Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 18 of 29 View original ↗
  1. Sol Rising said:
    hmm ya i dunno it's still lagging really bad even after turning those off... :(
    I'll send you a PM so we may try to figure out what's happening.
  2. This is a very cool ATB!  I have a feature request-

    Possible to show enemy ATB bars only when paused for the player's turn?  So it's invisible until the actor steps forward to pick their action then disappears once an action is chosen?
  3. Pluggin compatible with Weather EX of Moghunter, just launch New Game for initializing :

    1446973141-sans-titre.jpg

    I seem irritating but ...

    There is a worry to the new face of change in the actors :

    1446974085-sans-titre.jpg

     

    <self_atb:25000> in hero note doesn't worked too  :p

     

    My name is Bug detector mouuuuhahahahahahaa
  4. Nohmaan said:
    This is a very cool ATB!  I have a feature request-

    Possible to show enemy ATB bars only when paused for the player's turn?  So it's invisible until the actor steps forward to pick their action then disappears once an action is chosen?
    That's an interesting idea, I hadn't thought about that. It's possible, yes - I'll add that option, thanks!

    Rito said:
    Pluggin compatible with Weather EX of Moghunter, just launch New Game for initializing :

    I seem irritating but ...

    There is a worry to the new face of change in the actors :

     
    Oh, for Actors the script is indeed simply getting the face that is setup directly in the database, not by Note field. I might give support for that too, though.

    Rito said:
    <self_atb:25000> in hero note doesn't worked too  :p
    Did the skill also had casting times or any other modifiers?
  5. Mellye said:
    Did the skill also had casting times or any other modifiers?
    I would start the fight with 25000 fixe (for exemple) only with 1 actor. It's possible ? Not with random.
  6. Rito said:
    I would start the fight with 25000 fixe (for exemple) only with 1 actor. It's possible ? Not with random.
    Oh, got it, starting atb modifier per Actor (or per class).

    I hadn't thought of that, it can be done, yes. I'll add this later, should be quick to do. Thanks for the suggestion!
  7. Mellye said:
    Oh, got it, starting atb modifier per Actor (or per class).

    I hadn't thought of that, it can be done, yes. I'll add this later, should be quick to do. Thanks for the suggestion!

    How about per item too then? So you can have items that start your bar full on the first round.
  8.  * 2015-11-08-1557: Added a Default Animation paramter (played at start of cast, defaults to 0 due to compatibility, but I recommend 52 from the default RM MV database).
     * 2015-11-08-1557: Added a Default Cast Motion parameter.
     * 2015-11-08-1557: Added the option of using reversed cast gauges.

    Those default parameters will also be configurable per skill soon enough.

    By the way, "motion" is the movement that the sideview actor perform, "animation" is the visual effect (those that can be configured in the Database Editor). This visual effect will happens at start of the cast (when you select the skill), and it also happens for enemies.

    clitvin said:
    How about per item too then? So you can have items that start your bar full on the first round.
    Like a special ability for a piece of equipment? That's cool. I'll remember to implement this.

    (Consumable items can already have the same ATB modifiers as skills - so you can, for example, make a "Flashbang Grenade" that reduces enemies ATB with a chance to stun, or something like that).
  9. It's just ... wonderful.

    It lacks the interruption during the preparation and ... perfecto  :guffaw: .

    Music by me, my first composition.

    Authors of plugins in the video description.
  10. I'm aiming to get Interrupts done today still, plus a few other things.

    Getting my CTB to look good with casting skills and such is proving more of a (graphical design) challenge than I antecipated. I'll probably stick to optional icons for now, maybe hue tinting.
  11. Do not forget the possibility of escape.
  12. The basic implementation of the interrupt system is now live.

    Skills can be marked as:

    <interruptible>This means that they can be broken by Interrupt skills.

    Interrupt skills are the ones marked as:

    <Interrupt>I'll later add parameters that allow the Maker to set all of their skills as being Interruptible and/or Interrupt by default, in case they want to.

    Another few things about interrupts:

    1. By default, interruptible skills have a different cast gauge color (Yellow).
    2. You can set up a custom "Animation" to play when a successful interrupt happens. I recommend creating a new Animation with just a screen flash and a sound effect - any of the default animations are too fancy for this (keep in mind that this animation will play together with the hit animation of the interrupt skill).
  13. Just tried out the update, and the casting motion behaves kinda weirdly? 1) If another actor's turn comes up while another is casting, the caster will step back with them. 2) After casting, the idle motion is substituted for the casting motion, until someone else acts. Tried it out both in my usual project and in a fresh new one with only this plugin, and this happens in both. Here's a quick capture.

    (edit: this was before the interrupt system update whoops)
  14. Do you think you could put that import thing in your script so other scripts can be made compatible with yours? I'm looking to do this, basically:

    Code:
        if (Imported.EllyeATB) {        // stuff    };
  15. Do certain states interrupt skills?

    I'm thinking death, stun, sleep, palzy, etc should auto interrupt and cancel skill charging.
  16. Maliki79 said:
    Do certain states interrupt skills?

    I'm thinking death, stun, sleep, palzy, etc should auto interrupt and cancel skill charging.
    Good point! I'll add this possibility (for now, one option is to make the skills that cause those effects also be <interrupt> themselves, though that's not ideal).

    lolaccount said:
    Do you think you could put that import thing in your script so other scripts can be made compatible with yours? I'm looking to do this, basically:

        if (Imported.EllyeATB) { // stuff    };
    Oh, a way to check if my plugin is active? Sure!

    sapphirefox said:
    Just tried out the update, and the casting motion behaves kinda weirdly? 1) If another actor's turn comes up while another is casting, the caster will step back with them. 2) After casting, the idle motion is substituted for the casting motion, until someone else acts. Tried it out both in my usual project and in a fresh new one with only this plugin, and this happens in both. Here's a quick capture.

    (edit: this was before the interrupt system update whoops)
    Yeah, the motions aren't behaving quite like I want them to, yet.

    I'll be improving this on the coming days.

    Update:

    * 2015-11-08-2354: Fixed casting actors staying forward until the next action.

    * 2015-11-08-2354: Added Imported.Ellye_ATB for compatibility.
  17. I thought to make statements related to the ATB:

    Stop - Stop ATB gauge and forced interrupt cast jauge even if the <interruptible> tag is not registered.

    Slow - Reduces 25% ATB loading speed for x time. But does not change the cast jauge.

    Speed - Increases 25% ATB loading speed for x time. But does not change the cast jauge.

    Immunity ATB - Immunity against the fixed penalty ATB (<target_atb: -5000>) for x time. Can be used for Guard, for example.

     

    Make an addition between the system slow and speed.

    If an enemy throws me slow 25% and I put a speed 25%, the result is 0% (and vice versa) and not 25%.

    Limite the speed between -50% and 50%.

     

    Something like that :

    1447057860-sans-titre.jpg

    I did not look at whether the request was made.
  18. I plan to implement something similar that should cover those needs - a "haste" or "atb speed" parameter that can be temporarily affected by skills and states, even being completely stopped for a fixed time (based on turn timer). And yes, it would be visually represented by different colors in the gauge.
  19. wow, i picked up this plugin when it was just released, and decided to come back to check for any updates...

    This plugin is by far my favorite plugin out there right now, and i don't think I've come across any issues with it, very good work, keep it up.

    Edit - I was also wondering if it would be possible to add support for a vertical bar, dont know how hard that would be to do, just something ive been looking for.

    Spoiler
    01mwuzO.png
  20. Aidensmercy said:
    wow, i picked up this plugin when it was just released, and decided to come back to check for any updates...

    This plugin is by far my favorite plugin out there right now, and i don't think I've come across any issues with it, very good work, keep it up.

    Edit - I was also wondering if it would be possible to add support for a vertical bar, dont know how hard that would be to do, just something ive been looking for.

    Spoiler
    01mwuzO.png
    I think it's possible without graphics rendering so this may be done.

    But tell me Mellye, it's possible to donate for you?