Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 27 of 29 View original ↗
  1. Is this compatible with yanfly plugins? Had to drop Yanflys ATB plugin due to incompatibilities with turn ends, and turn events in battle event
  2. Aurawhisperer said:
    Is this compatible with yanfly plugins? Had to drop Yanflys ATB plugin due to incompatibilities with turn ends, and turn events in battle event
    I'm currently using this with plenty of Yanfly plugins without issue so far. In fact, this ATB plugin has more usable values to even be used for HUD Maker to make a custom battle HUD.
  3. JohnOminae said:
    I'm currently using this with plenty of Yanfly plugins without issue so far. In fact, this ATB plugin has more usable values to even be used for HUD Maker to make a custom battle HUD.

    What about turns? Is it compatible with turns? Like acknowledge end turns or turns?
  4. Aurawhisperer said:
    What about turns? Is it compatible with turns? Like acknowledge end turns or turns?

    Ah, sorry. Missed that you were talking about in battle events. I can say that it does acknowledge turns.
  5. JohnOminae said:
    Ah, sorry. Missed that you were talking about in battle events. I can say that it does acknowledge turns.

    Alright. I'll give this ATB a shot.
  6. JohnOminae said:
    Ah, sorry. Missed that you were talking about in battle events. I can say that it does acknowledge turns.

    Just tested it, and it does not acknowledge turns or turn ends via Battle Events

    Edit: Which is weird, because I overviewed the plugin and found options between battle turn and battle end turn. Both are suppose to acknowledge turns via battle event
  7. Aurawhisperer said:
    Just tested it, and it does not acknowledge turns or turn ends via Battle Events

    Edit: Which is weird, because I overviewed the plugin and found options between battle turn and battle end turn. Both are suppose to acknowledge turns via battle event

    Hey, I also use it with Yanfly's library, they don't clash at all. You don't have real "turn ends" with the ATB system. What do you need the end turns for? If it's just for the duration of states the plugin has got you covered. If you need it to do something specific after a "specific turn" I think that probably is contrary to the idea of an ATB system.
  8. HasuHasi said:
    Hey, I also use it with Yanfly's library, they don't clash at all. You don't have real "turn ends" with the ATB system. What do you need the end turns for? If it's just for the duration of states the plugin has got you covered. If you need it to do something specific after a "specific turn" I think that probably is contrary to the idea of an ATB system.

    Time attack events. Can be from doing a fun challenge to you need to beat the level at this time or game over. It's a huge thing in every RPG, and I love its practice

    To be clearer, I use these turn events base off Timer challenges.
  9. Oh okay. So what you could do is take your primary character's action as a trigger for this? Or the opponent's action. Don't know how you can target that event with variable though :(.
  10. HasuHasi said:
    Oh okay. So what you could do is take your primary character's action as a trigger for this? Or the opponent's action. Don't know how you can target that event with variable though :(.

    Hence why Yanfly gave up on the project because of this issue. When you told me this ATB can work with turns, I literally thought you mean turn ends or turns in Battle Event. Sadly, no variable can work this out. Because ATB is a tick base.
  11. Well it depends. In the default battle a turn end occurs when the last character has acted.

    This obviously does not occur in ATB, because you have cool mechanics like a superpower charging up for a longer time or a character having very high AGI thus hitting twice, while a slower character only hits once.

    But you certainly could define a different rule for when "a turn" is over. It could actually stay the same - e.g. when the slowest character has acted or when the fastes character has acted for the 2nd time. Or just a fixed number of ticks, that approximately averages a turn (in my case it would be 75'000 ticks).
  12. Well it depends. In the default battle a turn end occurs when the last character has acted.

    This obviously does not occur in ATB, because you have cool mechanics like a superpower charging up for a longer time or a character having very high AGI thus hitting twice, while a slower character only hits once.

    But you certainly could define a different rule for when "a turn" is over. It could actually stay the same - e.g. when the slowest character has acted or when the fastes character has acted for the 2nd time. Or just a fixed number of ticks, that approximately averages a turn (in my case it would be 75'000 ticks).

    @HasuHasi I'm just not quite adept enough at the RPG Maker world enough yet to be able to understand how to execute what you mean, but I really want to.

    My interpretation of what you said is that a turn is possible if you define it in ticks. My question is - not knowing much about ATB - if you have the turn value set to your example of 75,000 ticks, does that ever become a problem as the characters gain AGI throughout the game?
  13. Sadly, I'm also not able to make changes to the code, as I'm not a coder. But I think, this is the logic you could use to create fake turn ends.

    Yes, the increasing AGI values are a big problem for me. What I'd like to do, is that for example, when you enter certain point of the game, the effect of your AGI is decreased by e.g. 20%. That way AGI doesn't lose it's importance but also the turns don't get increadibly quick once you hit >150 AGI. And you can do that multiple times to account for middle and lategame. Sadly I lack the programming skills to do this =((

    So right now, this problem is unsolved for me. Maybe I'll commission someone to do it for me at some point.
  14. I've tried every single ATB plugin that was released so far and let me tell you, this one is the absolute best in regards of features and customization. It's a real shame that Mellye dissapeared two years ago and didn't complete the compatibility fixes... Would be wonderful to have an updated version of this plugin...
  15. Is there a way in which the character's gauges keep filling when one is already full, and they keep going during a skill sequence? Take FFIV: CC as an example, in which during a skill sequence, you can still command characters, but they only perform their action after the first one is done. When you have a full team of 4, it is really boring to have to execute an action in order for the battle to keep going, and also not being able to switch between turns (Though I know that is impossible in RMMV).
    Excuse my bad english
  16. GlennStarguardian said:
    Is there a way in which the character's gauges keep filling when one is already full, and they keep going during a skill sequence? Take FFIV: CC as an example, in which during a skill sequence, you can still command characters, but they only perform their action after the first one is done. When you have a full team of 4, it is really boring to have to execute an action in order for the battle to keep going, and also not being able to switch between turns (Though I know that is impossible in RMMV).
    Excuse my bad english
    I don't think Ellye finished non-stop ATB system in this plugin.
    You would want another ATB to do this, there are several with this option. Check out Yanfly's and Victor Sant's.
    Personally I find full-stop ATB to be more user-friendly and easier to balance.
  17. Dankovsky said:
    I don't think Ellye finished non-stop ATB system in this plugin.
    You would want another ATB to do this, there are several with this option. Check out Yanfly's and Victor Sant's.
    Personally I find full-stop ATB to be more user-friendly and easier to balance.
    How do you get Yanfly's ATB system to work? I've read support was dropped for it, and I couldn't get it to work myself. (I figured this was the reason?)
    I was looking around and found MPP's, which works exactly the way I'm looking for (constant flow of time), but it's incompatible with Yanfly's battle core/plugins, and Victor plugins will just prevent the game to run saying they are incompatible with Yanfly's plugins.
    Yelly's works great with Yanfly's plugins, but unfortunately, time stops in middle of the battle.

    I suppose everyone has their own tastes and preferences. The reason I am looking for a non-stop system is to make the battle more frantic, and I will also be adding an option to enable any party member to auto battle if the player can't handle so many quick decisions, or just let the player decide on all the movements the members do.

    [EDIT] Nevermind, I'm a dummy. I had to set up the Battle Engine Core in Yanfly's plugins to get his ATB system to work. However, I don't see where I can make it a non-stop system. I found a "Tick Settings" tab with the options "Timed States" and "Timed buffs", but they don't seem to change the system to a non stop mode.
  18. I am Using SumRndmDde Battle ui and and filling Bars Does'nt show up Would you make it Compatible with That Ui Capture.PNG
  19. @Ameer The OP hasn't been on this site for nearly a year, so is unlikely to see your post.

    You might have to post a new thread in JS Plugin Requests
  20. @Kes Well i can Live with it's ok