Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 12 of 29 View original ↗
  1. SOC said:
    Found a new bug with the step forward. If both characters reach their turn at almost the exact same time, they both step forward:
    Oh, I think I know why this is happening, will fix it soon!

    And yeah, I'll make it optional. Thanks!
  2. Question: Assume I want a battle turn to take exactly enough time for a character with agi/speed 100 to act once at the same time every battle turn, while having a character at 200 agi/speed acting twice. What would I put the different values at? Thanks.
  3. Sebezua said:
    Thanks for such quick fixes! :D

    I've noticed another little issue with the turn order prediction; actors continue to appear in the lineup even if they're dead. Although, enemies disappear from it as soon as they die, so I don't know if this is a bug or you intended this so revived actors keep their spot. Either way it'd be great if you could fix(?) this, or at least add an option to remove dead actors from the lineup.

    Thanks again for being so responsive with the other issues! :cutesmile:
    Oh, it was indeed an oversight. Thanks for pointing this out! I'll get to work more on the turn prediction interface now, so I'll polish this kind of stuff.

    SOC said:
    Can you put the version number at the beginning of the plugin description, please? Thanks!

    The step forward is okay, but I'd like an option to disable it. I'd prefer an "actor blink/flash" option instead, especially if you plan on adding things like cast times~

    Found a new bug with the step forward. If both characters reach their turn at almost the exact same time, they both step forward:
    Done!

    Cel said:
    Question: Assume I want a battle turn to take exactly enough time for a character with agi/speed 100 to act once at the same time every battle turn, while having a character at 200 agi/speed acting twice. What would I put the different values at? Thanks.
    I believe this would require a Base Fill of 0 in order to have 200 Agility be exactly the double of 100 Agility, which I don't quite recommend, but still:

    Turn Timer: 100Base Fill Speed: 0Agility Weight: 100 (or any value in this case, actually, it will only change the speed)Add some initial ATB for everyone so that Turn Timer doesn't coincide exactly with the turn of the 100 agility actor, if you so wish.
  4. Thank you, works just like I want it to.
  5. Mellye said:
    Oh, the formulas work this way:

    ATB Gauge fills by: base_fill + AGI * (AgiWeight/100)

    Turn Timer fills by: base_fill + Turn_Timer * (AgiWeight/100)

    In other words, Turn_Timer is the AGI of the turn.

    You'll want Turn Timer to be 10, then (and disable Average Turn Timer).

    Leave Agility Weight as 100, set Base Fill Speed to 10.

    You'll probably want to reduce Full ATB to a lower value, though (or alternatively increase both Agility Weight and Fill Speed at the same proportion, like 200 and 20, 300 and 30, etc, while leaving Turn Timer as 10).

    DHxGDxn.png

    Ok this makes alot more sense now. Thanks!

    You should maybe put that formula in the help.

    Another quick question... any chance of adding a Y offset? I would like to stick in a 5th char and have room to show his stats.
  6. clitvin said:
    You should maybe put that formula in the help.
    Makes sense, I'll do that.

    clitvin said:
    Another quick question... any chance of adding a Y offset? I would like to stick in a 5th char and have room to show his stats.
    I'll have to take a closer look, because if I remember correctly a y-offset would work slightly different than what we have now (because of how the status bar is divided into lines and such). It's possible, though.
  7. Thank you for making your plugin compatible with YEP. Battle Egine ... and the character now be realized the step forward ... but now no longer does the step forward when he attacks .... there is a way to make him make ????
  8. Hi Mellye,

    nice job! To me your plugin is a must have for a rpg maker game....but could we mb get a switch to disable the pause mode while choices etc.?

    I possibly want the player to react a litte bit quicker and be in a hurry instead of thinking for hours :)

    Lunesis said:
    This is the plugin everybody was looking for, so great job! I would like to know if it would be possible for the bars to wait until you are done picking your actions, so that you have a moment to think while also keeping the ATB system in place? I really like the idea of stacking agi to have a noticeable advantage, but also not feeling rushed while making tactical decisions.
    @Lunesis: Isnt it that way atm? My fight pauses as soon as someone is rdy to react
  9. Nomi said:
    Hi Mellye,

    nice job! To me your plugin is a must have for a rpg maker game....but could we mb get a switch to disable the pause mode while choices etc.?

    I possibly want the player to react a litte bit quicker and be in a hurry instead of thinking for hours :)
    Yes, "Active Mode" is on my to-do list.

    For now we indeed only have "Wait Mode".
  10. This is a great plugin, but I don't suppose there's a way to make it so that turns are based on seconds. I ask because I plan to make a very large amount of "dot" and "hot" based skills, and I need my states to deal damage based on time.

    Also, can it be changed so that the atb bar doesn't stop during attacks and skill animations?
  11. Just wanted to let you know that the latest version seems to be working nicely with Skill Cooldown now :)
  12. Question, is it possible to add a function to switch portraits for the ATB gauge based on if an actor is knocked out or not? Say, changing the portrait to grey scale if they're knocked out, or calling another picture?
  13. Cel said:
    Question, is it possible to add a function to switch portraits for the ATB gauge based on if an actor is knocked out or not? Say, changing the portrait to grey scale if they're knocked out, or calling another picture?
    You mean, for the Turn Prediction interface? That's a good idea, so you can keep track of when their turns would be in case they get revived. I will see if I can add it as an option as I work on the CTB (I think I'll have a larger update tomorrow).
  14. Exactly. Though just grey portraits would help a lot in itself, maybe it could be expanded to allowing notetags inside the actor window to decide multiple portraits based on HP percentages, or states, or similar things?
  15. Is there an option to remove portraits upon the battler's death?
  16. Cel said:
    Exactly. Though just grey portraits would help a lot in itself, maybe it could be expanded to allowing notetags inside the actor window to decide multiple portraits based on HP percentages, or states, or similar things?
    This is a great idea!
  17. Dear Ellye,

    I am very glad to see ATB plugin come so fast after launch  of MV.

    I just want to give you some suggestion or request:

    1. Can you add option for ATB Type? AFAIK there is three types of ATB: 1. Active (ATB always run), 2. Wait (ATB will stop when player choosing item or skill), 3. Passive (ATB always stop when one of actors ATB gauge is full);
    2. Can you add a way to escape during battle?
    3. Can you add option for not moving window player status to the center everytime ATB is full? Personally I find this behavior is a little bit annoying.
    Thank you very much for your effort.

    Regards,

    Ryan
  18. Hey Ellye!

    Belo trabalho! Estou acompanhando desde o lançamento. Você é demais cara, pelamor...

    Alguma ideia de quando lançará o suporte Cast Skill? É principalmente nisso que estou interessado no plugin.

    Grato!

    (en) 

    Hey Ellye!

    Beautiful work! I am following it since the launch. You are awesome guy, ohmy ...

    Any idea when will release Cast Skill support? It is mainly what I'm interested in the plugin.

    Grateful!
  19. Is there a way to show the enemy's TP bar?
  20. Sera said:
    Is there an option to remove portraits upon the battler's death?
    That will be the default behaivor, even. Going to change it in the next update (likely this evening or tomorrow morning)

    RyanBram said:
    Dear Ellye,

    I am very glad to see ATB plugin come so fast after launch  of MV.

    I just want to give you some suggestion or request:

    1. Can you add option for ATB Type? AFAIK there is three types of ATB: 1. Active (ATB always run), 2. Wait (ATB will stop when player choosing item or skill), 3. Passive (ATB always stop when one of actors ATB gauge is full);
    2. Can you add a way to escape during battle?
    3. Can you add option for not moving window player status to the center everytime ATB is full? Personally I find this behavior is a little bit annoying.
    Thank you very much for your effort.

    Regards,

    Ryan
    1 and 2. are planned

    3. I can take a look at that.

    Ozuma said:
    Any idea when will release Cast Skill support? It is mainly what I'm interested in the plugin.
    Shouldn't take long - it's just that today I had to be away form the PC for the whole day (boardgame party, worth it).

    My first priority as far as features go is finishing up the turn prediction system, and skills with casting time are right behind it.

    afonsobr said:
    Is there a way to show the enemy's TP bar?
    If you meant ATB, yes, it's something I plan to implement later on after the core features are done.

    Thanks all for the feedback!

    Update:

    For now, I'm publishing the changes that allow for ATB formulas to be setup in the [Note] field (plus some other new goodies). Those will be needed for the CTB prediction, and they also avoid many possible pitfalls of using the Formula field.

    Do check help, because they work slightly different. Or, to quote the Help text here:

    Code:
    /*:  * USING THE [NOTE] FIELD TO SETUP SKILLS THAT INTERACT WITH ATB: * In each Skill or Combat Usable Item, you can set up [NOTE]s that interact with the ATB system. * There's the following notes: * <self_atb:FORMULA> * <target_atb:FORMULA> * * It's important to note that those need to be ARITHMETICAL FORMULAS, not commands. * The following examples are valid: * <self_atb:25000> #This would make a quick skill, as your next turn will come faster. * <self_atb:-25000> #This one would delay your next turn * <self_atb:50*a.agi - 20*b.agi> #This would give the user some ATB based on the difference of AGI between him and the target * <target_atb:25000> #This would GIVE the target some atb, making his turn come quicker. * <target_atb:-10000> #This would DELAY the target next turn * <target_atb:-50*(3*a.mat - b.mdf)> #This would DELAY the target next turn based on the difference between the attacker Magic Attack and the target Magic Defense * * So: * It needs to be a formula that results in a NUMBER, not a command. Do not use "a.atb+=5000;" or similar assignments. * You do can use methods like Math.random or Math.Max; you do can use if-else conditions; just make sure that the end result will be a number and that you aren't executing any action except calculating that number. * POSITIVE numbers will always GIVE ATB, no matter if for caster or target. * NEGATIVE numbers will always REMOVE ATB, no matter if for caster or target. * Important note about SKILL WITH MULTIPLE TARGET: The "self_atb" parameter applies ONCE PER TARGET HIT, so balance accordingly (this was also the case with the Formula field). */