This script must be under animatedSVEnemies.js if you want the enemis gauges to appear and if you use animated enemies, but it works great !
I have two requests and a question :
- HP bar under or above enemies gauges ? When added with another plugin, the style is not the same..
- Full active time battle with no pause when choosing a skill or during skill animation and half active time battle with pause during choice but no pause during skill animation. (Pleaaaaase)
- In the plugin's parameters there's "ATB Gauge Text Width" but I cannot find anywhere the other gauges text width ! So if I write "Mana" instead of "MP", it's not as wide, the letters seems to try to fin in the same space as "MP". Do you know where is it ?
Edit : Oh and... May I... Only cast times, and no ATB time, is it possible ? Could it be ? ...
I'd like to make a CTB with cast times and bars...
I LOVE THIS PLUGIN, so many possibilites, it's the first time I prefer another's plugin than Yanfly's... Even counting all his VX's...
Ellye's ATB (also includes CTB option)
● ARCHIVED · READ-ONLY
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I may have found a bug, I can't seem to get back to the Fight / Escape commands when entering battle. I also tried turning on the parameter to have it display at the start of the battle, however still no luck. I tried this in a fresh project and it still didn't work D:
Amazing plugin though, thank you so much! :)
Thanks. -
Hmm, it would be a bit different from an ATB because, if I understood it right, in the end it would still have each character/enemy acting once per turn. It would be closer to the vanilla RM system, but with input being more dynamic. I'll see if I can do something like that later, probably as a separate plugin.Hello Mellye, I was wondering if there was any way to tune the turn system to behave like the system here I am requesting here: http://forums.rpgmakerweb.com/index.php?/topic/48658-yami-tbb-like-battle-system-turn-based-with-instant-actions/
I got pretty close by turning instant atb on and hiding the bars, however I don't know how to tune the turn parameters so that a turn passes when all movable battlers have acted and only then. Actors should only be able to act once per turn. If it's possible, could you help me out? Thanks!
That was my first idea for the casting gauges too. In general, I plan to allow some parameters to customize how the background of the gauges look, so this should be possible.i have to say after trying both yanflys ATB and elley's, i personally prefer elley's more. I'm just hoping future plugins from others will always be compatible for elley's atb as well :D
One thing I really liked about yanfly's design on his atb was his cast bar overlapped the atb's previous color, which looks amazing with the "pretty guages" plugin by rocketmancer. Anyway to incorporate a similar effect for your plugin elley?
Yeah, after adding the ATB gauges, it makes sense to also offer HP/MP gauges so they can all follow the same style. Will do that.- HP bar under or above enemies gauges ? When added with another plugin, the style is not the same..
They are on my plans, but they will probably be the last things to be added, and will likely be added as a separate plugin (those feature are very likely to have a lot of compatibility issues with a lot of stuff).- Full active time battle with no pause when choosing a skill or during skill animation and half active time battle with pause during choice but no pause during skill animation. (Pleaaaaase)
Oversight on my part, I indeed hadn't thought about that. I'll add those paramters.- In the plugin's parameters there's "ATB Gauge Text Width" but I cannot find anywhere the other gauges text width ! So if I write "Mana" instead of "MP", it's not as wide, the letters seems to try to fin in the same space as "MP". Do you know where is it ?
Yes! I want to offer this option, but I don't know yet where to show the casting bar in this case. It would be weird for it to suddenly appear down there in the status bar - unless it always appear, but stays empty most of the time. Perhaps bellow/above the actors, like it does with the Enemies? Perhaps in their face in the turn prediction interface, if enabled?Edit : Oh and... May I... Only cast times, and no ATB time, is it possible ? Could it be ? ...
I'd like to make a CTB with cast times and bars...
Oh, thanks for reminding me - this is a pending issue. I mostly designed this with a different type of escape in mind, but I should also include the option to just use the standard Escape method at any time.I may have found a bug, I can't seem to get back to the Fight / Escape commands when entering battle. I also tried turning on the parameter to have it display at the start of the battle, however still no luck. I tried this in a fresh project and it still didn't work D:
Amazing plugin though, thank you so much! :)
Thanks. -
About the "only Cast gauge and no ATB", I think the empty casting gauge instead of the ATB one is good.
You could also put it under the battlers, like the enemies, but, if you don't activate the bars for the enemies it'll look weird.
Maybe make both possible...
I think it's not a good idea to put it in the prediction interface as, it'll be a more interesting system without the prediction interface ! You look at the gauges saying "quicker !! quicker!!" to your gauge, hoping to fill it before the monsters... :p Not interesting if the prediction interface tell you already "you'll act second, sorry"...
Anyway, thanks again, this plugin is fantastic already :) -
Would it be possible to add static cast times that are independent of actor stats?
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Currently not yet, but yes, this is on my to-do list (together with the possibility of making different stats relevant for the casting of different skills, instead of Agi for everything, if one so wishes).Would it be possible to add static cast times that are independent of actor stats?
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Bug detected BD
In monster database :

In Battle :

Good luck :guffaw: -
Hmm, weird, it seemed to be working as normal when I tried early today. I'll be able to take a look at this tonight, but meanwhile:Bug detected BD
In monster database :

In Battle :

Good luck :guffaw:
Just to be sure, and sorry for such a silly question, but can you confirm that you do have a faceset called "Monster" in your project? I'm not sure if RM translations might rename them or something like that. -
Just tried and it works for me...
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I have Monster.png in folder faces it's RTP ^^Hmm, weird, it seemed to be working as normal when I tried early today. I'll be able to take a look at this tonight, but meanwhile:
Just to be sure, and sorry for such a silly question, but can you confirm that you do have a faceset called "Monster" in your project? I'm not sure if RM translations might rename them or something like that.
Monster.png :

If i name monster.png i have this message but it's normal :

I've tested with only ATB pluggin in ON
Config pluggin :

Edit : FIND !
The monster face not load at phase fight/Escape but worked after.

And after :

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Oh, it's a pre-load issue. I need to make sure that the system preload the faces so that they all show up correctly instantly.
Thanks! -
I noticed when naming the bar "AT", I wanted to leave it blank so i erased a name but there was still the name "AT", is it possible to leave it without a gauge name like yanfly's?
Also yanfly's plugin seemed to allow stat effects to over lap his ATB guage, so it won't be covered up, is it possible for yours to do the same ellye?
would it be possible to increase the text width for the TP bar as well as HP/MP? -
When you add HP, MP gauges, can you eventually can a feature to only show them under certain circumstances?
Like say ffx style where you have to scan the enemy before the bars will show up, then after that they'll always show? -
The system is looking for 'Monsters.png.png', not 'Monsters.png'.
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Oh, I think I know why this is happening. While I can't get home to fix it, try to leave a blankspace (instead of nothing) and see if it work around the issue for now.I noticed when naming the bar "AT", I wanted to leave it blank so i erased a name but there was still the name "AT", is it possible to leave it without a gauge name like yanfly's?
Also yanfly's plugin seemed to allow stat effects to over lap his ATB guage, so it won't be covered up, is it possible for yours to do the same ellye?
As for the second point, Yanfly's ATB bar appears before the HP/MP/TP gauges right? So it's in the same general area that states normally appear. I might allow states to go over to the right, to appear over the ATB bar, if that's desirable.
By the way, I included some options for state icons position and offset in a recent update - if you happen to be having issues where it shows up below the HP bar, try to reduce the "Name Width" parameter. -
Script compatible with Final Fantasy Style BattleLog v1.00
Juste modify script at line 138 if you're using align center :
Window_Selectable.prototype.initialize.call(this, Graphics.boxWidth / 2 - width / 2, 60, width, height);

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The spaces worked nicely. If you can have option for stats overlap the ATB bar would be awesome :DOh, I think I know why this is happening. While I can't get home to fix it, try to leave a blankspace (instead of nothing) and see if it work around the issue for now.
As for the second point, Yanfly's ATB bar appears before the HP/MP/TP gauges right? So it's in the same general area that states normally appear. I might allow states to go over to the right, to appear over the ATB bar, if that's desirable.
By the way, I included some options for state icons position and offset in a recent update - if you happen to be having issues where it shows up below the HP bar, try to reduce the "Name Width" parameter.
Also I'm not sure if anyone else is getting this bug, but this happened since I downloaded the new patch for elley's atb, but during battle the menus and selecting monsters/skills/anything is very slow to react. Feels like huge lag, there's a lot of pauses. I will select a skill and then the menu appears after 1-2 seconds after i've clicked.
I've tried disabling elley's atb and using yanfly's atb and there are no problems with the lag in between.
Is this something you can look into and fix elley? :( -
Try disabling both the enemy's ATB gauges and enemy's Cast gauge and see if the lag persists?Also I'm not sure if anyone else is getting this bug, but this happened since I downloaded the new patch for elley's atb, but during battle the menus and selecting monsters/skills/anything is very slow to react. Feels like huge lag, there's a lot of pauses. I will select a skill and then the menu appears after 1-2 seconds after i've clicked.
I've tried disabling elley's atb and using yanfly's atb and there are no problems with the lag in between.
Is this something you can look into and fix elley? :(
The way I have those set up right now is very intensive, being updated way more often than it's actually needed (part of the reason why I'm calling them a work in progress). I'll be cleaning that up tonight.
I've made a quick change for now, see if it helps? Thanks! -
I like the faces on top which is why I'd use this over Yanfly's ATB at the moment.
Since I am using the CTB function, I wonder how I can remove the AT and the MP gauges. I'm not using the latter. -
Try disabling both the enemy's ATB gauges and enemy's Cast gauge and see if the lag persists?
The way I have those set up right now is very intensive, being updated way more often than it's actually needed (part of the reason why I'm calling them a work in progress). I'll be cleaning that up tonight.
I've made a quick change for now, see if it helps? Thanks!
hmm ya i dunno it's still lagging really bad even after turning those off... :(