Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 10 of 29 View original ↗
  1. Yeah, I just found it without reading about where it was found.  Was actively tracking it down.  Anyway, yeah.  Might wanna hold off on using it until he's released because from what I read, it was in Beta.
  2. djDarkX said:
    Yeah, I just found it without reading about where it was found.  Was actively tracking it down.  Anyway, yeah.  Might wanna hold off on using it until he's released because from what I read, it was in Beta.
    I informed them via the comments on their site and it's now been removed.

    Still, we now know it's coming.

    From what I can tell though, it's likely to have very different features than what Ellye's building. I may still prefer this one.
  3. Haha, yeah, that was an accident. It's still incomplete as of now.

     

    MuteDay said:
    be warned Ellye yanfly released thier own ATB system

     
    The way I see it, it's better for the community to have multiple copies of the same type of script/plugin. That way, if one doesn't fit the needs of one, the other may. After all, what I may be doing with my ATB might not suit the needs of Ellye's.
  4. SOC said:
    You should play around with the settings to find what works best for you. If you're looking for my exact setup:

    Spoiler
    CSK7XXg.pngdy7z6JI.png
    Spoiler
    I'm also using the Prettier Gauges plugin as well.

    I can confirm, Yanfly's ATB gauge system is in the full plugin download list. I'm gonna wait until it's fully released before I play with it, though. Really happy with Ellye's right now.
    Thank you so much !!! I can not imagine what you've been of help !!! you have been very kind!!!

    Do you know how you can ' Change the colors of the gauges ???

    you noticed that the icons of the status are covered bay HP gauges???
  5. YEEART said:
    I haven't picked this up yet due to the atb battle system completely breaking certain elements of my game. But I'd like to ask a few questions anyway:

    1) Is it possible that this atb system has a 'reverse' atb mechanic? i.e you pick your commands first, then when the bars fill up your actions play out.

    2) Is the speed of the atb dependant on the highest agi? Is it possible to alter this in anyway? Possibly the combined total of each stat?

    Thanks in advance.
    1) Isn't really possible in a true ATB system, because some characters would get to act multiple times before another character, in some situations, so your round of inputs wouldn't always make sense.

    2) For now, it's based only on Agility. It's something I could parametrize, though.

    Yanfly said:
    The way I see it, it's better for the community to have multiple copies of the same type of script/plugin. That way, if one doesn't fit the needs of one, the other may. After all, what I may be doing with my ATB might not suit the needs of Ellye's.
    I agree! Variety is good for the makers, and will be even better for the future players.

    -------------------------

    By the way, I typed out something regarding my current development priorites / roadmap:

    1. Correcting any bugs that pop up (unless they are really complex while also only affecting very specific corner-cases, in this case I might lower their priority a bit).
    2. Finishing the CTB module (turn order prediction and better interaction with skills and items that affect the turn order, plus instant jump from turn to turn).
    3. Casting times and interrupts.
    4. General quality of life improvements, like more parameters for configuring UI and such (but those that are really quick to implement I end up doing before working on other stuff, though).
    5. Optional true-active ATB Mode (ATB keeps flowing while player is selecting input).
    6. Ability to better interact with the turn “slots” in battles, for CTB (i.e: have special stuff happens at specific slots, special buffs, etc.)
    7. Compatibility with other plugins – it’s something I keep in mind while coding (I tend to avoid completely overriding methods that are likely to be used by other popular plugins), but I don’t actively seek it out too much for now (I haven’t actually even looked at any other plugin yet). When I get to this point in my project, I might consider doing “Compatibility Patches” if the need arise.
    8. General performance. I frankly don’t tend to worry much about that, and to be honest this will only change if it ever starts being a notable issue.
  6. Omg I love this script! And I LOVE THE TURN ORDER PREDICTIONS!!!

    You are amazing, thanks for this script!

    I might be using it wrong, but the fight/escape option still doesn't work for me. I have the latest version, because the option for fight/escape is there in the parameters, but nothing happens when I change it.
  7. PaybacK said:
    Omg I love this script! And I LOVE THE TURN ORDER PREDICTIONS!!!

    You are amazing, thanks for this script!

    I might be using it wrong, but the fight/escape option still doesn't work for me. I have the latest version, because the option for fight/escape is there in the parameters, but nothing happens when I change it.
    Are you using Yanfly's Battle Core?
  8. PanoramicPanda said:
    Are you using Yanfly's Battle Core?
    Yes. Was there an option in it that needs to be changed?
  9. djDarkX said:
    In Yanfly's Battle Core, go to the Start Actor Command under Windows and set to false and then the Fight / Escape for the ATB plugin to 1 and you'll see the window for that again.
    Yeah, djDarkX pointed it out to me. This makes the menu come back for me at least.

    Mellye, as this is the one easily self-fixable compatibility issue people seem to keep having, may I suggest sticking it somewhere within the first post?
  10. PanoramicPanda said:
    Yeah, djDarkX pointed it out to me. This makes the menu come back for me at least.

    Mellye, as this is the one easily self-fixable compatibility issue people seem to keep having, may I suggest sticking it somewhere within the first post?
    Yeah, that was pretty simple. Thanks PanoramicPanda.
  11. Mellye said:
    1) Isn't really possible in a true ATB system, because some characters would get to act multiple times before another character, in some situations, so your round of inputs wouldn't always make sense.

    2) For now, it's based only on Agility. It's something I could parametrize, though.

    I agree! Variety is good for the makers, and will be even better for the future players.

    -------------------------

    By the way, I typed out something regarding my current development priorites / roadmap:

    1. Correcting any bugs that pop up (unless they are really complex while also only affecting very specific corner-cases, in this case I might lower their priority a bit).
    2. Finishing the CTB module (turn order prediction and better interaction with skills and items that affect the turn order, plus instant jump from turn to turn).
    3. Casting times and interrupts.
    4. General quality of life improvements, like more parameters for configuring UI and such (but those that are really quick to implement I end up doing before working on other stuff, though).
    5. Optional true-active ATB Mode (ATB keeps flowing while player is selecting input).
    6. Ability to better interact with the turn “slots” in battles, for CTB (i.e: have special stuff happens at specific slots, special buffs, etc.)
    7. Compatibility with other plugins – it’s something I keep in mind while coding (I tend to avoid completely overriding methods that are likely to be used by other popular plugins), but I don’t actively seek it out too much for now (I haven’t actually even looked at any other plugin yet). When I get to this point in my project, I might consider doing “Compatibility Patches” if the need arise.
    8. General performance. I frankly don’t tend to worry much about that, and to be honest this will only change if it ever starts being a notable issue.
    looking forward to this 
  12. Lionheart_84 said:
    Thank you so much !!! I can not imagine what you've been of help !!! you have been very kind!!!

    Do you know how you can ' Change the colors of the gauges ???

    you noticed that the icons of the status are covered bay HP gauges???
    Glad to help in any way! You can change the color of the gauges by changing the "code" in Gauge color 1 and Gauge color 2. For more information on color codes, check this out.

    Oh, that's a good point about status state icons. I guess we'll have to wait for Ellye or someone else to tackle that, as it would be pretty difficult given the nature of the plugin.

    Ellye, don't forget to add an option that allows the current actor to blink/flash when its their turn like when you're targeting enemies with Yanfly's plugins, please! I would much prefer that over "stepping forward" when it's their turn as someone else suggested. And please make sure interrupts are optional and separate from casting times~
  13. SOC said:
    Ellye, don't forget to add an option that allows the current actor to blink/flash when its their turn like when you're targeting enemies with Yanfly's plugins, please! And please make sure interrupts are optional and separate from casting times~
    Will do, also the stepping animation when a turn is ready.

    Oh, and yes, interrupts will be optional. A skill will need to be deliberately flagged as "<interruptable>" and other skills will need to be marked as "<interrupt>", for example (or also <delayable> and <delays>).
  14. SOC said:
    Glad to help in any way! You can change the color of the gauges by changing the "code" in Gauge color 1 and Gauge color 2. For more information on color codes, check this out.

    Oh, that's a good point about status state icons. I guess we'll have to wait for Ellye or someone else to tackle that, as it would be pretty difficult given the nature of the plugin.

    Ellye, don't forget to add an option that allows the current actor to blink/flash when its their turn like when you're targeting enemies with Yanfly's plugins, please! I would much prefer that over "stepping forward" when it's their turn as someone else suggested. And please make sure interrupts are optional and separate from casting times~
    Thanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???

    EX : if I wanted the HP ranging from red , yellow, green ???

    EX : if I wanted the MP ranging from blue to blue ???

    EX : if I wanted the TP ranging from red to yellow ???
  15. Lionheart_84 said:
    Thanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???

    EX : if I wanted the HP ranging from red , yellow, green ???

    EX : if I wanted the MP ranging from blue to blue ???

    EX : if I wanted the TP ranging from red to yellow ???
    here try this Hex color codes
  16. Lionheart_84 said:
    Thanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???

    EX : if I wanted the HP ranging from red , yellow, green ???

    EX : if I wanted the MP ranging from blue to blue ???

    EX : if I wanted the TP ranging from red to yellow ???
    My color Codes 

    IMG_30102015_153843.png

    how it looks in game

    IMG_30102015_140427.png

    ignore the name of the plugin it is a custom rewrite of a few plugins
  17. MuteDay said:
    here try this Hex color codes
    Oh ... thank you ... but as you set ??? Numbers for the .... " F " ????

    MUE_ScreenCore.....???Where can I find this plugin ???
  18. lol MUE is mutation engine, it isnt released due to it is an engine for a hentai game

    LOL put the codes from the webpage in place of the hex codes
  19. In your patch note, the last version is 0404.

    But when I'm downloading with your link, I still have the 0147 (in the plugin manager).

    Maybe an error with the link ? ;) Or just the description of the plugin.
  20. Magni said:
    In your patch note, the last version is 0404.

    But when I'm downloading with your link, I still have the 0147 (in the plugin manager).

    Maybe an error with the link ? ;) Or just the description of the plugin.
    Ooops.

    It was just me being sleepy and forgetting to change the version number in the right places.