Just updated this for the first time in quite a while.
Thank you so much for the Instant ATB option! That's a godsend.
A few things, though:
Even with all of the ATB calculation settings at their default values, the turn prediction seems to fling itself around quite unpredictably. For example, the actor whose turn it currently is will often be suddenly pushed into the #2 spot, with the person who goes next being in the #1 spot.
The average turn timer doesn't seem to be working for me (turn end events never trigger), although that could be because I'm misunderstanding its purpose.
Is there still no way to set it so that a turn = an action? As in, turn end events triggering after every action?
Ellye's ATB (also includes CTB option)
● ARCHIVED · READ-ONLY
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Weird about the CTB and the average turn timer, I'll check it out - maybe something new caused some issue.Just updated this for the first time in quite a while.
Thank you so much for the Instant ATB option! That's a godsend.
A few things, though:
Even with all of the ATB calculation settings at their default values, the turn prediction seems to fling itself around quite unpredictably. For example, the actor whose turn it currently is will often be suddenly pushed into the #2 spot, with the person who goes next being in the #1 spot.
The average turn timer doesn't seem to be working for me (turn end events never trigger), although that could be because I'm misunderstanding its purpose.
Is there still no way to set it so that a turn = an action? As in, turn end events triggering after every action?
As for the one turn per action, I'll be providing it as a "per encounter" option (you'd set it up in the Troops page), since this would mostly be used for the Battle Event management. I plan to have it done this weekend, together with the next batch of updates. -
It's possible to include a system like Grandia or Child of Light with the preparation voidable attack/skill if an enemy attack the target ?
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That's good to hear.
Side note: how is the <cast_time> function supposed to be working? I've been reading through the thread but I can't find any posts about it.
Is this for skills that need a turn to be prepared? Like, you select the skill, then you have to wait until the user's next turn for it to activate? Because I added <cast_time:2> to one of my skills but it just cast instantly, like any other skill would. -
The cast timer goes by the atb time so if you want a skill to charge for a full turn, you need to set it to 50000 by default. You set it to 2 which is far shorter.That's good to hear.
Side note: how is the <cast_time> function supposed to be working? I've been reading through the thread but I can't find any posts about it.
Is this for skills that need a turn to be prepared? Like, you select the skill, then you have to wait until the user's next turn for it to activate? Because I added <cast_time:2> to one of my skills but it just cast instantly, like any other skill would.
If you intended to wait for two turns, set it to 100000.
And to the OP, it seems to work well, it would be nice if their was some indication of when the skill will fire in the atb bar. -
Yes, it's one of my main personal reasons to create this system. I'm big fan of Grandia battle.It's possible to include a system like Grandia or Child of Light with the preparation voidable attack/skill if an enemy attack the target ?
Oh, I barely documented it because I don't really think it's quite ready to be used yet (no visual indications at all, for example). But the number you should use is how much "ATB" it needs to cast. By default, one full ATB gauge (a turn for that person, basically) would be 50000 - so 2 seems basically instantly in comparison, yeah.That's good to hear.
Side note: how is the <cast_time> function supposed to be working? I've been reading through the thread but I can't find any posts about it.
Is this for skills that need a turn to be prepared? Like, you select the skill, then you have to wait until the user's next turn for it to activate? Because I added <cast_time:2> to one of my skills but it just cast instantly, like any other skill would. -
Ahh, that makes sense. My mistake. When using a value equivalent to the full ATB gauge (1000, in my case), it does essentially what I wanted it to do. There are a few visual issues but I imagine you're already aware of most of them, since you said you're going to get to that later.Oh, I barely documented it because I don't really think it's quite ready to be used yet (no visual indications at all, for example). But the number you should use is how much "ATB" it needs to cast. By default, one full ATB gauge (a turn for that person, basically) would be 50000 - so 2 seems basically instantly in comparison, yeah.
Is it going to be possible to set Cast Time values higher than the max ATB? That doesn't seem to work at the moment, the system just keeps waiting for the battler to get the required amount of ATB but they're already capped out. (I'm not 100% certain of this since I do keep getting killed by my enemies while I'm waiting)
It would be nice to have some really powerful skills that require an equivalent of three turns to charge, for example.
EDIT: I'd also like to second that request for interruptable cast times, preferably cancelling the skill but not affecting the amount of ATB that has been charged so the target can still act when they were originally going to act. But it sounds like you're already interested in implementing interrupts, so perhaps this is a redundant suggestion. -
Should be possible to set for more than one ATB bar - if it isn't working, it's a bug; I'll remember to check it out.Ahh, that makes sense. My mistake. When using a value equivalent to the full ATB gauge (1000, in my case), it does essentially what I wanted it to do. There are a few visual issues but I imagine you're already aware of most of them, since you said you're going to get to that later.
Is it going to be possible to set Cast Time values higher than the max ATB? That doesn't seem to work at the moment, the system just keeps waiting for the battler to get the required amount of ATB but they're already capped out. (I'm not 100% certain of this since I do keep getting killed by my enemies while I'm waiting)
It would be nice to have some really powerful skills that require an equivalent of three turns to charge, for example.
I agree with the actor retaining the ATB he was accumulating for the cast (maybe up to a maximum amount), when he gets interrupted. I'll probably leave this up to parameterization, so that each Maker can select how it will behave.EDIT: I'd also like to second that request for interruptable cast times, preferably cancelling the skill but not affecting the amount of ATB that has been charged so the target can still act when they were originally going to act. But it sounds like you're already interested in implementing interrupts, so perhaps this is a redundant suggestion. -
Hoooo !! I love you too much !Yes, it's one of my main personal reasons to create this system. I'm big fan of Grandia battle.
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im excited to see how this works with my games custom weapon damages
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Woooow !!! Excellent request !!! I wonder if you can do !!! I love the system's series Grandia !!!It's possible to include a system like Grandia or Child of Light with the preparation voidable attack/skill if an enemy attack the target ?
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I've made a quick update here for casting gauges to appear while casting, but I have no way to test it now (not at home).
Basically, while casting, your ATB Gauge turns into a casting gauge, with a different, configurable, color (violet by default), and the speed it fills up aligns with how long the cast is.
I've also added the option to show the name of the skill being cast instead of the ATB gauge name, while casting.
Will upload it at night when I get home. -
This. Sounds. AWESOME! I'm so excited!!!I've made a quick update here for casting gauges to appear while casting, but I have no way to test it now (not at home).
Basically, while casting, your ATB Gauge turns into a casting gauge, with a different, configurable, color (violet by default), and the speed it fills up aligns with how long the cast is.
I've also added the option to show the name of the skill being cast instead of the ATB gauge name, while casting.
Will upload it at night when I get home. -
It's still lacking actual animations for the actors and any sort of casting indicator for monsters, though.
Another thing I'm soon going to include is the option to set different parameters for casting speed, per skill (so you can have some skill that use MAT instead of AGI to determine their casting speed, for example, if you so wish). -
Nice update! Thank you.
I think I might've noticed a small bug.
Going from one battle to another, it seems that the ATB gauge doesn't reset from battle to battle. Is there something I'm missing?
And if this is something to fix, can I ask you to consider preemptive and surprise attacks?
Like setting actor's or enemy's ATB to 95% of max if preempted or surprised? -
Thanks!Nice update! Thank you.
I think I might've noticed a small bug.
Going from one battle to another, it seems that the ATB gauge doesn't reset from battle to battle. Is there something I'm missing?
And if this is something to fix, can I ask you to consider preemptive and surprise attacks?
Like setting actor's or enemy's ATB to 95% of max if preempted or surprised?
Pre-emptive / surprise attacks should already be working - they give 100% ATB to either player or enemies.
The ATB should reset from battle to battle; to help me debug what's happening on your end, can you give me your parameter values for "Starting ATB" and for "Starting ATB Random Bonus"? -
It's 50 and 0 respectively.Thanks!
Pre-emptive / surprise attacks should already be working - they give 100% ATB to either player or enemies.
The ATB should reset from battle to battle; to help me debug what's happening on your end, can you give me your parameter values for "Starting ATB" and for "Starting ATB Random Bonus"?
And thanks for taking care of the preemt/surpr thing before I needed to ask! :-D -
Hmm, with those values they should have some starting ATB based on their agi (50 times their agi, if Agility Weight is 100).It's 50 and 0 respectively.
And thanks for taking care of the preemt/surpr thing before I needed to ask! :-D
If their AGI is high enough, this might appear like they have a lot of ATB. Just to be sure, try setting Starting ATB to 0, for the sake of testing.
Thanks! -
Just tried it.Hmm, with those values they should have some starting ATB based on their agi (50 times their agi, if Agility Weight is 100).
If their AGI is high enough, this might appear like they have a lot of ATB. Just to be sure, try setting Starting ATB to 0, for the sake of testing.
Thanks!
No change.
Whoever kills the enemies has 0 ATB at the start of the next battle. Everyone else has the same amount as they did at the end of the previous fight. -
how do we set a cast timer on skills?