to ON
    -occurs in my main project with various scripts (mostly yours), switch ON, and HP Bars not installed… :X

    Might do more tests later.

  40. Did some more testing:
    Adding Victory Aftermath to my main project seemed to fix this, but only when FORCED_ACTION_REMOVE_SWITCH is set to ON. Otherwise I get this error message:
    “Script ‘Victory Aftermath v1.03’ line 431: NoMethodError occurred.

    undefined method ‘show_victory_display_exp’ for
    #”

    Strangely, I get the same error when only Ace Core Engine and Ace Battle Engine are installed. Switch on or off.

  41. Hey, Yanfly!
    I’ve found a problem with this script here. Can you help me, please?
    Everytime a battle begins, its showed a error message and the game ends; the message’s content is this:

    “Script ‘Ace Battle Engine’ line 839.No MethodError Ocurred.
    undefined method `<=' for nil:NilClass"

    I'm not much a expert at RGRSS, so…Whats the problem? Is that a bug?
    [sorry for this english, i'm not a american or english :p]

  42. Not a huge problem, but the game crashes now with ‘cannot divide by 0’ error for the ‘Window_Selectable’ when you try to start a battle with no enemies. This started with the latest version (1.20) and is present in 1.21, but wasn’t in 1.19.

  43. I think I know how to fix this, but just reporting. With all your updated scripts, If a character is dead/paralyzed you can enter the item menu and select an item on your turn. It gives a NoMethodError (set_item), line 2782 (BattleManager.actor.input.set_item(@item_id)).
    (sorry for my english)

  44. I have modified all my vocab to spanish but the messages on the battle system are still displayed on english. Where should i edit them to be on spanish?

  45. Hey Yanfly, I’m a massive fan of this script (it’s beautiful ._.)
    Someone on RRR asked for the HUD of this script without any of the other awesome features for some reason. I did it, without asking you, so now I feel a little bad because I should’ve asked you. Are you okay with that?

  46. I’ve been wondering this, but when the max TP limit is raised beyond 100, why does the TP gauge only render up to 100 (aka TP bar is full at 100; doesn’t change anywhere beyond that, even at 200/300)? Is it something to do with the battle engine script, the TP Manager script, or other script interference?

    • I can answer this. It’s a default script limitation, that could be fixed in the TP Manager. I believe the problem lies in the tp_rate method of Game_BattlerBase, which is defined as: @tp.to_f / 100
      If I’m not mistaken, that could be rewritten in the TP Manager as @tp.to_f / YEA::TP_MANAGER::TP_LIMIT
      However, I could be wrong. Just an idea.

      • Sorry for getting back to you so late on this. Been busy with other things.

        Anyway, thanks for the tip. Worked like a charm. ^^

  47. Is there a way to put the enemy’s attack animations to appear over the actor’s face graphic? It is so that the player can see the animation easier/

  48. Please entertain the idea of scripting a TRPG.

    If you made a TRPG battle system it would be mind blowing.

    Most (if not all) of your scripts are done so well and so neat.

  49. Hey Yanfly!

    Could you possibly add a true/false for showing a sprite instead of faces, and/or a true/false to show the default bars without an image at all? (but still show/hide tp when applicable, i like that feature :D )

    I tried to show the default myself through script editing, and got it to work, but then when you’re selecting a skill or item, the window on the far right where the face and bars move to is all messed up and i cant figure that part out.

    Thanks!

  50. i was wondering if you are going to make anything similar to the hp degen state like in Melody? i liked useing it for player spells because useing poison on a boss made it to easy.

  51. hmm bug?
    When an actor dies, and gets revived within the same battle it’ll crash when choosing any Item or Skill (with the revived actor)

    Crash line (item-case): line 2782 “set_item”
    Crash line (skill-case): line 2752 “set_skill”

  52. Hi,
    I have a little problem. I use your engine (which is superb) and all adds listed above (Fomar0153 ATB is version 1.0, since version 1.1 was reporting error when the battle started) and I have custom behavior of monster troop. There is on man-eating plant and four little flowers. The big plant can’t die unless all the little flowers are death. When I attack the little flower (it survives the blow, but it don’t proceed to next round – attack) I got error: Script: ‘Boj_engine (your battle engine)’ line 688: NoMethodError occurred. undefined method ‘Force_action_remove’ for Switch:Module.
    Does it mean I can’t remove/add forced action?
    The troop-events are like this:
    1st round big plant get Immortality state.
    When a little plant has less then 30% HP the big plant cast Heal.
    When all flowers are death the immortality state is removed.

    I’m not familiar with VXA scripting.

    Sorry for my bad English, it isn’t my mother language.

    Thanks for your help in advance.

    Eba-chan

    • Try adding Yami’s add-on,since this engine has only a core wit a little features. The warning message say so. If still not. Try to copy-paste the engine one more time. I have all the ad-ons and it’s working perfectly. Only Formar0153 add-on is needed V1.0. V1.1. was crashing, but check the post below his ATB ad-on and you should find it (when I found it, it was on 2nd page). Maybe the bug was already fixed.
      In any case, if anything isn’t working, look at the forum/posts/comments below the scrip. You may found your answer.

    • I have discovered that this error is caused by having the TP Manager script installed.above the this script. I am not certain why or what exactly causes it but installing the tp manager script below this script fixes the problem.

  53. Okay, dying to know because it’s driving me crazy and you’d think I’d be able to do it! I know I’m just probably stupid, but I looked and couldn’t find an answer..maybe I’m tired.

    How do I customize the colors of my HP and MP and TP bars that appear during battles?

    • Try looking at Script database (Script editor) and find Actor/Battle or something similar. “HP_gauge”, “MP_gauge”, “HP”, “MP”, “TP” should be your keywords. You can use the same search window as in notepad/Office by pressing (left) CTRL+F. It search only the actual page.

      I don’t have a editor on this PC, so I can’t give you more accurate answer, sorry.

      • Thanks a lot Yami, guess I was being an idiot after all. Btw, love your scripts. You, Yanfly, and all the rest of the coders are like demigods to us end users. ; ) Cheers.

  54. I believe the enemy’s attack animation are displayed above actors battlers/faces. If you mean animation positioned exactly above the battler picture (covering the battler’s face), then look in the Core script, you may found a option you can change. If not, it’s better to leave it, since it will be in the script algorithm and if you don’t know what are you doing, you can make the script to crash during the play.
    Personally I have’t noticed this option, or I didn’t want to change it.

  55. Sorry to bother you, but I’m getting a crash report when trying to force an action in a battle event:

    Script ‘Yanfly_Ace_Battle_Engine’ line: 688 NoMethodError occurred.
    undefined method ‘forced_action_remove for Switch:Module

    I’m trying to force the basic attack when that error occurs.

    I’m also using Victor’s Animated Battlers, could this be the cause of the error? Thanks for taking to time to read this. If you need more information, let me know.

  56. As great as it is, animations playing below the Actor’s faces just look horrid. I tried to play around with screen_y and screen_z, but changing them does absolutely nothing. I am pretty bad at this scripting thing, so I dunno how to fix it myself. Any help would be nice.

  57. Is there be a way to change the facesets during battle? I tried using the change actor graphic in a common event skill and using it a battle event, neither worked :/

  58. Hi I am pretty new at scripting, and I am having a hard time finding where you draw the window frame that the character faces are laying on top of. I would like to remove this boarder and have the characters faces sit directly on the back ground.

    Thanks,

  59. I’ve received the following error when going into battle mode:

    Script ‘Ace Battle Engine’ line 840: NoMethodError occured.
    undefined method ‘<-' for nil:NilClass

    Any way to fix this? Thanks!

  60. I’m getting the same issue for using a forced action in combat as others have. The problem seems to be in these lines:

    #————————————————————————–
    # overwrite method: force_action
    #————————————————————————–
    def self.force_action(battler)
    @action_forced = [] if @action_forced == nil
    @action_forced.push(battler)
    return unless Switch.forced_action_remove
    @action_battlers.delete(battler)
    end

    #————————————————————————–
    # overwrite method: action_forced?
    #————————————————————————–
    def self.action_forced?
    @action_forced != nil
    end

    #————————————————————————–
    # overwrite method: action_forced_battler
    #————————————————————————–
    def self.action_forced_battler
    @action_forced.shift
    end

    #~ #————————————————————————–
    #~ # overwrite method: clear_action_force
    #————————————————————————–
    def self.clear_action_force
    return if @action_forced.nil?
    @action_forced = nil if @action_forced.empty?
    end

  61. #==============================================================================
    # ■ Switch
    #==============================================================================

    module Switch

    #————————————————————————–
    # self.forced_action_remove
    #————————————————————————–
    def self.forced_action_remove
    return false if YEA::CORE::FORCED_ACTION_REMOVE_SWITCH <= 0
    return $game_switches[YEA::CORE::FORCED_ACTION_REMOVE_SWITCH]
    end

    end # Switch

    copy that just above
    #==============================================================================
    # ■ BattleManager
    #==============================================================================

  62. I really have no idea why this is happening but it says that no damage is being done by any attack or special. Damage is still being done, it just pops up with “Null” and the battle message says “>Monster’s name< took no damage". Does anyone have any idea why? It was fine before I added this script.

  63. Hey Yanfly, I was wondering if this script is compatible with Jet’s Animated Battler’s script. Or is there anything I have to adjust in your script to make it compatible? I don’t necessarily get an error when starting, but my animated characters aren’t visible when I use this script. Rather, the game goes back to the default battle system.

  64. Anyone else running into the problem of if an enemy is poisoned, and they die from it rather then combat damage, the battler image stays on screen?

    • I found a solution to my problem:
      in the display_added_states function add the line
      target.perform_collapse_effect if target.can_collapse?
      above
      return unless YEA::BATTLE::MSG_ADDED_STATES

      • I’m using Ace Battle Engine along with Yami Battle Symphony. Adding that line fixes slip damage collapse for enemies, but not for party members. I can’t for the life of me figure out why not.

      • I think I found it

        around line 1942 in Symphony (yours may vary cause I made some adjustments and note tagged them) it should look like this:

        #————————————————————————–
        # overwrite method: perform_collapse_effect
        #————————————————————————–
        def perform_collapse_effect
        if $game_party.in_battle
        @sprite_effect_type = :collapse unless self.use_custom_charset?
        Sound.play_actor_collapse
        #–HOLDER BATTLER ACTOR COLLAPSE NY KO SLIP DAMAGE FIX BY XPHATER–
        break_pose #THAT’S IT
        end
        end

      • that may be true, never thought of that. But if you do enable death from slip damage, this fixes the problem.

  65. Not sure if this is just my game, but when I start a new project and use this script I there is a bug. When a state kills off the enemy the sprite remains rather than disappearing.

  66. Does anyone kow how to tur off the hide popup switch, because I’m having a problem with this battle system because it blocks the popups from active chain skills and the input combo skills… :(

  67. I mean, I’m having a problem running thye battle system and the input combo skills and active chain skills at the same time. I just think that this is the problem…
    Please help…

  68. Hmmm, How exacally would I go about adding flee to the character action commands. I like that theirs an option to skip the Fight or Flee diolage, but fleeing is still needed.

  69. Aweseome Battle Engine! Gonna try this out with my new game in VXAce. BTW. will the side view and angle view battle system return in you VXAce Engine?

  70. I’m not sure if this is a bug, but if an actor has the ability to attack more than one time in a turn, whenever he is berserked/confused/charmed he will only attack once, disregarding other attacks he could actually perform if he was being controlled.
    Also, in counter attacks why is the attack animation not displayed?
    Thanks!

  71. Looking at above post, you mentioned the “pressing right and skipping turns” was intentional. Well, I have the “Execute” window to not appear. So pressing right, just ends up skipping all the turns without a notification to cancel. Is there a way to add a piece of coding if you press right, it makes all characters “Guard” or something?

  72. Is it at all possible to get the battle status window aligned vertically along the left as opposed to centered along the bottom? Or to have the party option box appear on the right, like same place as the actor option box. So I would his ‘fight’ and the new window would just appear over it?

    Thanks, loving this system so far! :D

    • It’s not straightforward but it’s possible, you just need to find and tweak the right coordinate values in the “Window_…” classes. If you have time and patience, you can do that with trial and error.

      • Yeah, I’ve been digging around with not all that much success. I only first looked at ruby like a few days ago, so down the rabbit hole I go!

      • And a word of warning: we use variables instead of integers in case the game window is resized either manually or by going between windowed and full screen. By using variables, windows will stay in proportion to each other regardless of what the player does to the window. setting @status_window.x = 100 could look fine in windowed mode, but would overlap other windows in fullscreen.

    • You’ll need to set the x and y coordinates of the window. It’s pretty simple.
      @status_window.height =
      @status_window.width = <however wide you want it, find what is setting the width of the window and leave it as that; like contents.width or something)
      @status_window.x = Graphics.width – @status_window.width –
      @status_window.y = @status_window.height – @status_window.height

      Do the same for the other windows you want to move, such as @help_window, @status_aid_window (the selectable instance of the status_window). @party_command_window.width, @party_command_window.x, etc. all windows have those same attributes that can be modified (.x, .y, .width, .height, .show, .hide). Just be sure to set the coordinates everywhere needed, or the windows will jump around a lot.

      Good luck.

      • The @status_window.y line was supposed to be @status_window.y = Graphics.height – @status_window.height. Sorry. Just woke up.

  73. after my opponents first turn in battle the game crashes and comes up with this message;
    “Script “Ace Battle Engine” line 2959 NameError occured.

    undefined local variable or method ‘update_party_cooldowns’ for #”

    please help.

  74. Well yeah…
    I place it like this:
    -Victor Script
    -Yanfly Script
    -Yami Script
    -Patch Yanfly
    -Patch Yami
    And I have nothing trouble

  75. Most Awesome Yanfly,
    I was wondering… Will you perhaps be bringing back the party themed music option you had made for Melody? You know, where the battle music was selected from a list that was affected by who was in the active party? I really liked the idea of it, but I never managed to start any projects in VX before VX Ace came out.
    Best Wishes,
    –Steele

    • update lol

      the battle engine itself overrides the Neo Gauge battle part. Would there be a way to change the HP, MP, and TP gauges to match the Neo Gauge?

  76. A very simple bug I’ve noticed. When you use “show text” in battle, once the text window is closed, the player HUD doesn’t reappear until the next round. This just means we’d need to open the HUD after the text window closes. I hope this shouldn’t be too difficult.

  77. Hi, can anyone help me with this issue I’m having? Basically, I set up a skill that triggers a common event where I want a picture to show up on screen, and then it Forces Action for the player to use another skill. However, when I do this, I get an error saying:
    Script ‘Yanfly’s Battle Engine’ line 688: NoMethodError occured.
    undefined method ‘forced_action_remove’ for Switch:Module
    Anyone know what to do?

  78. There are 5 scripts that have errors. Ace Battle Engine and it’s add-ons. They don’t work well. I decided not using them.

  79. I just found the problem. My long aged project is no good. I have to re-create a new game and copy some contents from the older one. Then I copy all scripts in order. I didn’t know all scripts only work must be in order listed here.

  80. Great script, I was just wondering if there’s a practical way to display battler-like images instead of faces? Sort of like this:

  81. No estoy acostumbrado a escribir en inglés y son las 4:23am así que no quiero ponerme a pensar para traducir lo que digo… Pero si no entienden diganlo y escribo en inglés luego…

    Mi problema es que el Ace Battle Engine me reproduce las animaciones al atacar, etc. Pero debido a que tengo el Script de EnuSideView100 (Tankentai) y debido a ello muestra dos veces las animaciones… He intentado buscar como arreglar esto pero no lo encuentro… Ademas que el Tankentai lo tengo en Japonés así que eso no me ayuda…

    Por favro si me pudieran decir qué debo cambiar para arreglar esto se los agradecería mucho…

  82. Hey, Yanfly! Thanks so much for the incredible script!

    Question, please.

    So I’m aiming for a Final Fantasy IV – V style battle system. I’ve got the ATB in place, the SBS in place, and everything is working great with the caviat that I want to have the Actor_Command_Window on the left of the screen and the Status Window on the right. I modified the create_actor_command_window block to contain

    @actor_command_window.x = 127

    It’s basic, but it works for what I want it to do. That part works well, but I’m getting a headache trying to get the main status window (containing HP/MP/TP Bars, Faces) to move over to the right. I want to set its window.x to Graphics.width – status_window.width. If it looks terribly, I’ll probably modify @actor_command_window.x to equal Graphics.width – status_window.width – actor_command_window.width.

    Actually, I’m going to do it that way regardless, now that I think of it. Long story short, the problem I’m having is with the main status window. What is the name of the window, because I’m fairly sure I’ve gone through them and have overlooked the right one, and where can I find its .x variable to set it to display to the right of the Actor_command_window?

    Lastly, and this is something I’ve not started working on yet, rather than having the Actor_command_window outright disappear when there are no actors ready to act (ATB is in use, of course, as I’m aiming for an SNES-style FF look/feel), I plan to have it be overlaid by an enemy list, enemy ATB bar window. But I can handle all that–I believe–I’m just having trouble finding the x variable for the status window.

    • I’m also trying to get a Final Fantasy IV-ish look to it. Preferably VI, but I’m not terribly picky…. Were you able to replace the faces of the party battlers and stack the HP/MP/ATB bars on top of each other, rather than next to each other?

      • Yes, I actually got it to look pretty much exactly as I wanted. I’ll link a video demonstrating what I ended up with. The only remaining problem is that commands and targets still sometimes have to be input twice; I’ve not started on sorting that problem out. I’m kinda tired of working on scripts, you know? Anyway, I’ve got the game files that contain the scripts I ended up with on my FTP server, if you decide you want to just use the work I’ve done.

        Here’s the video:

      • Other than giving you the scripts, I doubt I can help you. I did the work over a period of about a week, sometimes for 3 or 4 hours at a time, and didn’t keep any notes about the changes I made. I could recreate the system again if I had to, but I don’t remember even one tenth of what I did.

  83. Sorry. I realized what I was doing wrongly.

    So windows are rendered from the top-right to the bottom-left? A window with a size of 100 by 100 that has its x and y set to 200 would be:

    Top-left corner = 100,100
    Top-right corner = 200, 100
    Bottom-right corner = 200,200
    Bottom-left corner = 100, 200

    ?

    • I don’t know why it won’t let me Reply to the video one, but here I am anyway lol. It looks fantastic! I definitely wouldn’t mind taking a look at your scripts. I see you also fixed the issue with multi-target hits performing the animation and hit one target at a time, rather than doing all the animations and damage at once. Definitely sign me up! lol

      • Sure. Here’s a link to the files on my mediafire account:

        I keep updated versions of the current project on my FTP server; send me an email at jbaker1251@gmail.com if you want the IP, Username, and Password info for it, but I’m pretty much done with working on scripts for a while. I’ve still got the Blackjack and FIshing minigames I’m working on, but, burnout, you know.

        http://www.mediafire.com/?fmt5cyr5cbl3sz8

      • I also recall vaguely, during the process of figuring out what did what, making some changes to some of the core scripts. I don’t know if I ended up leaving in those changes or not. I did make a change to the Window_Help script, I remember that for sure.

    • Well done dude. I’m been trying to customize the Fomar side battle script and keep hitting walls, whether it be in compatibility issues with my other scripts or just general limitations with Fomar’s script. (Like non-animated battlers)

      Any chance of having a peek at your script for side view combat?
      Obviously I would credit you and anyone else who worked on the script and customize the shit out of it so it wasn’t a direct copy.
      I myself am going for a Final Fantasy VI/Breath of Fire II battle system with side view enemies that degrade over time (like in mystic quest) and trying to add techs and magic (somewhat like in Chrono Trigger) All obviously with my own original ideas and personal spin on it. I just can’t get casting animations up on the actual characters, nor the battlers to be animated >_<

      If not, all good and totally understandable. Kudos though. Your project looks amazing =)

      • Nevermind, i’ll check out your project.
        Didn’t see the other replies for some reason >_>
        Never the less totally amazing. I was going to ask what scripts you used but I guess looking at your project will answer the question.
        Again, your project looks rad. I’d way play that

  84. Basically, I want a character to be able to change class in battle, so I set it up with a skill.

    I receive an error when I use a skill that calls a common event that does the Class Change scene from the YEA Class System. The error occurs after exiting the class change scene.

    Anyway, the error is with line 1565 in the Ace Battle Engine code. It says RGSSError occurred – disposed window.

    I only use your scripts, and I think they’re in the right order (battle is my 2nd from the top, the only thing above it is ace core engine, everything else is below). I resized the game resolution with one of your other scripts to 640 x 480. I’m not sure if that’s a problem.

    Any help?

  85. Managed to get it set up as a custom party command in Battle Command List, where the party command calls the Class Change scene. Same error as calling the scene with a skill, 1565 RGSSError – disposed window.

  86. Hi Yanfly ! Great job with all your scripts.

    Can you make an option to choose to display the old character status window (without faces and action dots) please ? Or maybe it’s already in and I missed it ?

    Thanks :o)

  87. Okay, found a much easier way to add class change to battle. Take Yanfly’s Command Equip script and just change the scene call in the script to call the class change scene instead of the equip scene.

  88. Hi, I found a problem when I run the game, ‘SystemStackError — Stacks too deep’ .
    What does that mean? How can I solve it?

    • It means you’re using the exact same block of code in more than 1 script. For example, Yanfly’s Ace Battle Engine has in it a block that overwrites the initialization of Window_BattleEnemy. If you’re using another script that does the exact same thing and overwrites it in exactly the same way, this error will be generated. What other scripts are you using?

      To fix it, you’ll have to look through your other custom scripts (the script causing the problem will be one of Yanfly’s, unless you copied/pasted sections of code between scripts, in which case you could have duplicated it to anywhere) for identical methods. It may be alias methods, not overwrite methods, that generate this problem. I really don’t remember, and I didn’t put much effort into this error, because I knew what I”d just done when I started having it generated.

      If you’re using Fomar0153’s ATB Script that does not specify that it is compatible with Yanfly’s Ace Engine, that may also be the problem, since it may use parts of Yanfly’s code to make up for the absence of Yanfly’s Ace Engine–so if Yanfly’s Ace Engine is there, you’ll have duplicated code. Just a possibility.

  89. It means you’re using the exact same block of code in more than 1 script. For example, Yanfly’s Ace Battle Engine has in it a block that overwrites the initialization of Window_BattleEnemy. If you’re using another script that does the exact same thing and overwrites it in exactly the same way, this error will be generated. What other scripts are you using?

  90. Yes, u are right. I found that my extra Window_Battlestatus have the same script with the Engine. Now I’ve fixed the problem. Thx for answering.

  91. Can anyone give some quick advice? I recently started using the ace battle engine and it looks great, but I am having the same issue as pinka back in January. When my characters are poisoned, after battle the screen no londer flashes red when i recieve poison damage. Does anyone know why this is? I was able to find the script that handles that screen flash and I don’t see any comparable script in the Ace Battle engine that would overwrite that function, so I’m at a loss as to how to solve that problem. Does anyone know? Thanks in advance.

  92. A great system, but I’ve encountered a quirk;
    if you add a party member during battle- for instance, a summoning skill- a pop up saying +death appears in the spot where the character joins…sometimes (but not all the time).

  93. Hey guys, I don’t know whats going on. Every time i try to do a party buff I get an error that goes like this:
    Script ” line 1375:NoMethodError occurred.
    undefined method ‘include?’ for nil:NilClass.

    im only using yanfly scripts if that helps.

  94. Has anyone else had a problem with the character portrait/stats being drawn over the list of items/abilities when selecting items or abilities? It happens if you select an ability, but cancel out before you confirm which enemy to use it on. From that point on, all portraits are drawn over the item/ability lists, rather than above them. Please let me know if anyone knows a solution to this. Thanks.

  95. Hi. I noticed with this script, Guard doesn’t work well, so I was wondering is it just me,or is this a problem with everyone

  96. BEA have something missing from previous Yanfly Engines. When I use the default attack It displays the attack icon, could you implement an option so it will show the weapon icon as it did on VX engines?

  97. Hi, sorry to bother you, but when I force an action in battle, the game crash:
    “line 688 : NoMethodError occured
    undefined method “forced_action-remove” for swtich:Module

    How to fix that?
    Thanks :)

  98. There’s a bit of a problem: If I use the “Guard” command, my character can’t seem to die, staying at zero HP. It’s something with the script, or I broke something on my side?

    • Yep, was a problem on my side. Somehow I managed to make “Defend” grant the “Inmortal” state instead of the “Defend” state.

  99. I found another problem: No “The User” or any “Ally” target skill will show an animation. That’s especially annoying when an enemy heals itself because even the standard battle system could show self-target animations on enemies.

    However, thanks for the otherwise great script!

    • Sorry, wasn’t your fault: another of my scripts messed with animations obviously. I changed the order and now everything is alright.
      Only counter attacks don’t seem to have animations.

  100. Hello Yanfly, I’d like to make it so when you are on the Fight or Escape window the enemies ATB gauges do not fill. Could you tell me how to do this?

  101. line 84: NoMethodError occurred. Undefined method `[]’ for nil:NilClass.

    I receive this error when starting up the game, as well when attempting test battles in the troop section of the database. I have no other scripts running besides the base Ace Battle Engine, nor have I modified the base script in any sort of fashion. I receive this same error even when attempting to use it in a completely brand new project.

    Any help would be appreciated, thanks!

  102. I get this error: line688: NoMethodError occurred. undefined method ‘forced_action_remove’ for Switch:Module. May i know how to fix it? For your information, i add force action into the skill.

  103. Hey there yanfly…
    First, let me thank you for making ace a better world for everyone.
    Looks like i catched a bug in this script.
    Indeed, the “CRITICAL!” text display has 0% chance to occur.
    A way to fix it :

    In the make_damage_popups method :

    Replace :

    flags.push(“critical”) if @result.critical

    By :

    if @result.critical
    text=YEA::BATTLE::POPUP_SETTINGS[:critical]
    rules=”CRITICAL”
    create_popup(text,rules)
    flags.push(“critical”)
    end

    Keep up the good work =]

    • Sorry but this does not help me in this problem,i get an error instead,of the fix in the moment of the crit…..

      • Ok i got it it was the marks you used for framing the Criticals….so everybody who got this problem….use this ” and not this: ”

  104. A bug that hasn’t been fixed yet :
    On the map scene, the screen doesn’t blink red anymore when taking slip damage (every 20 steps by default).
    I’m 100% sure that is related to this script cause i tested it alone.
    For some reason, when “K.O. by Slip Damage” is enabled in the database, the screen do blink, but only when the party actually dies.
    Like pinka already said it, that bug seem to be related to update 1.14.
    Any idea ?

    • Okay, i found a way to fix it.
      Strangely, you have to go into the original Game_Battler script.
      Find the regenerate_hp method and replace the following line :

      perform_map_damage_effect if $game_party.in_battle && damage > 0

      By :

      perform_map_damage_effect if damage > 0

      I don’t know yet if there are other consequences but the blink is back at least =]

      • Thank you so much. I have been wondering about this for months. Haven’t noticed any incidental issues as of yet.

  105. Hola, me gusta este script, pero no quiero un pedazo de el.
    basicamente lo que no quiero es que el enemigo siempre realize el mismo ataque, vease la siguente cita:

    ” #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # – General Battle Settings –
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    # These settings are adjusted for the overall battle system. These are
    # various miscellaneous options to adjust. Each of the settings below will
    # explain what they do. Change default enemy battle animations here, too.
    #=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    BLINK_EFFECTS = true # Blink sprite when damaged?
    FLASH_WHITE_EFFECT = true # Flash enemy white when it starts an attack.
    SCREEN_SHAKE = true # Shake screen in battle?
    SKIP_PARTY_COMMAND = true # Skips the Fight/Escape menu.
    AUTO_FAST = true # Causes message windows to not wait.
    ENEMY_ATK_ANI = 36 # Sets default attack animation for enemies.

    # If this switch is ON, popups will be hidden. If OFF, the popups will be
    # shown. If you do not wish to use this switch, set it to 0.
    HIDE_POPUP_SWITCH = 0″

    El pedazo ” ENEMY_ATK_ANI = 36 # Sets default attack animation for enemies”

    como hago para que todo siga igual, pero que el enemigo muestre sus respectivas animaciones por defecto. MUCHAS GRACIAS

  106. The script appears to divide an integer by the number of enemies generated, meaning if there are no enemies it crashes with a divide by zero error on line 61 of Window_Selectable.

  107. Hello, just wondering, I was trying to use this system with Moghunter’s Battler Motions, but oddly it made the Enemy attack animations appear at 0,0.

    The problem seems to be at around the Screen_X part of Game Actor in the Ace Battle Engine.

    ” return 0 if status_window.nil?
    item_rect_width = (status_window.width-24) / $game_party.max_battle_members ”

    After adding in Moghunter’s Battler Motion, it seems to be returning status_window as nil.

    Yet I don’t see anything in Moghunter’s Battler Motion script that overrides the
    status_window.

    Please and thank you

  108. I love your design so far, great work on that. But I have a problem. In a battle, I can see the HP and MP of each character, but not the TP. This is clearly a problem considering that means any TP reliant attacks are blind. Is there a way to fix this issue?

    • If any of your characters have TP-consuming skills ready for use, then they should have a TP bar. Otherwise, it’ll be the MP bar. Also both can exist at the same time.

      • yes I realize that. The problem is that that isn’t what’s happening. I’ve tested to see if using a TP skill vs an MP skill. it states the TP cost as it should…but there is no actual TP bar. so there’s no way to tell how much TP my characters have accumulated. In fact, it has no indication that TP even exists until you look at the skill and see that the cost is TP. MP works just fine…but TP is completely absent no matter what I try. :(

        So far, I’ve added the skill to the class as a feature, added a skill to the class as a lvl based skill (that box in the bottom center used for granting new skills at certain levels) and I’ve tried adding the skill to the actor feature. None of the three help the situation. In battle I see my character’s portrait, and on the bottom there is HP and MP, but no TP under any circumstance.

      • Disregard what I just replied with. I found the issue and it’s an obnoxious one. I was trying to do a TP% cost which requires using the notebox. having the TP level set to 0 meant that the TP gauge wasn’t displaying despite TP being used…once I tested that, it worked. So it appears even with the add-on scripts, in order to SEE TP levels, you must designate a specific value for TP usage in the default editor. It won’t read script notes. Oh that’s inconvenient, but oh well, at least the issue is resolved. Thanks for your tip there, it lead me to finding my answer. :)

  109. For some reason using an item that revives a dead ally doesn’t show an animation. anyone know a way to fix this? Thanks.

  110. When enemies die via slip damage, they do not have a collapse animation. I would be very much appreciative if someone could look into fixing this.

  111. Hello there guys!!!
    Amazing materials u got here!
    but i need help with something,
    would it be possible to hide the damage number popup?
    it would be nice doesnt matter if it is something general or a status effect
    it can be awersome for example for games(like mine) that is more terror oriented,
    im my case i need(not really need but it can give a better atmosfere) a modification
    so when the hero damages the enemy he doesnt know how much he dealt,
    imagine a rpg with zombies if u shoot one and do 150 damage and then u only need 2 shots to kill it, the zombie doesnt hold that feeling of danger, but if u hide the amount of damage then sometimes u kill it with 1 or 2 shots, but some other time it take 5-6 (2 enemies with diferent hp only, but same rest including name and sprite) got what i meant ^^
    if its possible i would really like to implement it, and like i said, it doesnt matter how it is implementable(whatever is easier to u guys)
    oh yeah and do u know how i would be able to put an image hud over the screen(but still under the normal battle hud-something like a gas cloud between my hud and the enemy) i plan to make some battles onboard a armored car, so u look at the battle screen like if u where inside it)and if possible to use diferent images (like i said a gas cloud can really make more enemies reinforcements more morbid and terrifyng. if its not than no problem i will think of something else to implement…
    any way keep the good work

    • Scroll down in the Ace Battle Engine script. There’s a line that allows you to use a switch, which disables pop ups.

      “If this switch is ON, popups will be hidden. If OFF, the popups will be
      shown. If you do not wish to use this switch, set it to 0.”

      Make a switch in game, change “0” to the corresponding switch you set up.

  112. After changing my font in Ace Core Engine and Ace Message System, a small box icon appears after the enemy name at the top of the combat screen. Any idea how to remove it?

    • Without seeing it for myself, I would guess that’s a problem with the font you’ve selected. That could describe a missing character in the fontset. Does it happen with any other fonts?

    • That’s odd. It really does look like a broken/missing character in the fontset. I’m using Ace Message myself, but I don’t know that I ever had that issue. What happens if you remove Core? Or at least, remove the declaration in one and leave the other.

      • I removed Core+Message, then reinserted them as they are here on the site. That got rid of the box for Verdana, but it pops right back up when I switch to Arial. I don’t see a lick of difference in the text files, so I can’t imagine why it’s failing to draw the capital “A” and “B” in multi-enemy fights.

        VL Gothic seems to work fine, and it looks nice enough, so I’ve got something to fall back on at least.

    • When using custom fonts you need Mithran’s Text Cache error fix and Lonewolf’s Junk Font Symbol fix in the RMW RGSS3 Script boards. They’re in a sticky. This is an error native to VXAce not this engine’s fault.

  113. I tried this script with Victor’s Animated Battle… Everything went ok untill I tested the game with more than 4 party’s member (but only 4 active in battle). The game crash after battle ends giving this error message: “no implicit conversion from nil tp integer” at line 1604… I tried in a new project with only these scripts and the error was still there. Anyone knows how can i fix it?

  114. I’ve got an issue, mainly it works, but when it comes to random encounters on the map, it just crashes giving me the error on line 844
    Undefined Method ‘<=' for nil:NilClass
    I can say that, I haven't changed anything in the script, and a battle test works fine, and it is below the core script. It just doesn't wanna work with random encounters as it comes up with that error as soon as you get into one.

  115. I don’t know why but not matter what project even blank with and with out yea battle engine I can’t get things like comrade stoic healer almost nothing works for me except things like warrior. that about the only I think that does work? Whats up with that.

  116. Is it possible to have TP regeneration gains displayed on popup? For example, if you have a state that adds +10% HP or MP regeneration each turn on a 1k HP battler, then at the beginning of each turn you will see a popup that says “+100 HP.”

    However with TP regeneration, there is no such popup. Just wondering if there’s a setting I’m missing somewhere; I saw @hp_drain and @mp_drain in this script, “Game_Battler”, and “Game_ActionResult”, but adding a new field for “tp_drain” for each instance of those yielded no results.

    Thank you very much to anyone who can help me get more consistent TP popups. Basically TP popups acting like MP ones do.

  117. Umm… I’m having a problem whenever i try battletest or actual (in the game) battle. i always get a NULL Pop-up damage while the HP Bar keep’s Decreasing. Now When I Use Attack it keeps saying this “Unable to find file: graphic/system/hp_dmg”. I only Installed YEA Engine, Yami’s Add-On (becaust in the earlier posts there are comments that suggests that i should use Yamis’s Add-On and Fomar0153’s Add-On). is there any Problem in the scripting or it’s in the database??
    i placed the scripts like this:
    1….
    2…
    3…(Yanfly’s Scripts)
    4. Ace_Battle_Engine
    5.Yami’s Heal/Damage Popup Add-On
    6.Fomar0153’s Add-on.
    7….(More Yanfly’s Scripts)
    sorry fo my bad english

  118. I am using my TP Bar for a “Limit Break/Overdrive” bar, and the abilities that cost TP only appear when the bar reaches 100, and because it is turned off unless you know an ability that costs TP, I can’t see my bar until it’s full… Is there a way to make it so that the TP Bar is ALWAYS on, regardless of whether you know a skill that uses TP or not…?

  119. hey Yanfly! i love your scripts just as much as the next person. and i have a question…
    when you select an enemy, their name pops up on the help window at the top correct? my problem is that when the enemy has a state or status effect, the state icon shows at the top window without even confirming that a character is going to use a skill then if you do confirm it, the enemy’s name has 2 copies of the state’s icon and it stays like that until the state disappears or it gets more states and looks even worse. and all the state icons of the enemy end up under its name blinking… is there a way to make it so that the enemy’s state icons are beside it on its right in a straight line or scrolling so it looks smaller or even changing icons from state to state?

  120. I upgraded to 1.24, then downgraded back to 1.22 when it was posted. However, now when I apply a buff or debuff to a parameter, there is a weird box in the popup after the stat. For example, applying an AGI debuff will popup: AGI(box)

    This didn’t happen before I upgraded and downgraded back. Any ideas what is going on? I have :add_buff => “%s” and debuff is the same. It seems that the box is tied to the stat text itself or something.

    • Well, luckily I had an old backup my project, so I just took the 1.22 script from there and replaced it in my updated game. It’s the same version, but my older one didn’t have this issue, so I have no idea.

  121. OK! I have tried someone else’s demo with the (Adjust Limits) script already inserted.And that doesn’t even work! So, obviously, there must be something wrong with the way I downloaded the program. Could anyone help me out with this? I am doing everything right. But, is it my OS? Is it the way I downloaded the program?

  122. i have a problem Yanfly, instead of hp damage it just shows NULL when i attack and i’m doing damage… maybe something broke along in the coding somewhere

  123. I am brand new at this… I’ve downloaded the file “Ace_Battle_Engine.rb” but I have no idea what I do with this file or how I install it to my game, lol. Please help?

    • I agree dwain I’m having a hard time trying to figure this out, from what it looks like we need the regular vx before we can convert the actual scripts to ace. But it seems others aren’t having a hard time with figureing this out I think I may be missing some sort of file converter or I might just have a hole in my head, anwho, it would be nice if someone could help us out with this.

  124. Yanfly, I seem to be having a similar issue to what happened before. The error:

    Script ‘Ace Battle Engine’ line 840: NoMethodError occured.
    undefined method ‘<-' for nil:NilClass

    Occurs whenever I enter a battle with a certain boss. Does anyone have any solutions for this?

  125. How do I add popups to different scripts?

    Like, I have a script that makes a skill do damage to mana based off of how much HP damage is dealt. How would I make the damage from that script pop up?

    • Well, as long as the skill damages Mana, the Battle Engine has a pop-up for Mana Damage. If that’s what your asking, there it is.

  126. Hi, right now if you press the right key on your last character it will skip his or her turn without doing anything. I don’t think anyone would ever want to do that on purpose (in my game at least.) Could someone point out a modification that could be made to prevent the player from skipping their turn so easily? I realize there’s a confirm action window with the battle commands script, but I don’t like how it slows down combat just to prevent the rare but annoying 1% case of accidental turn skipping.

  127. Hey, I was wondering if you could make a script to go with this one where the characters portrait is displayed while you are selecting what you want them to do? Thanks! :)

  128. Hey there! Great works here!
    But I’ve got one question: Is it possible to enlarge the space a skill has in the selection window, so that is uses two lines? My problem is that the skill-name and the cost numbers are overlaping. The best solution would be if in line 1 is the name and in the second line the cost numbers. I use the skill cost manager too, so it would be necessary that it is compatible to that. Thanks so far!

  129. Hello there. I’ve been using this script for a while, and only have one question regarding it. Is there any way of disabling the Battle Status Window from showing actor faces, and instead showing only names, like the “built-in” Battle Status Window does?
    Thanks in advance

  130. Script Ace battle Engine ‘ 831: NoMethodError occoured.
    undefined method ‘<=' for nil:NilClass

    Can anyone tell me what this means.
    Using Equipment and Battle Engine w/ no modifications to them.

  131. Ace Battle Engine – Oddity – not sure whats going on here but the display text for critical hits will not show up? Flash displays appropriately. Any clues?
    I am only using Ace scripts unaltered at this time.

  132. Is there any way to cancel te confirmation window when special taget cases? Like in the AVX default. When a skill attacks all the enemies or whatever, I don’t want to select the target… How can I do this?

  133. does anyone know how badly my battles will break now that i’ve removed “new method: sprite”? i had to take it out because it was conflicting with victor’s animated battlers when I tried adding new party members through battle events. (also had to add a toggle for effects because when a new party member arrives they get the ‘death’ effect popup over their head as they come in)
    thanks!

  134. Hello, thank you so much for these scripts, always helpful!
    Anyway, I ask for your help, because I always get stuck in this message at end of every battle:

    “Script ” line 1591: NoMethodError occurred.
    undefined method ‘spriteset’ for nil:NilClass”

    I use these battle scripts:
    -Ace Battle Engine (where the message reports to watch)
    -Ace Core Engine
    -VE Animated Battle
    -VE Actor Battlers (for Kadukis)

    Please, help me to find a solution, since I don’t want to mess around with the script. >.<'

    Anyways, thanks for reading! :)

      • Okay, I tried to set as you said, but it keeps displaying the same message…

        I’ll give a complete list of my scripts, maybe there is an incompatibility among them:
        -Ace Core Engine*
        -Ace Battle Engine*
        -VE Basic Module
        -VE Animated Battle
        -VE Actors Battlers
        -Enemy Target Info*
        -VE Anti Lag
        -VE Loop Animation
        -VE Custom Collapse
        -VE Damage Popup
        -VE Target Arrow
        -VE Damage Limit
        -VE Animations Settings
        -Mithran Picture Bug Fix

        *All YEA Scripts

        Ok, that’s all. Hope you can help me to understand what’s wrong in my project and thanks for helping :D

      • ahh, sorry, I don’t use half of those so I couldn’t say if there’s any problem between them. try removing all but the 5 essentials, and see if the error stays? if it’s gone, add them back in testing each to see if it’s that one?

    • OMG I’ve got the same problem! This is so annoying!! I’m using VE Animated battle as well!
      I figured out that it happens only if you have more than 4 characters in the party. With 4 or less it doesn’t show up. But I have 9 characters in my game goddammit :'(

  135. I noticed the battle starts as If I already had presset the FIGHT button on the FIGHT ESCAPE menu before… I find it weird cause it seams as if this option is not there though if I cancel on the first actor it will to the menu FIGHT ESCAPE… you know what I mean?

      • Awh thanks for the quick reply man! Great work! Do you teach RGSS3? or give directions to a fellow programmer wanting to learn it? :P

      • Nah, I don’t teach RGSS3, I know some C++, and I use my knowledge in that with a little bit trial and error to figure things out for scripts. If someone has a question I am able to answer, I usually answer it.

      • Hey I have a few questions

        1. If Iselect attack with a character it changes the symbol right? Well if I cancel back to choose another action it doesn’t go back to the default one, can that be changed? Also when I select GUARD option, the icon doesn’t change. Is there any way to add an icon for it?

        2. When I use any skill that increases HP or AGILITY or any other parameter it shows up + AGI [] (a square or something). Am I missing something?

      • I use a different battle system, so I have no clue about changing the icon when you cancel.
        But, for Guard is a simple fix. Go into your Database > States tab > Guard is default skill 9. Give it an icon.

        As for the square, box thingy.. I think there was an answer about that a while ago, not entirely sure where it’s at around here.. I say just search up and down the entire VXace section around here. It might have been under one of the “Bug Fixes” topics.

      • Thanks for the quick reply! The guard think worked nicely and about the error I was getting I followed that link you sent and added the other 3 scripts as mentioned but it didn’t work…

        I’m getting this error here:

      • Oh wow. I’ve never seen that before. So to be honest.. I have no clue how you would go about fixing that.. Are you using a non-default font for your game? That can be my only guess.

      • Same bug along with quite a few others here. From a lot of testing and trying I found the cause to be somewhere in the battle engine script. In example I have been able to replace the { and | with the proper + and – after editing the rows 312 and 313 (:add_buff => “%s{“, into :add_buff => “%s+”, and :add_debuff => “%s|”, into :add_debuff => “%s-“, respectively). However I have no clue about ruby scripting whatsoever and my C++ scripting is…well…rudimentary. I haven’t been able to figure out where those [] come from yet but I guess it’s a object somewhere meant to give the actual power (?) of the debuff like +2 or whatever.

        Sorry for not being much of a help there but if you’re skilled with ruby you might want to have a look at the battle engine script when searching for errors.

      • Okay after testing a few things it seems the [] thing is due to the RPG maker VX ace setup. I managed to get it changed to +ATK/-ATK or DEF respectively but it wont show any buff-steps (like if it debuffs you twice or e/e). However if you want to fix it to that point simply change the rows 312 and 313 to:
        312 :add_buff => “+%s”, instead of :add_buff => “%s+”,
        313 :add_debuff => “-%s”, instead of :add_debuff => “%s-“,
        Disclaimer again though: I have no idea how ruby scripting works and only found this while testing stuff. If this method is meant to work differently it wont be fixed with this. For the time being though, having this simple pop-up works fine for me.

  136. Bit of a problem. every time i try to playtest, it says I have an error on line 84: NoMethodError” and something about nil:NilClass? I copied and pasted it perfectly, I didn’t change anything around. So what am I doing wrong?

    • Sometimes scripts can be weird. Try removing it from your game, save it, close the program, open it back up, and put the script back in.

  137. I keep getting the error “Script Line ‘ ‘ 840:NoMethodError occured. undefined method ‘<=' for nil:NilClass" What should I do?

  138. Hello! I’ve been having a tonne of fun with your scripts Yanfly I was just wondering how I can change the icons. (Not the state icons) I was able to change the:

    BATTLESTATUS_NO_ACTION_ICON

    I am using a different set of icons and I am not sure where the other icons are being pulled from. Atm after I select attack I have an random icon showing.

    Any advice or help would be appreciated!

  139. Question: Is there a way to have the casting animations, the spells being directed at the play and (as the other script allows) player casting animations be displayed over the player hub?

  140. Hey, great script, but I’m very new to this and I’m getting this error:
    line 827: NameError occurred
    undefined method ‘update_bitmap’ for class ‘Sprite_Battler’
    could someone help me out and explain this a little too? :c

  141. Battle Engine line 2959: Name Error Occurred.

    undefined local variable or method ‘update_party_cooldowns’ for #

    Has anyone found a way to fix this? I have tried to re-copy/paste no change.
    i understand it as im missing something that specifies what this line of code is.

  142. Line 2424 NoMethodError occured.
    undefined method ‘hide’ for nil:NilClass

    Any clue on a fix? I have no add-ons besides this. Also running a fresh new RPGAce.

  143. All praise, Yanfly for the amazing scripts! Thanks to Yami and other collaborators too. I had a concern, though. When an enemy dies due to state-related damage the battler doesn’t disappear. For example, poison will “kill” a monster and it will be dead as far as actions and targeting, but the image remains. This only seems to happen for state-related kills.

  144. Is there any way to show the time for each character? Like when I choose actions for all of them display the time running for their actions to happen, you know?

    Or maybe have an option to show at the top of the screen how the turn will play along like: Char1_face, Enemy1_face, Char2_face, Enemy2_face, Enemy3_face, ….

  145. The Fomar0153 Add-on is fine and all, but I mostly prefer to had a battle system that is a combination of the CTB System from Final Fantasy X, combine with the gameplay styles of Dragon Seeds where you can choose 2 commands.

  146. Hi. Is there a way I can turn off al animations caused by the script? I already have an animation script, which if I disable will cause 10 other scripts to fail including my animated battler script. All I wanted out the script was the state pop ups, being able to see the enemies states (This is the main reason) and have faces of the actors in the battle hud.

  147. Would anyone know why when i go to my skill select menu in battle, that my actors portrait sits above/on top of that menu? it blocks out most of a row skills, i was going to upload a pic but you cant here?

    I have most of yanflys scripts, including YF Battle Engine and the TP and MP Display Addon for YF Battle Engine.

    I am also using Symphonics Animated Battle script but i dont think that has had much effect on the HUD although i could be wrong.

    Would anyone know the right place and code to script re-script the position of the prtrait during skill select command if nothing else?

    Thanks heaps.

  148. Hello! You’re great!!!

    Your script are the best !! ^^
    Sorry, but when i insert this script in my games, the TP (PT for me in french) is missing. It’s a bug or not, can i use this script (and addon) for my battle system with a TP bar?

    Thanks for help! (sry for my bad english ^^)

  149. The skills what i create dont appears the animation in the enemy, the animation of the skill appears in the center of the battle. I want to know how to do the skills what i create hit the mob what i select and the animation appears in the mob.
    I have to do something?
    Thanks :)

  150. I’ve been searching through the comments for a long time and I’ve seen a few people having the same question as me, but didn’t get any help. Well, Yami posted something but not detailed enough to work with, sadly :(
    I want animations to appear ABOVE the window with the characters at the bottom of the screen. Every animation is BEHIND the window at the moment so you barley see it. Could someone quickly tell me how to fix this? Maybe just changing some numbers?

  151. When an actor gets a buff applied to them, there’s weird symbols after the buff name rather than a “+” sign. Instead the popup is some thing like “ATK[]{“

  152. Like others above, I want to disable the animations from the attacks from allies/enemies. I primarily only want the portraits along the bottom. Anyone know a way to only add that?

    • I would still love for a script knowledgeable person to read over the script and see what all needs to be disabled for this, but in the meantime I have gotten it to work.

      For everyone that was having problems with this battle system and any other you had installed showing double animations, I commented out (placed a # in front of the lines) these sections:

      overwrite method: show_attack_animation
      overwrite method: show_normal_animation
      alias method: invoke_item
      new method: show_all_animation?
      new method: separate_ani?

      What I mean by that is place a # sign in front of every line below those headings. I have listed the first one as an example below:

      #————————————————————————–
      # overwrite method: show_attack_animation
      #————————————————————————–
      # def show_attack_animation(targets)
      # show_normal_animation(targets, @subject.atk_animation_id1, false)
      # wait_for_animation
      # show_normal_animation(targets, @subject.atk_animation_id2, true)
      # end

  153. Hey there.

    I noticed something and maybe someone else has seen this and fixed it or maybe no one else has this, but when I use the Battle Engine and I have messages during the fight, between each message window, the battle hud shows for a fraction of a second and then the next message window appears.

    Anyway to suppress that? It looks very…odd.

  154. Is there a way to disable enemy animations and just keep ally animations?

    I’d like to make the enemies just flash when they perform any action in combat, because a moving still image just looks silly.

  155. whenever a buff or debuf popups appear, the msg shows (for example, in atk) +ATK[]{ << read [] as SQUARE…
    I read the code and seems whenever it calls %s, which i assume is stat variable, a strange SQUARE appears
    PS: i've tested in a totally new project with ONLY this script added and the bug is there, so maybe its rly a bug

  156. I need to create a local variable to be used in Fomar0153’s ATB script (compatible with the Yanfly Battle Engine) so that I can increase it incrementally for each time the items (HP bar, MP bar, etc.) are drawn. This is because I’m rearranging the status window so that the actors’ information is presented horizontally and so that the actors are separated by rows rather than columns (faces are no longer drawn in my modifications). Being familiar with programming in general and capable of programming in a few languages (Java, Javascript, Visual Basic, some C++, and PHP), I’m capable of messing around with settings until I get what I want. However, there is no way for me to modify the script in this way (the same modifications could also be made to the Yanfly Battle Engine if it sits below Fomar’s, but logic dictates that Fomar’s should be lowest, thus overwriting most of the pertinent parts of Yanfly’s) without creating a new variable to replace the line_height variables between Lines 494 and 523. Since I’m changing the x variables to fill the entire window horizontally, it’s just drawing all the items on top of each other, because the y variable doesn’t actually exist in the basic script beyond the line_height*z thing.

    Also, if someone could inform me where in the code to find the sections that change the default actor_select settings (dir8 and dir2 to cycle through them) to Yanfly’s settings (dir4 and dir6 to cycle through actors), that would be great. Since the actors will be displayed vertically, I want the player to be able to use Up and Down to scroll through them rather than left and Right. It’s a simple change I can make in about 20 seconds; I just can’t find the code.

    • Nevermind the variable question. I googled it. I didn’t expect it to have such a simple answer. Sorry for wasting your time with an easily found answer. However, the second question I had stands.

      • How did you adjust Fomar’s ATB to restore the classic battle status window? I, too, would like just names listed vertically rather than faces horizontally.

      • Jeffafa, it won’t allow me to reply directly to your comment. I wish I could tell you everything I did to make the system look how I wanted, but I didn’t keep track of all the changes I made. I also didn’t make the changes in a way that I intended to share, so my modifications aren’t “plug and play” like Yanfly’s. Even copying/pasting my modified versions into a project doesn’t work; it yields garbled nonsense. However, you can download my project (as it was about four months ago, anyway) from http://www.mediafire.com/download/nyly5r234thxw4l/The_Tainted_Element_(No_RTP).exe and see what you can do with it. Good luck to you.

  157. Hello! I’ve been using this script for a while and it’s awesome, but i changed my iconset and now it’s giving me random icons for buff changes and I cannot find how to fix it…Could you please help me?

    • I’m not sure it’s this script, but if it is, I’m not sure where to look. What appears to happen, and I think it’s what always happen, is that each additional stack of a buff or debuff changes the icon to the icon with an index of 8 higher. So that might be the problem.

  158. Can anyone tell me what part of the script to comment out in order to prevent the players phase from ending when accidentally pressing too many times? This is EXTREMELY frustrating to deal with.

    Or am I missing something obvious? An option I am unaware of?

    I am using Ace Battle Engine and the Free Turn Add-On… And whenever I am shifting through the lineup of actors, I sometimes hit RIGHT a few too many times and WHAM! Turn ends accidentally and all the enemies get a free swing.

    Very frustrating.

    Thanks!

      • Thanks. Though I am sure someone knows what part I can cut out to disable it?

        It can’t be that hard if you know what to do. I have tried following where he added that functionality to the code, I am just not sure exactly what to do to it. If I spent a good while, I might be able to trial and error my way through it, but I figured I would ask first. :)

    • Commenting it out won’t be the best option; doing so will probably cause all kinds of other misfires in the script. It would be more effective to modify it so that dir_6 selects “Attack” for all actors instead of Wait/Guard/Whatever it does. I don’t use the Free Turn add-on, and I’ve modified the Battle Engine in my game so much that nothing I have would be of any use to anyone else, but I’ll download them tomorrow afternoon and see if I can help you.

    • Here’s one solution (that was quicker than I expected):

      The “problem” exists at lines 1747 – 1752, when pressing Right calls a handler that I didn’t bother to look for (dir6 is right, btw). By changing 1751 to “call_handler(:cancel)” pressing right will cancel and re-open the party command window (Fight or Flee window). It’s not ideal, but it will keep you from missing turns. You can also change it to “call_handler(:attack)” to make it automatically choose Attack when you press right. Hope this helps.

      • You are right. Commenting it out removed the active switching along with the turn end… modifying it to call cancel is better then. :)

  159. Yes it does!! My goodness! I had already spent an hour isolating the functionality to that method, and was stuck what else to do. My grasp of ruby is very rudimentary at the moment. But the more I poke the more I learn!

    You saved me!

    Ideally, I would like it to just cycle back into the actor selection menu. But this will do just fine!

    • Mine too. I learned Java, JavaScript, PHP, Visual Basic, and a *little* C in college, and the only real difference is the syntax of one language or another. Once you’ve got the basics of programming down, it’s just a matter of learning the syntax of a given language. What I know of Ruby I know because of script modifications, but I’ve officially released my own scripts on my own blog. Well, “script,” actually (and the blog is generally about news & government, not RPGs, but I’ve got a few blogs about “how to script” and so on. (The script I have up is an undead healing script to prevent standard healing to undead characters and monsters). http://iovere.wordpress.com/category/entertainment/gaming/rpg/rpg-maker-vx-ace/scripting/ if you’re interested. It may better help you dig through scripts. Glad I could be of assistance. :) Best of luck to you.

  160. When I’m poisoned outside of battle there is no screen flashing anymore =/
    Easy fix?
    (I saw someone else with the same issue but do I really have to install the FTB for a fix? Oo)

  161. Also, the “pre-emptive” and the “surprised/ambushed”-messages are gone in the beginning of battle. I tried enabling the fight/run-command but that did not bring back the pre-emptive/surprise text…

  162. The ATB Stamina System doesn’t work with the instant skill script(I used the CTB option of the ATB script also)

  163. To those experiencing the Buff bug where you get a ?} or a []} after the stat. Here is a simple fix.

    Find this under popup settings:
    :add_buff => “%s{“, # Appears when a positive buff is applied.
    :add_debuff => “%s|”, # Appears when a negative buff is applied.

    and change it to this:
    :add_buff => “%s+”, # Appears when a positive buff is applied.
    :add_debuff => “%s-“, # Appears when a negative buff is applied.

  164. Not sure if a problem or a setting I have missed. But after playing the very last actor (Regardless if prior actors have actions or not) the battle ends and any actors without actions do nothing.

    How do you turn this off? Or prevent it?

  165. @Dalhan: Install this script: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/battle-command-list/ (It gives an execute command before continuing.)

    @Everyone with buff/debuff bug: There is dead space in both lines of code “:add_buff” and “:add_debuff” Copying/pasting what people post here should do the trick, but all you have to do is delete “%s{” and “%s|” including the quotation marks, and retype it. (Of course you’ll probably want to leave out the { and |.

  166. Admiring the hard work you put into your blog and in depth information
    you provide. It’s good to come across a blog every once in a while that isn’t
    the same unwanted rehashed material. Wonderful read!
    I’ve bookmarked your site and I’m including your RSS feeds to my Google account.

  167. I would like to know how to remove popups for certain things so that people use their brains a little on weaknesses and the game would not start if i removed the #, also i am completely clueless about how to script so could you please tell me where i should go to learn it? (preferably a online website rather than a real place :D).

  168. I’m using this script in my Project. All Battle-Related Scripts in my Project were from Yanfly, no one else.

    While i’m Playing, sometimes the game crashes after a couple of battles right at the start of a new battle, even before the battle-hud is shown. There is no ruby-Error or else. In the Windows Event-Log the System shows the event-ID 1000 (application error), the Error source were “game.exe”, RGSS301.dll.

    If i start the game without the YF-Battle-Engine, this error were not occuring.

    Any suggestions?

  169. {
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    {Hi|Hello}, i think that i saw you visited my {blog|weblog|website|web site|site} {so|thus} i came to “return the favor”.{I am|I’m} {trying to|attempting to} find things to {improve|enhance} my {website|site|web site}!I suppose its ok to use {some of|a few of} your ideas!!\

  170. {
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    |
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    Ahaa, its {nice|pleasant|good|fastidious} {discussion|conversation|dialogue} {regarding|concerning|about|on
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    I am sure this {article|post|piece of writing|paragraph} has touched all the
    internet {users|people|viewers|visitors}, its really really {nice|pleasant|good|fastidious} {article|post|piece of writing|paragraph} on
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    |
    Hi, {I do believe|I do think} {this is an excellent|this is a
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    Woah! I’m really {loving|enjoying|digging} the
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    I must say {that you’ve|you have|you’ve} done a {awesome|amazing|very good|superb|fantastic|excellent|great} job with this.
    {In addition|Additionally|Also}, the blog loads {very|extremely|super} {fast|quick} for me on {Safari|Internet explorer|Chrome|Opera|Firefox}.
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    These are {really|actually|in fact|truly|genuinely} {great|enormous|impressive|wonderful|fantastic} ideas in {regarding|concerning|about|on the topic of}
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    Any way keep up wrinting.|
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    clever work and {exposure|coverage|reporting}! Keep up the
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    {Howdy|Hi there|Hey there|Hi|Hello|Hey}! Someone in my {Myspace|Facebook} group shared this {site|website} with us so I came to {give it a look|look it over|take a look|check it out}. I’m definitely {enjoying|loving} the
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    {I love|I really like|I enjoy|I like|Everyone loves} what you guys {are|are usually|tend to be} up too. {This sort of|This type of|Such|This kind of} clever work and {exposure|coverage|reporting}! Keep up the {superb|terrific|very good|great|good|awesome|fantastic|excellent|amazing|wonderful} works guys I’ve {incorporated|added|included} you guys to {|my|our|my personal|my own} blogroll.
    |
    {Howdy|Hi there|Hey there|Hi|Hello|Hey} would you mind {stating|sharing} which
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    {in the near future|soon} but I’m having a {tough|difficult|hard} time {making a decision|selecting|choosing|deciding} between BlogEngine/Wordpress/B2evolution and Drupal. The reason I ask is because your {design and style|design|layout} seems different then most blogs and I’m looking for something {completely unique|unique}.
    P.S {My apologies|Apologies|Sorry} for {getting|being} off-topic but I had to ask!

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    {Howdy|Hi there|Hi|Hey there|Hello|Hey} would you mind letting me know which {webhost|hosting company|web host} you’re {utilizing|working with|using}? I’ve loaded your blog in 3 {completely different|different} {internet browsers|web browsers|browsers} and I must say
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    {Thanks a lot|Kudos|Cheers|Thank you|Many thanks|Thanks}, I appreciate it!
    |
    {I love|I really like|I like|Everyone loves} it {when
    people|when individuals|when folks|whenever people} {come together|get together} and share {opinions|thoughts|views|ideas}.

    Great {blog|website|site}, {keep it up|continue the good work|stick with
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    Thank you for the {auspicious|good} writeup. It in fact was a amusement account it.
    Look advanced to {far|more} added agreeable from you! {By
    the way|However}, how {can|could} we communicate?|
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    you a quick heads up. The {text|words} in your {content|post|article}
    seem to be running off the screen in {Ie|Internet explorer|Chrome|Firefox|Safari|Opera}.
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    Hope you get the {problem|issue} {solved|resolved|fixed} soon.
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    This is a topic {that is|that’s|which is} {close to|near to} my heart… {Cheers|Many thanks|Best wishes|Take care|Thank you}! {Where|Exactly where} are your contact details though?|
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    I’m having {a tough time|problems|trouble} locating it but, I’d like to {send|shoot} you
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    Just wanted to {tell you|mention|say} keep up the
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    I’m {bored to tears|bored to death|bored} at work so I decided to {check out|browse} your {site|website|blog} on my iphone during lunch break. I {enjoy|really like|love} the {knowledge|info|information} you {present|provide} here and can’t wait to take a look when I get home.
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    {I think|I feel|I believe} {that you|that you simply|that you just} {could|can} do with {some|a few} {%|p.c.|percent} to {force|pressure|drive|power} the message {house|home} {a bit|a little bit}, {however|but} {other than|instead of} that, {this is|that is} {great|wonderful|fantastic|magnificent|excellent} blog. {A great|An excellent|A fantastic} read. {I’ll|I will} {definitely|certainly} be back.|
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    {Hi there|Hello there|Howdy}! This {post|article|blog post} {couldn’t|could not} be written {any better|much better}! {Reading through|Looking at|Going through|Looking through} this {post|article} reminds me of my previous roommate! He {always|constantly|continually} kept {talking about|preaching about} this. {I will|I’ll|I am going to|I most certainly will} {forward|send} {this article|this information|this post} to him. {Pretty sure|Fairly certain} {he will|he’ll|he’s going to} {have a good|have a very good|have a great} read. {Thank you for|Thanks for|Many thanks for|I appreciate you for} sharing!|
    {Wow|Whoa|Incredible|Amazing}! This blog looks {exactly|just} like my old one! It’s on a {completely|entirely|totally} different {topic|subject} but it has pretty much the same {layout|page layout} and design. {Excellent|Wonderful|Great|Outstanding|Superb} choice of colors!|
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    {Hi|Hello|Hi there|What’s up}, I {log on to|check|read} your {new stuff|blogs|blog} {regularly|like every week|daily|on a regular basis}. Your {story-telling|writing|humoristic} style is {awesome|witty}, keep {doing what you’re doing|up the good work|it up}!|
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    I {always|constantly|every time} spent my half an hour to read this {blog|weblog|webpage|website|web site}’s {articles|posts|articles or reviews|content} {everyday|daily|every day|all the time} along with a {cup|mug} of coffee.|
    I {always|for all time|all the time|constantly|every time} emailed this {blog|weblog|webpage|website|web site} post page to all my {friends|associates|contacts}, {because|since|as|for the reason that} if like to read it {then|after that|next|afterward} my {friends|links|contacts} will too.|
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    \

  171. Hello Yanfly, I think this script is amazing!

    But i get an error Message when a battle starts:

    (look link please)

    I´ve installed your Core Basic but this is all what happend anyway.
    Please help, because i´m so amazed by this script…

  172. Nice blog here! Also your website a lot up fast! What host are you the use of? Can I am getting your affiliate hyperlink in your host? I wish my website loaded up as fast as yours lol

  173. You actually make it seem so easy together with your presentation but I find this topic to be actually something which I feel I’d by no means understand. It sort of feels too complex and extremely vast for me. I’m taking a look forward in your subsequent put up, I will attempt to get the hang of it!

  174. Hey I got a question.
    I’m using a custom Icon sheet for my game with this engine and I was wondering if there was a line to change what Icons are used when you inflict Stat debuffs and buffs on an enemy or ally, as in Hp down, Str down, power up def up ect.

    I just want to use the corrected Icons for toughs states but I can’t seem to find the right line to do so.

  175. Hey Yanfly. This may be old news or whatever, but I have noticed that on the Buff pop ups that the Defense one shows up weird. It shows up Def []} or something like that. Just wanted to let you know.

  176. Hi Yanfly, I have a quick question.

    Is there a way to remove the MP and TP Bars from underneath the character portraits and make a separate window above linked to just TP? We’re trying to have it where the party uses a group resource for their abilities and have certain skills generate it.

    Thanks!

  177. (Also sorry for the double post)
    If this doesn’t involve the engine don’t worry about it. I’m not the programmer for the game we’re working on here so I was just asking cause I’m kinda newbish when it comes to scripting.

  178. Hello I have a problem when in battle all my characters go way off screen to the left i can see parts of them everything else works fine and the only other scripts i have besides yours are victors basic module, actor battlers, and animated battle script. is his animated battle script incompatible with your battle engine or is it something I’m just overlooking. if i could get some answers to this that would be excellent please and thank you.

    • Yo’ maybe it’s a late reply but anyways, this issue happened to me. Make sure you’re putting Yanfly’s Ace core and Battle engine ABOVE Victor engine’s core and animated battlers.

  179. Is there a way to force ALWAYS draw the TP and MP bars? I know you need a TP skill for the TP, and a MP skill. But I want them uniform, I want them both always shown all the time in battle. I’ve gotten the menu script to display the TP and MP at all times, but I can’t seem to figure it out with the battle script.

    Any way to do this?
    Thanks.

    • The best way to do this would probably be to make a pair of hidden skills. In other words, a pair of skills that the player cant actually see no matter what they do. Make one of these skills cost 1 TP and one of the skills cost 1 MP and then make sure every actor knows those skills at level 1. That should fix your problem.

    • Change lines 1602 and 1614 to read “if skill.mp_cost >= 0” and “if skill.tp_cost >= 0”. **That change might not be necessary, but it would be a good idea anyway, just to be on the safe side (making sure they appear even for skills with 0 MP or TP cost). This change *might* solve everything, might do what you’re wanting to do. I haven’t tried, because doing so would require me starting a new project, and I don’t want to go through the trouble…

      If that doesn’t fix it, let me know.

  180. Instead of doing that, do this:

    Replace 1598 with simply “return true”. Delete everything else on that line. Now delete lines 1599 through 1603 *entirely*. Between “for skills…” and “return false” (inclusive), delete it all. Directly below your “return true” should be “end”. Nothing else.

    Now replace 1605 with “return true”. Delete everything else on that line. Delete everything from 1606 to 1610 (inclusive). Directly below your “return true” should be “end”.

    And that’s the way to do it. Good luck with your future endeavors!

    • I Over E, I tried what you said, worked fine on a new project. But when I tried on my current project no luck, so it seems I’ll have to fiddle through my other scripts to see which one is messing this up.
      Thanks for the help though, at least I’m on the way to getting what I want done :)

      • That means you’re using another script which also modifies the window. Are you using Fomar’s ATB Yanfly-compatible script, by any chance? If so, you’ll need to locate that section of code in Fomar’s script and make the same changes, since Fomar’s will overwrite Yanfly’s.

        You could also try relocating Yanfly’s to be at the very bottom, the last script in your Script Editor. That will allow it to be the last one to overwrite anything and will prevent it (in theory) from being overwritten.

  181. Just wanted to say thanks again I Over E, I managed to get the TP and MP bars showing up at all times. By just editing multiple scripts I had, didn’t realize so many effected the battle screen.

  182. In combat, when selecting opponents to target, where there were usually be “Bat A” or “Bat B” for example, there’s only “Bat[]” and “Bat[]”. I don’t know what’s causing this to happen and I’ve tried removing/re-adding scripts.

  183. Thank you for the good writeup. It actually was once a enjoyment account it. Glance advanced to more added agreeable from you! By the way, how could we keep up a correspondence?

  184. While the script is nice, could you possibly make the Battle Status Window optional? Honestly, and no offense, but I think your version is a horrible mess, and I can’t exactly turn it off without breaking the script.

  185. I just had one question. Is there a way to slow down the battle engine a little bit? Everything just seems to be happening rather quickly in it. It’s an awesome system and this can be overlooked but I just thought I’d ask about this.

  186. Does anyone know why my game crashes when i try a “force action” in a troop? I really need this fixed and cant figure it out for the life of me…I love this script and want to be able to use it, but not if I cant use “force action” at all…I kinda need it for some of my ideas.

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  188. Hi there, I have installed both this script and the ace core engine. However, whenever I try and test the game it comes up with a message saying:
    ‘Script Core engine’ line 904: SyntaxError occured.
    unexpected $end
    #—————————————————————————————–

    I have not changed anything on the script nor installed any others. How do I fix this problem?

  189. Is there a way to have Battle Visuals and the little faces on the HP and MP screen? Somehow I can’t manage to get both of them.

  190. Selecting Attack from the menu causes the actor to use the first skill in the skills list and not the normal attack.

    • …and selecting Guard uses the 2nd skill in the skills list…
      All scripts:
      Core Engine, Battle Engine, Battle Command List, Buff and State manager, Steal Items, Element Absorb, and Combat Log Display.

    • i puted above of tankentai and worked but it show 2 times animation when a monster atack me, and when i attack a monster show 2 times damage, have a way to remove animation and damage from this script? ( i only want this because of the actor face in the down window, the popup of state and the monster hp bar)

    • Really, the best thing you could do is stop using Tankentai’s script. It’s ridiculously complex, and overuse of it by people who have no clue how it functions has created a culture of people who will stop playing a game as soon as they see it in a game. I don’t mean to be a dick, because almost no one understands Tankentai’s scripts do or how they do it, and that includes me. But if you have no idea how to modify a script (because it is in Japanese, for example), then you’re not only crippling yourself to run in a race with other people, you’re crippling yourself and using the worst crutch possible. Nothing against Tankentai–it’s an excellent set of scripts. But 99.99% of people have no business using it.

      There are many SBS scripts out there which you can use and which aren’t in Japanese. I thought Tankentai was for VX anyway; is it compatible with VX Ace? As to making it play nice with other scripts, your best bet will be to learn Ruby and make your own to be compatible with Tankentai’s. I promise I’m not trying to be a jerk, but unless you can speak Japanese (I assume) (and last I checked there was no English version) and can program in Ruby then you have no business using Tankentai as a crutch, much less then asking people to help you with it because you’re in over your head.

      • tankentai can be complex, but still better than all sbs that i know, even with minimal configuration, and im not asking to yanfly to make it compatible, if u see my second comment i asked to where is animation of attack and damage to me delete it of the script because the script works with tankentai but with 2x animation.

    • The popups are adjustable in the script – There should be a line like this:
      # The following are the various rules that govern the individual popup
      # types that will appear. Adjust them accordingly. Here is a list of what
      # each category does.
      # Zoom1 The zoom the popup starts at. Values over 2.0 may cause lag.
      # Zoom2 The zoom the popup goes to. Values over 2.0 may cause lag.
      # Sz The font size used for the popup text.
      # Bold Applying bold for the popup text.
      # Italic Applying italic for the popup text.
      # Red The red value of the popup text.
      # Grn The green value of the popup text.
      # Blu The blue value of the popup text.
      # Font The font used for the popup text.
      POPUP_RULES ={
      # Type => [ Zoom1, Zoom2, Sz, Bold, Italic, Red, Grn, Blu, Font]
      “DEFAULT” => [ 2.0, 1.0, 24, true, false, 255, 255, 255, DEFAULT],
      “CRITICAL” => [ 2.0, 1.0, 24, true, true, 255, 80, 80, DEFAULT],
      “HP_DMG” => [ 2.0, 1.0, 36, true, false, 255, 255, 255, ],
      “HP_HEAL” => [ 2.0, 1.0, 36, true, false, 130, 250, 130, DEFAULT],
      “MP_DMG” => [ 2.0, 1.0, 36, true, false, 220, 180, 255, DEFAULT],
      “MP_HEAL” => [ 2.0, 1.0, 36, true, false, 160, 230, 255, DEFAULT],
      “TP_DMG” => [ 2.0, 1.0, 36, true, false, 242, 108, 78, DEFAULT],
      “TP_HEAL” => [ 2.0, 1.0, 36, true, false, 251, 175, 92, DEFAULT],
      “ADDSTATE” => [ 2.0, 1.0, 24, true, false, 240, 100, 100, DEFAULT],
      “REMSTATE” => [ 2.0, 1.0, 24, true, false, 125, 170, 225, DEFAULT],
      “DURSTATE” => [ 2.0, 1.0, 24, true, false, 255, 240, 150, DEFAULT],
      “DRAIN” => [ 2.0, 1.0, 36, true, false, 250, 190, 255, DEFAULT],
      “POSITIVE” => [ 2.0, 1.0, 24, true, false, 110, 210, 245, DEFAULT],
      “NEGATIVE” => [ 2.0, 1.0, 24, true, false, 245, 155, 195, DEFAULT],
      “WEAK_ELE” => [ 0.5, 1.0, 24, true, false, 240, 110, 80, DEFAULT],
      “IMMU_ELE” => [ 0.5, 1.0, 24, true, false, 185, 235, 255, DEFAULT],
      “REST_ELE” => [ 0.5, 1.0, 24, true, false, 145, 230, 180, DEFAULT],
      “ABSB_ELE” => [ 0.5, 1.0, 24, true, false, 250, 190, 255, DEFAULT],
      “BUFF” => [ 2.0, 1.0, 24, true, false, 255, 240, 100, DEFAULT],
      “DEBUFF” => [ 2.0, 1.0, 24, true, false, 160, 130, 200, DEFAULT],
      } # Do not remove this.

      Where it says “DEFAULT” is what the font is. If you delete “DEFAULT” and leave it blank, there will be no font and nothing will appear. Do this for everything but HP DMG if thats what you wanted. Hope this helped.

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  192. I am having a little bit of trouble. When I installed the battle engine it moved my animated battlers to the left side of the screen and cut the avatar in half. I manged to set every other setting just fine, but I am unsure what might be causing the problem. I am using the VE engine and battler scripts along with this one.
    Please any help would be appreciated.

  193. Hello! I just want to thank you for the script, it has really improved my game.
    However, I recently changed my icon list, so now when a party member dies (or the icon beside a popup, beside an actor’s name, status alerts, ect.) I have a shovel icon instead of the usual skull-and-crossbones. Is it possible to change the icons associated with the battle engine? If so, where/how can I do it?
    Thanks!

  194. Hi, I know that the surprise attack bug was fixed, but unfortunately I’m still running into that issue. It’s a random occurrence when you zone out to a area with random encounters and if the initial battle in that zone is a surprise attack it seems to crash/lock my project. Anyone know if there’s a work-around for this? Thanks.

  195. Hey there,
    having a slight error with my script, it seems to be a mandatory one also,

    I try to run test my game and it comes up,

    Window_selectable, ‘line 61’ zerodivisionerror, division by 0.

    could anybody tell me how to solve it? Its only occurred since I downloaded the battle script and the screen seemed to expand,

    please help.
    thank you

    • Hi, Jake. I’m replying because your question is nicely phrased and polite. Without further examining your scripts, I personally can’t help, though someone else here may be able to. If not, you can redirect your question to me by posting on any of my blogs tagged “scripting,” like this one: http://iovere.wordpress.com/2013/02/28/scripting-4-arrays/

      That will provide me with your email address so that I can email you mine so that you can send me your game files for further inspection. Someone here may be familiar with this error already, though. I’m not and would have to look at it to see what is happening. Good luck.

      • Hello,
        that didn’t seem to solve it, It directs me to line 61 of the already built in script with def row max, item etc, I can give you my email, if you email me I can send you the .exe file of my game and you can see for yourself and maybe email me back with a solution as I will be more than obliged to hear from you.

        Thank you.

        jake_adams1992@hotmail.co.uk

  196. Hi, I have a problem, as it might see in the picture, I can not find where to change what it says and I can not change the icon. I look around the engine but can not find, thank you very much.

    Sorry for the English, use google translator.

    • I’m sorry; I was going to ignore this. Did you REALLY just come to Yanfly’s blog, ask him to do something for you, AND at the same time tell him that his work isn’t as good as someone else’s?

      • I never said that, I just said that the hp, mp and tp bar’s effect is better in that, but that is only my personal thinking about the overall script I can say it is the best of all that I have seen, and if I sounded rude I apologize for that also, but my intention was not to do so.

  197. Hello, i have a problem. Some times, before the battle starts, i get this message:

    Script ‘Ace Battle Engine′ line 1591: NoMethodError occured.
    undefined method ‘actor_sprites′ for #

    Number after Map: is different each time.

    Can you help me?

  198. Thanks for this great script!

    Btw, is there a way to make the rectangle around the selected Actor bigger?
    What I meant was, the rectangle/box drawn around the Actor during his (battle action selection) turn.

    Thank you in advance for your help!

    • I’m sorry if I didn’t put the question clearly.
      When I said “bigger”, what I really meant was that the rectangle line should be thicker.
      As of right now (the default), the rectangle is too thin, and it is rather difficult to see. It would be good if it is easily adjustable (maybe even change the color!)

      Thanks in advance!

  199. What would I have to do to make the TP for each character reset to 0 either at the start of a battle or at the end of one??

    • In the default scripts, go to Game_Battler and search for the lines

      def init_tp
      self.tp=(formula)
      end

      They should be 729 to 731.

      Remove the formula and simply set it to 0, and TP will always reset to 0 at the beginning of each battle except for actors who have been flagged with “Preserve TP.”

  200. I need your help. Before I put in custom animations, weapons that attack more than once show the effect, and then a lot of pop up damage came up.
    Example:
    *sword effect* *-243* *-245* *-221*
    After I put in my own animations, in became like this.
    *sword effect* *-243* *sword effect again* *-245* *sword effect again* *-221*
    Can someone help me fix this?

  201. Hey, there’s two things I’d like help with this script. I’ve been playtesting of late but 1) The enemies added state to their attacks don’t work and 2) is there any way to get rid of the skip turn by pressing > arrow or even a way to signify that as a command? Desperately need the help so any would be appreciated thanks :D

  202. Script crashes when force action is called. This can be resolved by installing the ace core engine, but I’m assuming this dependency was missed when the requirement for the core engine was removed.

  203. So maybe it’s just me, but after using this script, Yanfly’s engine script, and a majority of the adds on…spells and skills that target all play for each target instead of once for all targets. Then again, it may not be a scripting issue and I’m just a noob, which is very possible. Either way, could someone inform me if they have any ideas +as what’s going on and how to fix it?

    • If you add the comment tag to a skill or item, it will play that animation on all targets at once. For example, if you have a cure all spell, then it will play the cure animation on all targets at the same time instead of one by one. If you’re using a “screen” animation (instead of “target”), it should also cause it to only play once.

      • Awesome. And uh…How do one change an animation from a target to screen? Forgive my ignorance, I’m very new to this.

      • I didn’t even notice when I first posted my reply, but my answer was hidden anyway because of the notation, I guess. You’d add the comment tag “(less than symbol)one animation(greater than symbol)” to get it to not play on multiple people, replacing the parenthetical statements with the appropriate angle brackets.

        Anyway, when you go to your database, there’s an animations tab. For each animation, you’ll see a dropdown menu marked “position.” If you change it to screen, it won’t display on the target, it will just play across the screen. If you change it to head, center, or feet, then the animation will play at the appropriate location of the target.

    • On line 256, you’ll find “BATTLESTATUS_NO_ACTION_ICON = x” (x will be a different number, but I’ve changed it, so I forget what the default is). The number is the identifier from your iconset (located in the system folder), so you can change x to any number within the iconset to have a different icon for “has not acted yet.”

      You can also remove the “has not acted yet” icon by simply setting x to 0.

  204. I’m wondering if there’s a way to change when the draw TP function is called.

    I have a common event that gets called for a number of skills that reduces the actor’s TP by 15 using $game_actors[8].tp-=15. This is part of a transform ability, so each turn should drain 15 TP, including abilities that use MP as a cost, which is why I don’t simply make all their abilities cost TP.

    The math still functions correctly, but the actor’s TP won’t update the missing 15 points until the following action is taken. That is, the actor will use an ability, the game will deduct 15 TP, but the TP bar won’t change from, say, 30 to 15 until the next person’s action has taken place. This would be a very negligible thing, except that I’m using a non-standard turn system that could leave this actor the ability to take two turns in a row, so it might look like they have more resources available than they actually do.

  205. Hello there, I’m currently trying out this script and it’s amazing! The thing is: I’m using it on two games, one game (which is more about looking for things) lets it work without the Yanfly Engine Ace download thing, but the other one (which is more fighting) keeps on making the error that Alejandro and TheFroMofo where having, is there any explanation that could help?

    • Nevermind, I have another thing to question… Basically, it’s the same problem as Cheeso…
      “Hey, so I’m kinda new to this and I just implemented the script but in battle, where there should be that clear circle there is now a shovel?” My question is, how can I change the icons without changing the iconset?

      • Go to line 256 of the script and change the number. I think we’re using the same set because I got the shovel too so if we are then 217 for nothing or 96 for that white circle

  206. Is it possible to shrink the stat bars; also when using the ATB battle add-on how do you make it so the TB bar doesn’t get replaced?

  207. Or can some recommend a good ATB battle system that doesn’t replace TP and works properly? I heard there were errors with Formar’s and he no longer supports it… I tried Victor’s ATB but it doesn’t seem compatible with the yanfly engine.

  208. Yanfly, first, thanks for ding what you do, you are a HUGE help, and an inspiration. I’m having an issue with a game me and my friend are developing in which an error (I guess involving the ATB system add-on) breaks the game. I made a rar file containing a game that I basically stitched together the breaking point. I put a link to the download on my website on a private page that explains more.

    link: http://www.usotaku.com/please-help-me-yanfly/

    the page will ask for a password.

    password: yanfly

  209. I’m wondering if it’s possible to add streamlined messages?
    Because I’m using a Life Steal script and when it heals the user, it shows the message of how much has be drained to heal the character. But when I use the Ace Battle Engine it doesn’t show the message.

  210. Hi everyone! This may be a very very simple question but I’m having a hard time with it. I want to shorten the HP MP TP bars and I can’t seem to find how. I’ve been changing random numbers that I think may do the trick here and there but up to this point nothing. Thanks in advance!

  211. Hello everyone,

    I just started to use this awesome battle engine, and it makes game making much more easier and entertaining !
    But i would need some help about something special in this script…
    The enemy attack animation occures at the face of the targeted character, which seems logical. But i need this animation to be place right on the enemy sprite who is attacking, and no longer at the target.
    I searched a long time, but i can’t find what to modify in the script to make this happen…may someone help me about this ?

    Thanks you in advance ! Forgive my english, greetings from france

  212. I’m going to be that person and second the request so many other people have made so far. I’d absolutely love it if there were some way to have the enemy’s attack animations play above the face sprite of the party member, with their sprite flashing as the Target is designated in the animation files. I’ve had no problems at all with the script save this, so that would just make it /perfect/!

  213. Great script! But I was wondering if there might be a way to completely remove the Party Command window. Any input would be greatly appreciated

  214. Hey there. I’ve been following the instructions to install this script, but I’m kind of the biggest noob in history, so after following the instructions and checked I’ve done them correctly I go into test the battle… but there’s no change in the battle system, it’s still the default. Can anyone help me please ? I’d be SO grateful !

    • I don’t know exactly what you did but you need to download the core script and paste them under the materials section in this order:
      Ace core script
      Battle engine
      Any other script

      After that it should be fine. Just recheck.

  215. I would like to know I’m using Viktor mp level and yanfly combat engine and i want to see in battle the mp level of viktor instead of the normal mp of the character. Thanks

  216. I REALLY want this script…. first thing that caught my eye was the new layout and display of your party at the bottom of the screen…. is that standard after downloading? Or will that take customization?….

    Anyway, my problem is this…. I can’t even open the script! I click the download link, save it(also tried opening right away, and my computer says it cant read the file.. I’m running Windows, could that have anything to do with it??… Thanks in advance to anyone who can help….

  217. “Targeting enemies is changed. Enemy names show up at the top of the screen and selection is arranged from left to right screen order. Before in RPG Maker VX, the player is given a command window at the bottom of the screen with no distinction over which enemy is which on the screen. When targeting enemies, the targeted enemy will be highlighted and displayed whiter than normal while the target’s name is at the top of the screen (along with any status effects it may have).”

    Where can i change the enemy selection in battle? Not the left to right… the right to left. The default one.

    Thanks.

  218. i got everything to work but the damage isn’t showing, its just showing null but i know its still doing damage because creatures are dying. what did i do wrong

  219. hey maybe I missed it but is there a way to make it so when an attack has multiple elements (For example a state causes my characters to add fire element to their attack it should be fire/physical (right now it’s just considering it physical damage)) that all applicable resistances/weakness are multiplied? like if a skill was a Dark/Fire attack and something had a 200% (x2) weakness against both then it would be 400% (x4) or if it was something 200% weak vs darkness but 50% (1/2x) fire then it would be 100% (x1).

    • for me it just takes me to a different page to copy and paste the entire script and that’s how every script I’ve used has worked so far.

  220. Yanfly Compatible Customisable ATB/Stami’ строка 456: NoMethodError. undefined method ‘stamina_cost’for nil:NilClass” =/

  221. Hello!

    I really like your Battle Engine but I’m having problems with it. I’m using Hime’s Work Enemy reinforcements (link: http://himeworks.wordpress.com/2013/03/08/enemy-reinforcements/ ) that just lets you use a script in the troops event page to call in enemies to a battle. When they come in, I have a message that pops up saying “The minion called for backup!” and then another that would say whether or not he failed in calling for backup. Once the message disappears and the additional enemies appear, the HUD for the party disappears and it doesn’t reappear until I go back to the Fight or Escape Command List. I really want to keep using your Battle Engine but it’s quite annoying to have to do that every time I have enemies join a battle, which is going to happen a lot throughout my game. If I need to be clearer it’s not a problem, I would love to help you solve this anyway I can.

  222. If anyone is still wondering about disabling the feature that skips your turn when the Right Arrow is pressed, I found a way around it. You lose the ability to move right through your party selection (but left still works).

    Just delete the:
    “return process_dir6 if Input.repeat?(:RIGHT)”
    under the Window_ActorCommand section.