Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 25 of 29 View original ↗
  1. it looks like a conflict with other plugins.

    Ellye the god will surely correct that.
  2. Actually, yeah, I got that error once... I cant remember how I fixed it...  :(
  3. Hmm, the invalid script call seems to be coming from "jay_xdualtechs_forellyeatb.js". Can you link me to that script?

    I'll take a look - perhaps it was done with a previous version of my ATB in mind and something broke.
  4. Mellye said:
    Hmm, the invalid script call seems to be coming from "jay_xdualtechs_forellyeatb.js". Can you link me to that script?

    I'll take a look - perhaps it was done with a previous version of my ATB in mind and something broke.
    Its meant to be the compatibility between Jay's Dueltech and this... how ironic...

    EDIT: It Can be found HERE
  5. Okay, I think I know what's happening, I'll get in touch with HeroicJay.
  6. yup! I just turned the script off and now everything working! Thank you guys so much for the help! =D The ironic thing is his script says its compatible with yours >.<
    alo thanks for being so patient with me, I only started MV like afew days ago...
  7. It's fixed. Sorry, guys, it was a bit hasty and not thoroughly tested. Go ahead and let me know about any more bugs you find; I'm going to try to overhaul the extension a bit by the end of the week. (I already know that dualtechs may behave oddly if you speed up or slow down one character's skill charge bar without changing the other in the same way, so you don't need to tell me about that one.)
  8. I am having a slight problem with the window of the characters.

    Indeed, it opens and closes with each change of images.

     

    I would like to know if there is a way not to activate this window until I asked him, ie at the end of the tutorial.

     
  9. Would it be possible for turn states to ignore half tuns.

    I'm going to try to explain what I mean, and hopefully it makes sense... because it's a bit confusing.

    If I cast a skill that lasts 3 turns, the buff goes on with a 3 turn timer, but if the turn ends a second later, that timer is already been decreased to 2, even tho it has not been a whole turn for the skill.

    So sometimes, especially for 1 turn states, they last unusually short. It think the easiest solution is to add to the state timer the amount of time left in the current turn, so it would be 3 turns + some minor amount of AT. Which would equal out to eventually mean the skill lasts exactly 3 turns from when it was cast...

    Let me know if that makes no sense and I'll do my best to explain it another way.
  10. Villhelm said:
    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.

    Mellye said:
    Yeah, as it is right now, Force Action will indeed override casting time.

    I'll see what I can do about that!
    Just wanted to check in and see if you've had a chance to look into this at all.

    Also, I'm encountering an issue with trying to assign AT costs for individual skills. I'm using the <self_atb:x> notetag and everything works fine for certain hits or user targeted skills. I'm running into some limitations when using this for attack skills however.

    1) The <self_atb:x> notetag seems to be contingent on the attack successfully landing. I have some skills that I would like to have a reduced cost for regardless of hit success.

    2) If additional hits are added through traits (i.e. Attack Times +), then the <self_atb:x> notetag causes multiple instances of AT refunding.

    Is there any way to specify a 'true' AT cost for an attack skill, regardless of number of hits or successfully landing it?
  11. clitvin said:
    Would it be possible for turn states to ignore half tuns.

    I'm going to try to explain what I mean, and hopefully it makes sense... because it's a bit confusing.

    If I cast a skill that lasts 3 turns, the buff goes on with a 3 turn timer, but if the turn ends a second later, that timer is already been decreased to 2, even tho it has not been a whole turn for the skill.

    So sometimes, especially for 1 turn states, they last unusually short. It think the easiest solution is to add to the state timer the amount of time left in the current turn, so it would be 3 turns + some minor amount of AT. Which would equal out to eventually mean the skill lasts exactly 3 turns from when it was cast...

    Let me know if that makes no sense and I'll do my best to explain it another way.
    Due to this situation, it's better to use either <atb_duration:50000> or Action End instead of Turn End for states like that.

    The first method (<atb_duration:50000>) means that it will always last exactly one whole turn, no matter if it starts near the end of one or not.

    Action End means that it will always influence an action.

    Villhelm said:
    1) The <self_atb:x> notetag seems to be contingent on the attack successfully landing. I have some skills that I would like to have a reduced cost for regardless of hit success.
    2) If additional hits are added through traits (i.e. Attack Times +), then the <self_atb:x> notetag causes multiple instances of AT refunding.

    Is there any way to specify a 'true' AT cost for an attack skill, regardless of number of hits or successfully landing it?
    That's a pretty good suggestion - I'll try to add another notetag for this!

    Regarding the "Force Action", I haven't changed that yet - I have a bundle of pending bufixes, and I'll add this one too as soon as possible.
  12. Mellye said:
    Due to this situation, it's better to use either <atb_duration:50000> or Action End instead of Turn End for states like that.

    The first method (<atb_duration:50000>) means that it will always last exactly one whole turn, no matter if it starts near the end of one or not.

    Action End means that it will always influence an action.
    The reason I was using turns instead of atb_duration is cause i want to show the number of turns left on the state icon which atb_duration cant do.
  13. Using this with Yanfly Battle Actor Status means our ATB guages dissapear from the actor status window for some reason... Is there a way to fix this?  :distrust:
  14. This is probably outside the scope of the script (not too good with JS) but would it be possible to implement mid-battle party switching? In FFX, if you'll recall, it's possible to switch the active character with a reserve member without losing their turn. Would that be possible to recreate?
  15. PaybacK said:
    This is probably outside the scope of the script (not too good with JS) but would it be possible to implement mid-battle party switching? In FFX, if you'll recall, it's possible to switch the active character with a reserve member without losing their turn. Would that be possible to recreate?
    With Yanfly Party Manager and this script, that is automatically available, if you have the escape/fight menu parameter on!
  16. Kloe said:
    With Yanfly Party Manager and this script, that is automatically available, if you have the escape/fight menu parameter on!
    WHOA! Didn't know that plugin allowed you to switch mid-battle. Thanks!
  17. When trying to escape the actors don't lose any AT, so you can just keep trying to escape over and over again until you succeed. Is there any way to fix this?
  18. clitvin said:
    When trying to escape the actors don't lose any AT, so you can just keep trying to escape over and over again until you succeed. Is there any way to fix this?
    This bugs happens only when used with Yanfly's.

    I'm making a bigger compatibility patch to fix this and a handful of other compatibility issues, but those last few weeks of December are a bit harsh on my schedule. I'll release it as soon as possible.