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Battle system issues

I'm prety sure Ive all ready posted this here a while ago but now i cant seem to find it. So Ill just make it again If no one minds.

As the title says I'm having problems with my battle system. First off, my battle system is a Active Time Battle with the default view. however, all of my characters and enemys ATBs (though the enemys is visable) begin at 0 every battle, when they are supost to begin at random points on there ABS giving the battle diversity, which defies the point of having a Active Time Battle system.

The seccond problem is that no battle music plays, no matter what file it is. also the encounter sound doesn't play eather. To add to this problem, once the battle finished and the victory music stops the map BGM doesnt play, also very annoying (BGM will begin again, from the begining, when prompted to by an event or native BGM of a new map).

Now for the hard part. I need to know which scripts to put up so that I dont put them all up and annoy people. Somewhere in my battle scripts and/or window base scripts is a HP and MP bar script(this works fine). Basicly, which scripts do you all need to see in order to help fix these problems?
 
First post the script you are using, if have more than one post thrm all, and tell me what other scripts you are using in your game. I will try to help you i don't guarante a thing. And this should be in RGSS Support, because this is not a request
reported.
 
all right, theres 5 (i think) scripts that my active battle script is in. Within those is a HP and MP bars script. There are many, many other scripts in my game, but they shouldn't effect the battle system.

Scene_Battle 1
Code:
#==============================================================================
# ■ Scene_Battle (分割定義 1)
#------------------------------------------------------------------------------
# Turn-based battle system by David Schooley
# NOTE!! Be sure that skill 17 is "Normal" and
# cancels "act"
#==============================================================================


class Scene_Battle
  
  #----------------------------------------------------------------
  def main

    
    $game_temp.in_battle = true
    $game_temp.battle_turn = 0
    $game_temp.battle_event_flags.clear
    $game_temp.battle_abort = false
    $game_temp.battle_main_phase = false
    $game_temp.battleback_name = $game_map.battleback_name
    $game_temp.forcing_battler = nil
    $game_system.battle_interpreter.setup(nil, 0)
    @troop_id = $game_temp.battle_troop_id
    $game_troop.setup(@troop_id)

    
    # NEW - David
    $battle_end = false
    $game_temp_battle_true_turn = 0
    $game_temp_turn_passed = false
    $ct_full = 1000
    $turn = 0
    $keep_count = []
    $keep_id = []
    $keep_number = []
    $total_number = 0
    $total_allies = 0
    $total_baddies = 0
    for actor in $game_party.actors
        $keep_count[$total_number] = 0
        $keep_id[$total_number] = actor
        $keep_number[$total_number] = $total_number
        $total_number += 1
        $total_allies += 1
    end
    for enemy in $game_troop.enemies
        $keep_count[$total_number] = 0
        $keep_id[$total_number] = enemy
        $keep_number[$total_number] = $total_number
        $total_number += 1
        $total_baddies += 1
    end


    s1 = $data_system.words.attack
    s2 = $data_system.words.skill
    s3 = $data_system.words.guard
    s4 = $data_system.words.item
    @actor_command_window = Window_Command.new(160, [s1, s2, s3, s4])
    @actor_command_window.y = 160
    @actor_command_window.back_opacity = 160
    @actor_command_window.active = false
    @actor_command_window.visible = false
    @party_command_window = Window_PartyCommand.new
    @help_window = Window_Help.new
    @help_window.back_opacity = 160
    @help_window.visible = false
    @status_window = Window_BattleStatus.new
    
    # NEW - David - Enemy status window
    #@e_status_window = Window_EnemyStatus.new
    
    @message_window = Window_Message.new
    @spriteset = Spriteset_Battle.new
    @wait_count = 0
    if $data_system.battle_transition == ""
      Graphics.transition(20)
    else
      Graphics.transition(40, "Graphics/Transitions/" +
        $data_system.battle_transition)
    end
    start_phase1
    loop do
      Graphics.update
      Input.update
      update
      if $scene != self
        break
      end
    end
    $game_map.refresh
    Graphics.freeze
    @actor_command_window.dispose
    @party_command_window.dispose
    @help_window.dispose
    @status_window.dispose

    # NEW - David
    #@e_status_window.dispose
    
    @message_window.dispose
    if @skill_window != nil
      @skill_window.dispose
    end
    if @item_window != nil
      @item_window.dispose
    end
    if @result_window != nil
      @result_window.dispose
    end
    @spriteset.dispose
    if $scene.is_a?(Scene_Title)
      Graphics.transition
      Graphics.freeze
    end
    if $BTEST and not $scene.is_a?(Scene_Gameover)
      $scene = nil
    end
  end

  #--------------------------------------------------------------------------
  def judge
    if $game_party.all_dead? or $game_party.actors.size == 0
      if $game_temp.battle_can_lose
        $game_system.bgm_play($game_temp.map_bgm)
        battle_end(2)
        return true
      end
      $game_temp.gameover = true
      return true
    end
    for enemy in $game_troop.enemies
      if enemy.exist?
        return false
      end
    end
    start_phase5
    return true
  end

  #--------------------------------------------------------------------------
  def battle_end(result)
    $game_temp.in_battle = false
    $game_party.clear_actions
    for actor in $game_party.actors
      actor.remove_states_battle
    end
    $game_troop.enemies.clear
    if $game_temp.battle_proc != nil
      $game_temp.battle_proc.call(result)
      $game_temp.battle_proc = nil
    end

    Audio.me_stop
    
    $scene = Scene_Map.new
  end

  #--------------------------------------------------------------------------
  def setup_battle_event
    if $game_system.battle_interpreter.running?
      return
    end
    for index in 0...$data_troops[@troop_id].pages.size
      page = $data_troops[@troop_id].pages[index]
      c = page.condition
      unless c.turn_valid or c.enemy_valid or
             c.actor_valid or c.switch_valid
        next
      end
      if $game_temp.battle_event_flags[index]
        next
      end
      if c.turn_valid
        n = $game_temp.battle_turn
        a = c.turn_a
        b = c.turn_b
        if (b == 0 and n != a) or
           (b > 0 and (n < 1 or n < a or n % b != a % b))
          next
        end
      end
      if c.enemy_valid
        enemy = $game_troop.enemies[c.enemy_index]
        if enemy == nil or enemy.hp * 100.0 / enemy.maxhp > c.enemy_hp
          next
        end
      end
      if c.actor_valid
        actor = $game_actors[c.actor_id]
        if actor == nil or actor.hp * 100.0 / actor.maxhp > c.actor_hp
          next
        end
      end
      if c.switch_valid
        if $game_switches[c.switch_id] == false
          next
        end
      end
      $game_system.battle_interpreter.setup(page.list, 0)
      if page.span <= 1
        $game_temp.battle_event_flags[index] = true
      end
      return
    end
  end

  #--------------------------------------------------------------------------
  def update
    if $game_system.battle_interpreter.running?
      $game_system.battle_interpreter.update
      if $game_temp.forcing_battler == nil
        unless $game_system.battle_interpreter.running?
          unless judge
            setup_battle_event
          end
        end
        if @phase != 5
          @status_window.refresh
          
          # NEW - David
          #@e_status_window.refresh
          
        end
      end
    end
    $game_system.update
    $game_screen.update
    if $game_system.timer_working and $game_system.timer == 0
      $game_temp.battle_abort = true
    end
    @help_window.update
    @party_command_window.update
    @actor_command_window.update
    @status_window.update
    
    # NEW - David
    #@e_status_window.update

    @message_window.update
    @spriteset.update
    if $game_temp.transition_processing
      $game_temp.transition_processing = false
      if $game_temp.transition_name == ""
        Graphics.transition(20)
      else
        Graphics.transition(40, "Graphics/Transitions/" +
          $game_temp.transition_name)
      end
    end
    if $game_temp.message_window_showing
      return
    end
    
    
    
    
    
    
    

    if @spriteset.effect?
      return
    end
    if $game_temp.gameover
      $scene = Scene_Gameover.new
      return
    end
    if $game_temp.to_title
      $scene = Scene_Title.new
      return
    end
    if $game_temp.battle_abort
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
      return
    end
    if @wait_count > 0
      @wait_count -= 1
      return
    end
    if $game_temp.forcing_battler == nil and
       $game_system.battle_interpreter.running?
      return
    end
    case @phase
    when 1  
      update_phase1
    when 2  
      # NEW - David
      #Helper ON
      #update_phase2
      # Helper OFF
      start_phase2_5
    when 3  
      update_phase3
    when 4  
      update_phase4
    when 5  
      update_phase5
    end
  end
end

Scene_Battle 2
Code:
#==============================================================================
# ■ Scene_Battle (分割定義 2)
#------------------------------------------------------------------------------
#==============================================================================
class Scene_Battle

  #--------------------------------------------------------------------------
  def start_phase1
    @phase = 1
    $game_party.clear_actions
    setup_battle_event
  end

  #--------------------------------------------------------------------------
  def update_phase1
    if judge
      return
    end
    start_phase2
  end

  #--------------------------------------------------------------------------
  def start_phase2
    @phase = 2

    # NEW - David - Refresh status windows
    @status_window.refresh
    #@e_status_window.refresh

    @actor_index = -1
    @active_battler = nil
    
    # NEW - David - Changed values here false -> true
    @party_command_window.active = false
    @party_command_window.visible = false
    @actor_command_window.x = @actor_index * 160
    @actor_command_window.active = true
    @actor_command_window.visible = true
    $game_temp.battle_main_phase = true
    $game_party.clear_actions
    
    # NEW - David
    battle_stop_wait
    
    unless $game_party.inputable?
      
      # NEW - David
      battle_cause_wait
      
      start_phase4
    end
      
      # NEW - David
      battle_cause_wait
      
  end

  #--------------------------------------------------------------------------
  def update_phase2
    # NEW - David - Enable
    @party_command_window.active = true
    @party_command_window.visible = true
    @actor_command_window.active = false
    @actor_command_window.visible = false
    $game_temp.battle_main_phase = true
    $game_party.clear_actions

    if Input.trigger?(Input::C)
      case @party_command_window.index
      when 0  
        $game_system.se_play($data_system.decision_se)
        # NEW - David - Comment out phase 3 and add in Phase 2.5
        #start_phase3
        start_phase2_5
      when 1  
        if $game_temp.battle_can_escape == false
          $game_system.se_play($data_system.buzzer_se)
          return
        end
        $game_system.se_play($data_system.decision_se)
        update_phase2_escape
      end
      return
    end
  end
  
    #--------------------------------------------------------------------------
  def update_phase2_escape
    enemies_agi = 0
    enemies_number = 0
    for enemy in $game_troop.enemies
      if enemy.exist?
        enemies_agi += enemy.agi
        enemies_number += 1
      end
    end
    if enemies_number > 0
      enemies_agi /= enemies_number
    end
    actors_agi = 0
    actors_number = 0
    for actor in $game_party.actors
      if actor.exist?
        actors_agi += actor.agi
        actors_number += 1
      end
    end
    if actors_number > 0
      actors_agi /= actors_number
    end
    success = rand(100) < 50 * actors_agi / enemies_agi
    if success
      $game_system.se_play($data_system.escape_se)
      $game_system.bgm_play($game_temp.map_bgm)
      battle_end(1)
    else
      $game_party.clear_actions
      start_phase4
    end
  end

  #--------------------------------------------------------------------------
  def start_phase5
    @phase = 5
    $game_system.me_play($game_system.battle_end_me)
    $game_system.bgm_play($game_temp.map_bgm)
    exp = 0
    gold = 0
    treasures = []
    for enemy in $game_troop.enemies
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
    end
    treasures = treasures[0..5]
    for i in 0...$game_party.actors.size
      actor = $game_party.actors[i]
      if actor.cant_get_exp? == false
        last_level = actor.level
        actor.exp += exp
        if actor.level > last_level
          @status_window.level_up(i)
        end
      end
    end
    $game_party.gain_gold(gold)
    for item in treasures
      case item
      when RPG::Item
        $game_party.gain_item(item.id, 1)
      when RPG::Weapon
        $game_party.gain_weapon(item.id, 1)
      when RPG::Armor
        $game_party.gain_armor(item.id, 1)
      end
    end
    @result_window = Window_BattleResult.new(exp, gold, treasures)
    @phase5_wait_count = 100
  end

  #--------------------------------------------------------------------------
  def update_phase5
    if @phase5_wait_count > 0
      @phase5_wait_count -= 1
      if @phase5_wait_count == 0
        @result_window.visible = true
        $game_temp.battle_main_phase = false
        @status_window.refresh
        
        # NEW - David
        #@e_status_window.refresh
        
      end
      return
    end
    if Input.trigger?(Input::C)
      battle_end(0)
    end
  end
end

Scene_Battle 3
Code:
#==============================================================================
# ■ Scene_Battle (分割定義 3)
#------------------------------------------------------------------------------
#==============================================================================

class Scene_Battle

  #--------------------------------------------------------------------------
  def start_phase3
    @phase = 3
    @actor_index = -1
    @active_battler = nil
    phase3_next_actor
  end

  #--------------------------------------------------------------------------
  def phase3_next_actor
    begin
      if @active_battler != nil
        @active_battler.blink = false
      end
      if @actor_index == $game_party.actors.size-1
        start_phase4
        return
      end
      @actor_index += 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    end until @active_battler.inputable?
    phase3_setup_command_window
  end

  #--------------------------------------------------------------------------
  def phase3_prior_actor
    begin
      if @active_battler != nil
        @active_battler.blink = false
      end
      if @actor_index == 0
        start_phase2
        return
      end
      @actor_index -= 1
      @active_battler = $game_party.actors[@actor_index]
      @active_battler.blink = true
    end until @active_battler.inputable?
    phase3_setup_command_window
  end

  #--------------------------------------------------------------------------
  def phase3_setup_command_window
    @party_command_window.active = false
    @party_command_window.visible = false

    # NEW - David - Refresh the windows
    @status_window.refresh
    #@e_status_window.refresh
    
    @actor_command_window.x = @actor_index * 160
    @actor_command_window.active = true
    @actor_command_window.visible = true
    @actor_command_window.index = 0
  end

  #--------------------------------------------------------------------------
  def update_phase3
    if @enemy_arrow != nil
      update_phase3_enemy_select
    elsif @actor_arrow != nil
      update_phase3_actor_select
    elsif @skill_window != nil
      update_phase3_skill_select
    elsif @item_window != nil
      update_phase3_item_select
    elsif @actor_command_window.active
      update_phase3_basic_command
    end
  end

  #--------------------------------------------------------------------------
  def update_phase3_basic_command
    # NEW - David - make it so the B button is disabled
    #if Input.trigger?(Input::B)
      #$game_system.se_play($data_system.cancel_se)
      #phase3_prior_actor
      #return
    #end
    if Input.trigger?(Input::C)
      case @actor_command_window.index
      when 0  
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
        start_enemy_select
      when 1  
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 1
        start_skill_select
      when 2  
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 1
        
        # NEW - David
        $keep_count[$turn] = 50
        
        phase3_next_actor
      when 3  
        $game_system.se_play($data_system.decision_se)
        @active_battler.current_action.kind = 2
        start_item_select
      end
      return
    end
  end

  #--------------------------------------------------------------------------
  def update_phase3_skill_select
    @skill_window.visible = true
    @skill_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      end_skill_select
      return
    end
    if Input.trigger?(Input::C)
      @skill = @skill_window.skill
      if @skill == nil or not @active_battler.skill_can_use?(@skill.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.skill_id = @skill.id
      @skill_window.visible = false
      if @skill.scope == 1
        start_enemy_select
      elsif @skill.scope == 3 or @skill.scope == 5
        start_actor_select
      else
        end_skill_select
        phase3_next_actor
      end
      return
    end
  end

  #--------------------------------------------------------------------------
  def update_phase3_item_select
    @item_window.visible = true
    @item_window.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      end_item_select
      return
    end
    if Input.trigger?(Input::C)
      @item = @item_window.item
      unless $game_party.item_can_use?(@item.id)
        $game_system.se_play($data_system.buzzer_se)
        return
      end
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.item_id = @item.id
      @item_window.visible = false
      if @item.scope == 1
        start_enemy_select
      elsif @item.scope == 3 or @item.scope == 5
        start_actor_select
      else
        end_item_select
        phase3_next_actor
      end
      return
    end
  end

  #--------------------------------------------------------------------------
  def update_phase3_enemy_select
    @enemy_arrow.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      end_enemy_select
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.target_index = @enemy_arrow.index
      end_enemy_select
      if @skill_window != nil
        end_skill_select
      end
      if @item_window != nil
        end_item_select
      end
      phase3_next_actor
    end
  end

  #--------------------------------------------------------------------------
  def update_phase3_actor_select
    @actor_arrow.update
    if Input.trigger?(Input::B)
      $game_system.se_play($data_system.cancel_se)
      end_actor_select
      return
    end
    if Input.trigger?(Input::C)
      $game_system.se_play($data_system.decision_se)
      @active_battler.current_action.target_index = @actor_arrow.index
      end_actor_select
      if @skill_window != nil
        end_skill_select
      end
      if @item_window != nil
        end_item_select
      end
      phase3_next_actor
    end
  end

  #--------------------------------------------------------------------------
  def start_enemy_select
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport1)
    @enemy_arrow.help_window = @help_window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end

  #--------------------------------------------------------------------------
  def end_enemy_select
    @enemy_arrow.dispose
    @enemy_arrow = nil
    if @actor_command_window.index == 0
      @actor_command_window.active = true
      @actor_command_window.visible = true
      @help_window.visible = false
    end
  end

  #--------------------------------------------------------------------------
  def start_actor_select
    @actor_arrow = Arrow_Actor.new(@spriteset.viewport2)
    @actor_arrow.index = @actor_index
    @actor_arrow.help_window = @help_window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end

  #--------------------------------------------------------------------------
  def end_actor_select
    @actor_arrow.dispose
    @actor_arrow = nil
  end

  #--------------------------------------------------------------------------
  def start_skill_select
    @skill_window = Window_Skill.new(@active_battler)
    @skill_window.help_window = @help_window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end

  #--------------------------------------------------------------------------
  def end_skill_select
    @skill_window.dispose
    @skill_window = nil
    @help_window.visible = false
    @actor_command_window.active = true
    @actor_command_window.visible = true
  end

  #--------------------------------------------------------------------------
  def start_item_select
    @item_window = Window_Item.new
    @item_window.help_window = @help_window
    @actor_command_window.active = false
    @actor_command_window.visible = false
  end

  #--------------------------------------------------------------------------
  def end_item_select
    @item_window.dispose
    @item_window = nil
    @help_window.visible = false
    @actor_command_window.active = true
    @actor_command_window.visible = true
  end
end

Scene_Battle 4
Code:
#==============================================================================
# ■ Scene_Battle (分割定義 4)
#------------------------------------------------------------------------------
#==============================================================================

class Scene_Battle

  #--------------------------------------------------------------------------
  def start_phase4
    @phase = 4
    
    # NEW - David - Calculate units on field
    @units_on_field = 0
    for actor in $game_party.actors
      if actor.exist?
        @units_on_field += 1
      end
    end
    for enemy in $game_troop.enemies
      if enemy.exist?
        @units_on_field += 1
      end
    end
    if $game_temp.battle_turn == 0
      $game_temp.battle_turn = 1
    end
    $game_temp_battle_true_turn += 1
    $game_temp_turn_passed = false
    if $game_temp_battle_true_turn > @units_on_field
      $game_temp.battle_turn += 1
      $game_temp_battle_true_turn = 0
      $game_temp_turn_passed = true
    end

    for index in 0...$data_troops[@troop_id].pages.size
      page = $data_troops[@troop_id].pages[index]
      if page.span == 1
        $game_temp.battle_event_flags[index] = false
      end
    end
    @actor_index = -1
    @active_battler = nil
    @party_command_window.active = false
    @party_command_window.visible = false
    @actor_command_window.active = false
    @actor_command_window.visible = false
    $game_temp.battle_main_phase = true
    for enemy in $game_troop.enemies
      enemy.make_action
    end
    make_action_orders
    @phase4_step = 1
  end

  #--------------------------------------------------------------------------
  def make_action_orders
    @action_battlers = []
    for enemy in $game_troop.enemies
      @action_battlers.push(enemy)
    end
    for actor in $game_party.actors
      @action_battlers.push(actor)
    end
    for battler in @action_battlers
      battler.make_action_speed
    end
    
    # NEW - David
    #@action_battlers.sort! {|a,b|
      #b.current_action.speed - a.current_action.speed }
      
  end

  #--------------------------------------------------------------------------
  def update_phase4
    case @phase4_step
    when 1
      update_phase4_step1
    when 2
      update_phase4_step2
    when 3
      update_phase4_step3
    when 4
      update_phase4_step4
    when 5
      update_phase4_step5
    when 6
      update_phase4_step6
    end
  end

  #--------------------------------------------------------------------------
  def update_phase4_step1
    @help_window.visible = false
    if judge
      return
    end
    if $game_temp.forcing_battler == nil
      setup_battle_event
      if $game_system.battle_interpreter.running?
        return
      end
    end
    if $game_temp.forcing_battler != nil
      @action_battlers.delete($game_temp.forcing_battler)
      @action_battlers.unshift($game_temp.forcing_battler)
    end
    if @action_battlers.size == 0
      start_phase2
      return
    end
    @animation1_id = 0
    @animation2_id = 0
    @common_event_id = 0
    @active_battler = @action_battlers.shift
    if @active_battler.index == nil
      return
    end
    
    # NEW - David - Slip Damage control
    if $game_temp_turn_passed == true
      if @active_battler.hp > 0 and @active_battler.slip_damage?
        @active_battler.slip_damage_effect
        @active_battler.damage_pop = true
      end
      @active_battler.remove_states_auto # NEW - David - 04.14.05
    end
    
    @status_window.refresh
    
    # NEW - David
    #@e_status_window.refresh

    @phase4_step = 2
  end

  #--------------------------------------------------------------------------
  def update_phase4_step2
    unless @active_battler.current_action.forcing
      if @active_battler.restriction == 2 or @active_battler.restriction == 3
        @active_battler.current_action.kind = 0
        @active_battler.current_action.basic = 0
      end
      if @active_battler.restriction == 4
        $game_temp.forcing_battler = nil
        @phase4_step = 1
        return
      end
    end
    @target_battlers = []
    case @active_battler.current_action.kind
    when 0  
      make_basic_action_result
    when 1  
      make_skill_action_result
    when 2  
      make_item_action_result
    end
    if @phase4_step == 2
      @phase4_step = 3
    end
  end

  #--------------------------------------------------------------------------
  def make_basic_action_result
    if @active_battler.current_action.basic == 0
      @animation1_id = @active_battler.animation1_id
      @animation2_id = @active_battler.animation2_id
      if @active_battler.is_a?(Game_Enemy)
        if @active_battler.restriction == 3
          target = $game_troop.random_target_enemy
        elsif @active_battler.restriction == 2
          target = $game_party.random_target_actor
        else
          index = @active_battler.current_action.target_index
          target = $game_party.smooth_target_actor(index)
        end
      end
      if @active_battler.is_a?(Game_Actor)
        if @active_battler.restriction == 3
          target = $game_party.random_target_actor
        elsif @active_battler.restriction == 2
          target = $game_troop.random_target_enemy
        else
          index = @active_battler.current_action.target_index
          target = $game_troop.smooth_target_enemy(index)
        end
      end
      @target_battlers = [target]
      for target in @target_battlers
        target.attack_effect(@active_battler)
      end
      return
    end
    if @active_battler.current_action.basic == 1
      @help_window.set_text($data_system.words.guard, 1)
      return
    end
    if @active_battler.is_a?(Game_Enemy) and
       @active_battler.current_action.basic == 2
      @help_window.set_text("Escape", 1)
      @active_battler.escape
      return
    end
    if @active_battler.current_action.basic == 3
      $game_temp.forcing_battler = nil
      @phase4_step = 1
      return
    end
  end

  #--------------------------------------------------------------------------
  def set_target_battlers(scope)
    if @active_battler.is_a?(Game_Enemy)
      case scope
      when 1  
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 2  
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 3  
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 4  
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 5   
        index = @active_battler.current_action.target_index
        enemy = $game_troop.enemies[index]
        if enemy != nil and enemy.hp0?
          @target_battlers.push(enemy)
        end
      when 6   
        for enemy in $game_troop.enemies
          if enemy != nil and enemy.hp0?
            @target_battlers.push(enemy)
          end
        end
      when 7  
        @target_battlers.push(@active_battler)
      end
    end
    if @active_battler.is_a?(Game_Actor)
      case scope
      when 1  
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
      when 2  
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
      when 3  
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
      when 4  
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
      when 5  
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
      when 6  
        for actor in $game_party.actors
          if actor != nil and actor.hp0?
            @target_battlers.push(actor)
          end
        end
      when 7  
        @target_battlers.push(@active_battler)
      end
    end
  end

  #--------------------------------------------------------------------------
  def make_skill_action_result
    @skill = $data_skills[@active_battler.current_action.skill_id]
    unless @active_battler.current_action.forcing
      unless @active_battler.skill_can_use?(@skill.id)
        $game_temp.forcing_battler = nil
        @phase4_step = 1
        return
      end
    end
    @active_battler.sp -= @skill.sp_cost
    @status_window.refresh
    
    # NEW - David
    #@e_status_window.refresh
    
    @help_window.set_text(@skill.name, 1)
    @animation1_id = @skill.animation1_id
    @animation2_id = @skill.animation2_id
    @common_event_id = @skill.common_event_id
    set_target_battlers(@skill.scope)
    for target in @target_battlers
      target.skill_effect(@active_battler, @skill)
    end
  end

  #--------------------------------------------------------------------------
  def make_item_action_result
    @item = $data_items[@active_battler.current_action.item_id]
    unless $game_party.item_can_use?(@item.id)
      @phase4_step = 1
      return
    end
    if @item.consumable
      $game_party.lose_item(@item.id, 1)
    end
    @help_window.set_text(@item.name, 1)
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    @common_event_id = @item.common_event_id
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    set_target_battlers(@item.scope)
    for target in @target_battlers
      target.item_effect(@item)
    end
  end

  #--------------------------------------------------------------------------
  def update_phase4_step3
    if @animation1_id == 0
      @active_battler.white_flash = true
    else
      @active_battler.animation_id = @animation1_id
      @active_battler.animation_hit = true
    end
    @phase4_step = 4
  end

  #--------------------------------------------------------------------------
  def update_phase4_step4
    for target in @target_battlers
      target.animation_id = @animation2_id
      target.animation_hit = (target.damage != "Miss")
    end
    @wait_count = 8
    @phase4_step = 5
  end

  #--------------------------------------------------------------------------
  def update_phase4_step5
    @help_window.visible = false
    @status_window.refresh

    # NEW - David
    #@e_status_window.refresh
    
    for target in @target_battlers
      if target.damage != nil
        target.damage_pop = true
      end
    end
    @phase4_step = 6
  end

  #--------------------------------------------------------------------------
  def update_phase4_step6
    $game_temp.forcing_battler = nil
    if @common_event_id > 0
      common_event = $data_common_events[@common_event_id]
      $game_system.battle_interpreter.setup(common_event.list, 0)
    end
 
    # NEW - David
    # Add "Waiting" status onto all units
    battle_cause_wait
    
    @phase4_step = 1
  end
end

Scene_Battle D
Code:
 #==============================================================================
# ■ Scene_Battle (分割定義 1)
#------------------------------------------------------------------------------
#  バトル画面の処理を行うクラスです。
#==============================================================================

class Scene_Battle
 
  
  # NEW - David
  def start_phase2_5
    #Define Phase 2.5
    @phase = 2.5
  
    #Now, remove the bad status or "Waiting"
    #from all units
    battle_stop_wait

    #Fix the -1 CT Count thing...
    for i in 0 ... $total_number
      if ($keep_count[i] == -1)
        $keep_count[i] = 0
      end
    end

   #Loop to give things their turns
    loop do
      
      #Slow this thing down a little
      # Yeah... do something here...
      battle_refresh_windows

      i=0
      @break_out = false
      for i in 0 ... $total_number
        if ($keep_count[i] >= $ct_full)
          $turn = i
          @break_out = true
        end
      end
      
      if (@break_out == true)
        break
      end

      i=0
      #Do your guys first
        for actor in $game_party.actors
          #if actor.exist? and actor.inputable?
          if actor.exist?
            $keep_count[i] += actor.agi
          end
          i += 1
        end
  
        #Then the enemies
        for enemy in $game_troop.enemies
          if enemy.exist? and enemy.inputable?
            $keep_count[i] += enemy.agi
          end
          i += 1
        end
  
    end
    
    #broken out of the loop
    # Remember... turn = counter ID 1 is first hero, etc...
    #So... make his/her CT -1
    $keep_count[$turn] = -1
    
   @target_id = $turn
   @target = "Ally"
    if ($turn >= $total_allies)
      @target_id = $turn - ($total_allies +1)
      @target = "Enemy"
    end

    
 
    # NEW _ David
    # Add "Waiting" status onto all units
    battle_cause_wait
    

    # Now, remove the bad status or "Waiting"
    # Status from only the unit whose turn it is
    if (@target == "Ally")
      for actor in $game_party.actors
        if ($keep_id[$turn] == actor)
          actor.remove_state(17)
        end
      end
    end

    # Or if it's an enemie's turn...
    if (@target == "Enemy")
      for enemy in $game_troop.enemies
        if ($keep_id[$turn] == enemy)
          enemy.remove_state(17)
        end
      end
    end

  
    #start phase 3
    start_phase3
  end
  
  

  
# NEW - David
def battle_cause_wait
  #make all allies and enemies have the "Waiting" ailment
    for actor in $game_party.actors
      if (actor.exist?)
        actor.add_state(17)
      end
    end
    for enemy in $game_troop.enemies
      if (enemy.exist?)
        enemy.add_state(17)  
      end
    end
end
    

  

  
# NEW - David
def battle_stop_wait
  #make all allies and enemies have the "Waiting" ailment
    for actor in $game_party.actors
      if (actor.exist?)
        actor.remove_state(17)
      end
    end
    for enemy in $game_troop.enemies
      if (enemy.exist?)
        enemy.remove_state(17)  
      end
    end
end
    

def battle_refresh_windows
    # NEW - David - Refresh the window
    @status_window.refresh
    
    # NEW - David - Enemy status window
    #@e_status_window.refresh

      Graphics.update
end

  

  
end

Window_Base
Code:
#==============================================================================
# â–  Window_Base
#------------------------------------------------------------------------------
#  ゲーム中のすべてのウィンドウのスーパークラスです。
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ● オブジェクト初期化
  #     x      : ウィンドウの X 座標
  #     y      : ウィンドウの Y 座標
  #     width  : ウィンドウの幅
  #     height : ウィンドウの高さ
  #--------------------------------------------------------------------------
  def initialize(x, y, width, height)
    super()
    @windowskin_name = $game_system.windowskin_name
    self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    self.x = x
    self.y = y
    self.width = width
    self.height = height
    self.z = 100

    # NEW - David
    @main_color=normal_color
    @secondary_color=system_color
    @davids_color=Color.new(255, 255, 64, 255)
    

   # NEW - David - 04.14.05
   @d_light = Color.new(50, 50, 50, 255)
   @d_dark = Color.new(200, 200, 200, 255)
   @d_black = Color.new(0, 0, 0, 255)
   
  end
  #--------------------------------------------------------------------------
  # ● 解放
  #--------------------------------------------------------------------------
  def dispose
    # ウィンドウ内容のビットマップが設定されていれば解放
    if self.contents != nil
      self.contents.dispose
    end
    super
  end
  #--------------------------------------------------------------------------
  # ● 文字色取得
  #     n : 文字色番号 (0~7)
  #--------------------------------------------------------------------------
  def text_color(n)
    case n
    when 0
      return Color.new(255, 255, 255, 255)
    when 1
      return Color.new(128, 128, 255, 255)
    when 2
      return Color.new(255, 128, 128, 255)
    when 3
      return Color.new(128, 255, 128, 255)
    when 4
      return Color.new(128, 255, 255, 255)
    when 5
      return Color.new(255, 128, 255, 255)
    when 6
      return Color.new(255, 255, 128, 255)
    when 7
      return Color.new(192, 192, 192, 255)
    else
      normal_color
    end
  end
  #--------------------------------------------------------------------------
  # ● 通常文字色の取得
  #--------------------------------------------------------------------------
  def normal_color
    return Color.new(255, 255, 255, 255)
  end
  #--------------------------------------------------------------------------
  # ● 無効文字色の取得
  #--------------------------------------------------------------------------
  def disabled_color
    return Color.new(255, 255, 255, 128)
  end
  #--------------------------------------------------------------------------
  # ● システム文字色の取得
  #--------------------------------------------------------------------------
  def system_color
    return Color.new(192, 224, 255, 255)
  end
  #--------------------------------------------------------------------------
  # ● ピンチ文字色の取得
  #--------------------------------------------------------------------------
  def crisis_color
    return Color.new(255, 255, 64, 255)
  end
  #--------------------------------------------------------------------------
  # ● 戦闘不能文字色の取得
  #--------------------------------------------------------------------------
  def knockout_color
    return Color.new(255, 64, 0)
  end
  #--------------------------------------------------------------------------
  # ● フレーム更新
  #--------------------------------------------------------------------------
  def update
    super
    # ウィンドウスキンが変更された場合、再設定
    if $game_system.windowskin_name != @windowskin_name
      @windowskin_name = $game_system.windowskin_name
      self.windowskin = RPG::Cache.windowskin(@windowskin_name)
    end
  end
  #--------------------------------------------------------------------------
  # ● グラフィックの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_actor_graphic(actor, x, y)
    bitmap = RPG::Cache.character(actor.character_name, actor.character_hue)
    cw = bitmap.width / 4
    ch = bitmap.height / 4
    src_rect = Rect.new(0, 0, cw, ch)
    self.contents.blt(x - cw / 2, y - ch, bitmap, src_rect)
  end
  #--------------------------------------------------------------------------
  # ● 名前の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  

#FACE PICS-------------------------------------------
   def draw_actor_face(actor, x, y)
   bitmap = RPG::Cache.picture(actor.id.to_s)
   cw = bitmap.width 
   ch = bitmap.height 
   src_rect = Rect.new(0, 0, cw, ch)
   self.contents.blt(x - cw / 5, y - ch, bitmap, src_rect)
 end
#----------------------------------------------------

  
  
  def draw_actor_name(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 120, 32, actor.name)
  end
  #--------------------------------------------------------------------------
  # ● クラスの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_actor_class(actor, x, y)
    self.contents.font.color = normal_color
    self.contents.draw_text(x, y, 236, 32, actor.class_name)
  end
  #--------------------------------------------------------------------------
  # ● レベルの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_actor_level(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 32, 32, "Lv")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 32, y, 24, 32, actor.level.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # ● 描画用のステート文字列作成
  #     actor       : アクター
  #     width       : 描画先の幅
  #     need_normal : [正常] が必要かどうか (true / false)
  #--------------------------------------------------------------------------
  def make_battler_state_text(battler, width, need_normal)
    # 括弧の幅を取得
    brackets_width = self.contents.text_size("[]").width
    # ステート名の文字列を作成
    text = ""
    for i in battler.states
      if $data_states[i].rating >= 1
        if text == ""
          text = $data_states[i].name
        else
          new_text = text + "/" + $data_states[i].name
          text_width = self.contents.text_size(new_text).width
          if text_width > width - brackets_width
            break
          end
          text = new_text
        end
      end
    end
    # ステート名の文字列が空の場合は "[正常]" にする
    if text == ""
      if need_normal
        text = "[Normal]"
      end
    else
      # 括弧をつける
      text = "[" + text + "]"
    end
    # 完成した文字列を返す
    return text
  end
  #--------------------------------------------------------------------------
  # ● ステートの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 描画先の幅
  #--------------------------------------------------------------------------
  def draw_actor_state(actor, x, y, width = 120)
    text = make_battler_state_text(actor, width, true)
    self.contents.font.color = actor.hp == 0 ? knockout_color : normal_color
    self.contents.draw_text(x, y, width, 32, text)
  end
  #--------------------------------------------------------------------------
  # ● EXP の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_actor_exp(actor, x, y)
    self.contents.font.color = system_color
    self.contents.draw_text(x +2, y, 32, 32, "Exp")
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 24, y, 84, 32, actor.exp_s, 2)
    self.contents.draw_text(x + 108, y, 12, 32, "/", 1)
    self.contents.draw_text(x + 120, y, 84, 32, actor.next_exp_s)
  end
  #--------------------------------------------------------------------------
  # ● HP の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 描画先の幅
  #--------------------------------------------------------------------------
  def draw_actor_hp(actor, x, y, width = 144)
    # 文字列 "HP" を描画
    self.contents.font.color = system_color
    self.contents.draw_text(x +2, y, 32, 32, $data_system.words.hp)
    # MaxHP を描画するスペースがあるか計算
    if width - 32 >= 108
      hp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      hp_x = x + width - 48
      flag = false
    end
    # HP を描画
    self.contents.font.color = actor.hp == 0 ? knockout_color :
      actor.hp <= actor.maxhp / 4 ? crisis_color : normal_color
    self.contents.draw_text(hp_x, y, 48, 32, actor.hp.to_s, 2)
    # MaxHP を描画
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(hp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(hp_x + 60, y, 48, 32, actor.maxhp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # ● SP の描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     width : 描画先の幅
  #--------------------------------------------------------------------------
  def draw_actor_sp(actor, x, y, width = 144)
    # 文字列 "SP" を描画
    self.contents.font.color = system_color
    self.contents.draw_text(x +2, y, 32, 32, $data_system.words.sp)
    # MaxSP を描画するスペースがあるか計算
    if width - 32 >= 108
      sp_x = x + width - 108
      flag = true
    elsif width - 32 >= 48
      sp_x = x + width - 48
      flag = false
    end
    # SP を描画
    self.contents.font.color = actor.sp == 0 ? knockout_color :
      actor.sp <= actor.maxsp / 4 ? crisis_color : normal_color
    self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    #self.contents.draw_text(sp_x, y, 48, 32, $game_temp.battle_turn.to_s, 2)
    # MaxSP を描画
    if flag
      self.contents.font.color = normal_color
      self.contents.draw_text(sp_x + 48, y, 12, 32, "/", 1)
      self.contents.draw_text(sp_x + 60, y, 48, 32, actor.maxsp.to_s)
    end
  end
  #--------------------------------------------------------------------------
  # ● パラメータの描画
  #     actor : アクター
  #     x     : 描画先 X 座標
  #     y     : 描画先 Y 座標
  #     type  : パラメータの種類 (0~6)
  #--------------------------------------------------------------------------
  def draw_actor_parameter(actor, x, y, type)
    case type
    when 0
      parameter_name = $data_system.words.atk
      parameter_value = actor.atk
    when 1
      parameter_name = $data_system.words.pdef
      parameter_value = actor.pdef
    when 2
      parameter_name = $data_system.words.mdef
      parameter_value = actor.mdef
    when 3
      parameter_name = $data_system.words.str
      parameter_value = actor.str
    when 4
      parameter_name = $data_system.words.dex
      parameter_value = actor.dex
    when 5
      parameter_name = $data_system.words.agi
      parameter_value = actor.agi
    when 6
      parameter_name = $data_system.words.int
      parameter_value = actor.int
    end
    self.contents.font.color = system_color
    self.contents.draw_text(x, y, 120, 32, parameter_name)
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 120, y, 36, 32, parameter_value.to_s, 2)
  end
  #--------------------------------------------------------------------------
  # ● アイテム名の描画
  #     item : アイテム
  #     x    : 描画先 X 座標
  #     y    : 描画先 Y 座標
  #--------------------------------------------------------------------------
  def draw_item_name(item, x, y)
    if item == nil
      return
    end
    bitmap = RPG::Cache.icon(item.icon_name)
    self.contents.blt(x, y + 4, bitmap, Rect.new(0, 0, 24, 24))
    self.contents.font.color = normal_color
    self.contents.draw_text(x + 28, y, 212, 32, item.name)
  end
  
  
  # NEW - David - All below
  def draw_total_number(actor, total, x, y)
    sp_x = x + 144 - 108
    #self.contents.draw_text(sp_x, y, 48, 32, actor.sp.to_s, 2)
    self.contents.font.color = normal_color
    self.contents.draw_text(sp_x, y, 48, 32, total.to_s)
  end

  # NEW - David - All below
 def draw_actor_ct_meter(actor, x, y, width = 144, height = 8)
   if type == 1 and actor.hp == 0
     return
   end

   for i in 0 ... $total_number
     if actor == $keep_id[i]
       actor_turn = $keep_number[i]
     end
   end
   
   actor_ct = $keep_count[actor_turn]
   
   if (actor_ct > 1000) or (actor_ct == -1)
     actor_ct = 1000
  end

   self.contents.fill_rect(x-1, y, width +2, height +2, @d_light)
   self.contents.fill_rect(x-1, y, width +1, height +1, @d_dark)
   self.contents.fill_rect(x, y+1, width, height, @d_black)
   self.contents.fill_rect(x, y+1, width * actor_ct / $ct_full, height, @davids_color)

 end

  
  # NEW - David - All below
 def draw_enemy_ct_meter(enemy, x, y, width = 144, height = 8)
   if type == 1 and enemy.hp == 0
     return
   end

   for i in 0 ... $total_number
     if enemy == $keep_id[i]
       enemy_turn = $keep_number[i]
     end
   end
   
   enemy_ct = $keep_count[enemy_turn]
   
   if (enemy_ct > $ct_full) or (enemy_ct == -1)
     enemy_ct = $ct_full
  end

   self.contents.fill_rect(x-1, y, width +2, height +2, @d_light)
   self.contents.fill_rect(x-1, y, width +1, height +1, @d_dark)
   self.contents.fill_rect(x, y+1, width, height, @d_black)
   self.contents.fill_rect(x, y+1, width * enemy_ct / $ct_full, height, @davids_color)

 end
end

 #--------------------------------------------------------------------------
 # Showing the HP BAR
 # Script by Firewords
 #--------------------------------------------------------------------------
 def draw_actor_hp_bar(actor, x, y, width = 200, height =8)
  # Showing and cutting the picture
  self.contents.fill_rect(x-1, y-2, width +2, height +2, Color.new(0, 0, 0, 255))
  bitmap=RPG::Cache.picture("HP_Barra")
  cw=bitmap.width
  ch=bitmap.height
  src_rect=Rect.new(0,0,cw,ch)
  # %
  dest_rect=Rect.new(x,y-1,width * actor.hp / actor.maxhp,height)
  # Shows if there's a real value
  if actor.hp != 0
       self.contents.stretch_blt(dest_rect,bitmap,src_rect)
  end   
end
#--------------------------------------------------------------------------
# Showing the SP BAR
# Script by Firewords
#--------------------------------------------------------------------------
def draw_actor_mp_bar(actor, x, y, width = 200, height =8)
  # Showing and cutting the picture
  self.contents.fill_rect(x-1, y-2, width +2, height +2, Color.new(0, 0, 0, 255))
  bitmap=RPG::Cache.picture("MP_Barra")
  cw=bitmap.width
  ch=bitmap.height
  src_rect=Rect.new(0,0,cw,ch)
  # %
  dest_rect=Rect.new(x,y-1,width * actor.sp / actor.maxsp,height)
  # Shows if there's a real value
  if actor.sp != 0
       self.contents.stretch_blt(dest_rect,bitmap,src_rect)
  end   

 
 
 
end # of Window_Base

Thank you for your help. If anything else is needed just ask, I'll post up all of my 29 new and edited scripts if needed.
 
I know Caosg1 said "I will try to help you..."
but Caosg1 also said "...i don't guarante a thing"

so if anyone else could have an attempt at this i would be grateful.
 
Ive found the problem with the music, I stumbled accross these few lines in Scene_Map which had been oddly comented
Code:
    $game_temp.map_bgm = $game_system.playing_bgm
    $game_system.bgm_stop
    # バトル開始 SE を演奏
    $game_system.se_play($data_system.battle_start_se)
    # バトル BGM を演奏
    $game_system.bgm_play($game_system.battle_bgm)
So now my music plays fine. Now its just the randomisation of the begining level of the ATBs. If it is any help I have "Charge 100", "Charge 50", "Charge 34", "Charge 25", "Charge 20", "Charge 15", "Charge 12", "Charge 10", and "Charge 8" in my Attributes list (17-25) for some reason which I think may be persentages for how full the begining ATB is.
I would still like some help, If anyone has any helpful point they would like to add it would be appreceated. I myself will continue to search though to find the error.
 
I contacted the creator of the script who basicaly said that it was so old that i should remove it from my game, soak it in a flamable liquid of some sort and set it on fire. So I need a new ATB system.
However should I let this post die and stat a new one in script requests? or continue here, looking for an new Active Time Battle system with ATBs and no nasty side effects?
 

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