11-07-2009, 05:31 AM
The problem is that RTAB was designed to be a true ATB (active Timer Battle) system. In this, cogwheel rewrote many key sections in the Scene_Battle and Game_Battler codes. Many values were rewritten including the replacement of the @active_battler value with the 'battler' local value that is passed from one method to another. Cogwheel rewrote these values so 'each' battler had his/her own timer system and separately tracked values (damage, attack, defend, etc...), but in doing so he made many features incompatible with other scripts.
You may find many default battlesystem scripts won't work with RTAB because of his unique system.
You may find many default battlesystem scripts won't work with RTAB because of his unique system.