Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 15 of 29 View original ↗
  1. Spoiler
    SbHp4mf.jpg
    So close to perfection! I feel bad asking for this, but is there a way you could edit a separate option for the font size of "casting" text? Obviously you can see longer skill names will get a little jumbled when there's enough room in larger resolutions.

    I also feel bad for asking for this, but I don't know who else could do it. I think it would be good if we could create a native RMMV "button" (like the "L" and "R" buttons for switching between actors in status/equip menu) to "skip" a turn and switch to the next actor available. I guess skipping could be customizable to cost a predetermined amount of ATB or not. I'm totally fine with this not being plausible, or just too much work, or having us create our own command to "skip" like below "items" in the battle menu. Ah I feel bad posting this! Like I'm spoiled and not grateful enough for what I have. I hope I don't come across that way haha! This is such an amazing plugin! You are so wonderful.
  2. Sol Rising said:
    how do we set a cast timer on skills?
    You can now set up casting times by adding:

    <cast_time:NUMBER>

     On the [Note] tag of a skill. For example, <cast_time:25000> would require the same time as half of a full default ATB gauge.

    Maliki79 said:
    Just tried it.

    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.
    Strange; sounds like it could be a compatibility issue with some other plugin overriding my Battle Start method. Are you using any other plugin? (Sorry if I already asked that). I might be able to do a compatibility patch if that's the case.

    @SOC (for some reason I'm not being able to quote your post):

    What I plan to do in my game is to use "Guard" as a "Wait" - making it give <caster_atb:+30000>, for example.

    But I might code such a command directly into the plugin, too.

    And thanks, I'm happy that the plugin is being useful!

    Also, I noticed from your screenshot that I still need to allow for adjustment of the status icons!
  3. Mellye said:
    You can now set up casting times by adding:

    <cast_time:NUMBER>

     On the [Note] tag of a skill. For example, <cast_time:25000> would require the same time as half of a full default ATB gauge.

    Strange; sounds like it could be a compatibility issue with some other plugin overriding my Battle Start method. Are you using any other plugin? (Sorry if I already asked that). I might be able to do a compatibility patch if that's the case.
    You are absolutely right!

    I checked and it seemed it was a combo system I'm making that caused the issue.

    I know next to nothing about JS and aliasing in it is turning into a pain.  LoL

    But anyway, I got it working as intended.  Thanks again for the help and continued updates!
  4. Maliki79 said:
    You are absolutely right!

    I checked and it seemed it was a combo system I'm making that caused the issue.

    I know next to nothing about JS and aliasing in it is turning into a pain.  LoL

    But anyway, I got it working as intended.  Thanks again for the help and continued updates!
    No problem! If you need any help with the aliases and such, feel free to send a PM!
  5. Found a new(?) bug:

    If two actors perform actions at the exact same time they finished charging, it cancels the second actor's turn and they must re-input their decision again (but they start at full ATB).
  6. SOC said:
    Found a new(?) bug:

    If two actors perform actions at the exact same time they finished charging, it cancels the second actor's turn and they must re-input their decision again (but they start at full ATB).
    Thanks, I think I know why this happens! Should be easy to fix, I'll get to it tomorrow.

    Do report anything else, please.
  7. Well I don't know if this is a bug or not, but during the "cast animation" of a skill, the ATB gauge goes back to showing a normal full ATB gauge instead of continuing to show the full cast bar and the skill name above it. I think it would be better if it continued to show the skill name and cast bar during the casting of the skill.
  8. SOC said:
    Well I don't know if this is a bug or not, but during the "cast animation" of a skill, the ATB gauge goes back to showing a normal full ATB gauge instead of continuing to show the full cast bar and the skill name above it. I think it would be better if it continued to show the skill name and cast bar during the casting of the skill.
    Yes , I also think it would be better that way . But who knows whether it is a bug or something you want .

    A request : You can do that while the casting gauges is filled , the character assumes the pose of casting skill ???

    If only for the skills that appear to be magic ... not physical ones !!
  9. Thanks for this plugin !

    I have a question, how do you setup a battle to start with a surprise attack or a preemptive round ?
  10. Lionheart_84 said:
    A request : You can do that while the casting gauges is filled , the character assumes the pose of casting skill ???
    Yep, I'm going to give this option soon!

    SOC said:
    Well I don't know if this is a bug or not, but during the "cast animation" of a skill, the ATB gauge goes back to showing a normal full ATB gauge instead of continuing to show the full cast bar and the skill name above it. I think it would be better if it continued to show the skill name and cast bar during the casting of the skill.
    It indeed would look better with the casting bar still visible while the actor uses the skill, good point!

    I'll try to change this tonight or tomorrow.

    @mekka2000

    If it's an Event battle, I believe you have the option to force it to be either.

    Otherwise, the chance is calculated based on the difference of Agility between the party and the enemies - but even when the difference is quite extreme, the chance is still low (my script doesn't change it - I might actually allow for it to be changeable).
  11. Mellye said:
    Yep, I'm going to give this option soon!

    It indeed would look better with the casting bar still visible while the actor uses the skill, good point!

    I'll try to change this tonight or tomorrow.

    Ok ... thanks for taking into consideration my idea!!! ... I'll wait the next uptade plugin ... so will solve the fact of the gauge with the casting ...

    More you tried to ensure that the ATB gauge changes color according to the status inherent speed ??? EX: Haste , Slow , Stop???

    Can I make a request ??? You can make sure that the ATB gauge while filling is of a color , and when it is full it takes another ????
  12. Mellye said:
    It indeed would look better with the casting bar still visible while the actor uses the skill, good point!

    I'll try to change this tonight or tomorrow.
    Thank you! Don't forget about being able to change the position of the state icons too, please!
  13. SOC said:
    Thank you! Don't forget about being able to change the position of the state icons too, please!
    Yes .... I also agree !!!
  14. Another thing that I'll try to implement this weekend are the optional ATB gauges and Cast gauges for enemies (with the option to show none, only cast, or both).

    I'm pondering a bit on how to make the visual aspect of turn prediction while selecting skills more appealing. I'll probably allow the Maker to set up Icons to appear next to the faces/names of the characters that would be affected. For example, while hovering over "Quick Strike", your character portrait at the top of the screen could have a green arrow point upwards to better demonstrate that his turn order would be positively affected by that skill. Too bad the RTP doesn't have any clear icons like that, the closest ones would be the "Agi up" and "Agi down" icons, so no good default options.

    I also need to fix a few issues with the turn prediction, and make it play nicely with casting times.
  15. Mellye said:
    Another thing that I'll try to implement this weekend are the optional ATB gauges and Cast gauges for enemies (with the option to show none, only cast, or both).

    I'm pondering a bit on how to make the visual aspect of turn prediction while selecting skills more appealing. I'll probably allow the Maker to set up Icons to appear next to the faces/names of the characters that would be affected. For example, while hovering over "Quick Strike", your character portrait at the top of the screen could have a green arrow point upwards to better demonstrate that his turn order would be positively affected by that skill. Too bad the RTP doesn't have any clear icons like that, the closest ones would be the "Agi up" and "Agi down" icons, so no good default options.

    I also need to fix a few issues with the turn prediction, and make it play nicely with casting times.
    Maybe that : (jauge in right)

    https://youtu.be/WI13z6mylss?t=45s

    Like Grandia Mouhahahahahaha
  16. Rito said:
    Maybe that : (jauge in right)

    https://youtu.be/WI13z6mylss?t=45s

    Like Grandia Mouhahahahahaha
    That's very Grandia Style, I love that stuff.

    The reason I don't do my plugins like that is because this type of HUD requires custom graphics to look good. And I really like to make my plugins as plug-and-play as possible, without requiring any tailor-made art asset or such.

    Still, maybe in the future I might decide to create such a module. I'd probably go full Grandia if I did so, though.
  17. I think I'll replay again ...

    Haaaaaaaaaaaa !! I can not anymore !!

    The script is compatible with enemy HP of MogHunter and the prediction false :D  , good luck for fixe it :

    1446848589-sans-titre.jpg
  18. Where can I get the enemy hp plugin?
  19. A few changes right now:

     * 2015-11-07-0036: Made the turn prediction understand casting times (work in progress, still needs improvment (and visual indicators)). It doesn't read casting times on hover yet, though.

     * 2015-11-07-0036: Fixed an issue with the Turn Predction not working properly with skills that delayed the caster turn.

     * 2015-11-07-0036: The cast bar remains visible while the actors executes their skill.

     

    I also cleaned a few things up around the code overall, so let me know if any new bugs come out of that.

     

     

    I'll be fixing bugs and implementing pending requests and features throughout this weekend.