Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 23 of 29 View original ↗
  1. Oh, I think I know what might have caused this. I'll have an update shortly.

    Update: I believe this should be fixed now.
  2. Mellye said:
    Oh, I think what might have caused this. I'll have an update shortly.
    Ok thanks for your yet again awesomely amazing helpfulness!  :rhappy:

    Yay It has been updated with a fix! Thank you!!

    EDIT: I know this is random but this is the 444th reply and that is cool
  3. Hey, somehow it works now, after this new update, amazing!

    is there a way to change the color of the atb bar while haste is on? Like instead of it being yellow like normal, change it to red while above 100% and blue while below.
  4. Aidensmercy said:
    Hey, somehow it works now, after this new update, amazing!

    is there a way to change the color of the atb bar while haste is on? Like instead of it being yellow like normal, change it to red while above 100% and blue while below.
    It didnt work? Anyway, it seems like a cool option to have different color of ATB bar when haste is on!
  5. Aidensmercy said:
    is there a way to change the color of the atb bar while haste is on? Like instead of it being yellow like normal, change it to red while above 100% and blue while below.
    There are some new parameters for this. Look for:

    Positive Haste Gauge Color 1

    Positive Haste Gauge Color 2

    Negative Haste Gauge Color 1

    Negative Haste Gauge Color 2

    Zero Haste Gauge Color 1

    Zero Haste Gauge Color 2

    If those parameters aren't showing up in your Plugin Manager, you might need to remove and re-add the plugin.
  6. Mellye said:
    There are some new parameters for this. Look for:

    Positive Haste Gauge Color 1

    Positive Haste Gauge Color 2

    Negative Haste Gauge Color 1

    Negative Haste Gauge Color 2

    Zero Haste Gauge Color 1

    Zero Haste Gauge Color 2

    If those parameters aren't showing up in your Plugin Manager, you might need to remove and re-add the plugin.
    Ok, may I say this plugin has almost every feature anyone ever wanted in an ATB script!  :D
  7. I'm thinking about creating a couple of Demo Projects to showcase some of the configurations and such of my plugin. I'll try to get this done through the next week.
  8. Mellye said:
    I'm thinking about creating a couple of Demo Projects to showcase some of the configurations and such of my plugin. I'll try to get this done through the next week.
    That's a very nice thing to do! :D

    I'd recommend using Yanfly Animated Battlers in the demo to show that it is compatible!!
  9. this script have better compatibility than Yanfly's. But there is a problem where you cannot go back to escape menu.
  10. harvard1932 said:
    this script have better compatibility than Yanfly's. But there is a problem where you cannot go back to escape menu.
    That one is on my priority to-do list, should fix it pretty soon.
  11. Now that this is such a complex, awesome battle suite, Mellye, you should come up with a sweet name for it. So game credits can say "Powered by Such-and-Such Engine." Something cool like that.
  12. Mellye said:
    There are some new parameters for this. Look for:

    Positive Haste Gauge Color 1

    Positive Haste Gauge Color 2

    Negative Haste Gauge Color 1

    Negative Haste Gauge Color 2

    Zero Haste Gauge Color 1

    Zero Haste Gauge Color 2

    If those parameters aren't showing up in your Plugin Manager, you might need to remove and re-add the plugin.
    I found the parameters, I guess i figured out that i don't think they work with the battle HUD i'm using.

    is there any way to make them work with this HUD, the moghunter one.

    https://atelierrgss.wordpress.com/rmv-battle-hud/
  13. Aidensmercy said:
    I found the parameters, I guess i figured out that i don't think they work with the battle HUD i'm using.

    is there any way to make them work with this HUD, the moghunter one.

    https://atelierrgss.wordpress.com/rmv-battle-hud/
    I'll take a look at his scripts, it's likely to be possible. As soon as I finish cleaning up some current bugs and such, I'll take a look at those compatibility issues.
  14. Aidensmercy said:
    I found the parameters, I guess i figured out that i don't think they work with the battle HUD i'm using.

    is there any way to make them work with this HUD, the moghunter one.

    https://atelierrgss.wordpress.com/rmv-battle-hud/
    I tested Ellye's simple ATB with that battle hud and it seemed to work fine (I put the Battle Hud plugin below Ellye's). Also works without noticeable problems with Yanfly's.
  15. Xelion said:
    I tested Ellye's simple ATB with that battle hud and it seemed to work fine (I put the Battle Hud plugin below Ellye's). Also works without noticeable problems with Yanfly's.
    they work fine together, just when you have haste on, the atb bar colors dont change like they should.
  16. Aidensmercy said:
    they work fine together, just when you have haste on, the atb bar colors dont change like they should.
    Oh, right, didn't test that. It's probably because Mog's Battle HUD uses a picture to show different states of the ATB which (I think) are: charging, ready, charging skill and stopped. That's why I'm not sure if it can be fixed from Ellye's plugin side though =/
  17. I had tested this plug-in a while ago and found it awesome, and now  that I updated my version, it seems even more awesome!

    There is a little something bugging me, though: for me, when I use a cast motion on some actor when chanting before casting a spell with cast time, the actor actually resumes performing the motion animation after the end of the spell action, until the next actor's action selection comes up.

    Is it one of the 'current bugs' waiting for correction, or is it only happening for me?

    Concerning other battle plug-ins that might interfere, I am mostly using Yanfly's scripts and notably action sequences.
  18. Unconnected42 said:
    I had tested this plug-in a while ago and found it awesome, and now  that I updated my version, it seems even more awesome!

    There is a little something bugging me, though: for me, when I use a cast motion on some actor when chanting before casting a spell with cast time, the actor actually resumes performing the motion animation after the end of the spell action, until the next actor's action selection comes up.

    Is it one of the 'current bugs' waiting for correction, or is it only happening for me?
    It is - basically the actors are looping the motions at least once more after they finish casting, instead of going back to their waiting motion instantly as intended.

    Thanks for reminding me of this one, actually - I had forgotten to place it on my personal to-fix list.
  19. First off, I'm really enjoying this plugin, keep up the great work!

    I'm not sure if this is a bug or a known limitation, but I'm encountering the following with a two skill sequence (I'm currently on version 2015-11-20-1808 and will try to update when I have time to see if it still persists) :

    - Skill A is a basic single target damage skill.

    - Skill A has an effect to call a Common Event that Force Action: Actor, Skill B, Last Target

    - Skill B is a spell with <cast_time:50000> (the max ATB gauge value)

    When performing this sequence, Skill B seems to skip the cast time. I have used Skill B in isolation and the cast time is correctly applied.

    I have reproduced this issue in a project with all other plugins deleted so I don't think it's a compatibility issue.
  20. Yeah, as it is right now, Force Action will indeed override casting time.

    I'll see what I can do about that!