Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 6 of 29 View original ↗
  1. You are amazing. Thank you so much. Seriously, you're my hero for doing this. I've been wanting this for VX Ace for so long and especially now in MV. To think I can actually design a game with FFD's ATB gauge makes me so excited! It's my favorite battle system ever. Thank you!
  2. A few updates:

     * Implemented iavra's workaround to get parameters without depending on filename.

     * Added Gauge Color parameters

     * Added Turn Order Prediction interface (WORK IN PROGRESS)

     

    Demo of the Turn Order Prediction:

    YlIGrxf.jpg

     

    This is still pretty crude, and it's disabled by default. The idea is that it should allow developers to have a system akin to Final Fantasy X (CTB), with the interface depicting the effects of selecting different skills and such.

     

    Some pending interface options that I should add soon:

    • Gauge positions and size;
    • Option to not display the ATB gauge, for those that want to focus on CTB interface or just would rather have the system work behind the curtains.

    Thanks all for the constant feedback and bug reporting! Oh, by the way, I'd love some help to make sure that no bug was resurrected in this version - I merged two branches of development, so maybe I missed something.
  3. This is awesome! Thanks for all the work you've put into this!

    Not to sound like an ingrate, especially after thanking you, but would it be possible to include the parameters by djDarkX, to allow for adjustment of size and position of the gauges?

    I have no idea how complex it would be, and so this isn't really a request, just an idea. If you ever saw MogHunter's ATB for Ace, there was an option for a kind of visual gauge, where the actor and monster faces showed, and advanced toward the end of the gauge as they got closer to their turn. As you add in your cast times and what not, after selecting a spell that needed time to cast, an actor's face would move backward on the gauge/line and have to re-advance to the end to actually cast the spell. You could provide generic art, or just dimensions (or parameters for setting dimensions) and have the user provide graphics, as some people would be likely to want to change them anyway.

    Regardless, this is some cool stuff!
  4. Point08 said:
    would it be possible to include the parameters by djDarkX, to allow for adjustment of size and position of the gauges?
    I do will include them!
  5. Mellye said:
    A few updates:

     * Implemented iavra's workaround to get parameters without depending on filename.

     * Added Gauge Color parameters

     * Added Turn Order Prediction interface (WORK IN PROGRESS)

     

    Demo of the Turn Order Prediction:

    YlIGrxf.jpg

     

    This is still pretty crude, and it's disabled by default. The idea is that it should allow developers to have a system akin to Final Fantasy X (CTB), with the interface depicting the effects of selecting different skills and such.

     

    Some pending interface options that I should add soon:

    • Gauge positions and size;
    • Option to not display the ATB gauge, for those that want to focus on CTB interface or just would rather have the system work behind the curtains.

    Thanks all for the constant feedback and bug reporting! Oh, by the way, I'd love some help to make sure that no bug was resurrected in this version - I merged two branches of development, so maybe I missed something.
    well if any bugs pop up ill be sure to let you know
  6. Mellye said:
    *snip*

    Thanks all for the constant feedback and bug reporting! Oh, by the way, I'd love some help to make sure that no bug was resurrected in this version - I merged two branches of development, so maybe I missed something.
    That is super awesome looking. That turn order thing actually looks like it could be hella stylish.
  7. You have NO IDEA how much you've helped me out with that turn order prediction interface. In my case, that is genuinely the most important update to any plugin I've ever seen. Testing immediately.

    EDIT: And you're adding an option to hide the ATB and have the system work behind the scenes!? It's like you read and responded to all of my wishes without me even needing to post them.

    EDIT2: It's working perfectly AND there's even a names-instead-of-faces option. I'm so happy. The ONLY complaint I would even dare to mention is that, when attacking, the 'choose your target' window will block out the turn order predictions, and it would be really nice if you could glance up at that while choosing a target to help you make an educated decision. But that's so minor.

    EDIT3: No, seriously, this is the best plugin update ever made for MV.
  8. Many thanks!  :)
  9. Sera said:
    The ONLY complaint I would even dare to mention is that, when attacking, the 'choose your target' window will block out the turn order predictions, and it would be really nice if you could glance up at that while choosing a target to help you make an educated decision. But that's so minor.
    Good catch! I'll remember to resize that window, thanks!
  10. just a thought, but you might down the road want to add plugin option to adjust what the full atb is
  11. Mellye said:
    Good catch! I'll remember to resize that window, thanks!
    Upon closer inspection, it's actually a problem specific to the Yanfly Battle Engine UI. Rather than needing to be resized, the window would need to be configured to exist on the screen concurrently with the target selection, since right now the target selection removes the turn display outright. So long as you aren't using the Yanfly Battle Engine, this isn't really an issue. It's a shame there are so many conflicts with the Yanfly plugins because they have some really useful features, but the ATB definitely takes priority in my mind.



  12. MuteDay said:
    just a thought, but you might down the road want to add plugin option to adjust what the full atb is
    Yeah, it was silly to use such an arbitrary value without making it a parameter in the first place, to be honest. It's about time I change that.

    Sera said:
    Upon closer inspection, it's actually a problem specific to the Yanfly Battle Engine UI. Rather than needing to be resized, the window would need to be configured to exist on the screen concurrently with the target selection, since right now the target selection removes the turn display outright. So long as you aren't using the Yanfly Battle Engine, this isn't really an issue. It's a shame there are so many conflicts with the Yanfly plugins because they have some really useful features, but the ATB definitely takes priority in my mind.
    I see. I haven't taken a look at Yanfly's plugins yet, but I'll try to look at this in the coming days, because if what's happening is what I think is happening, it should be relatively easy to do a "compatibility patch" of sorts.
  13. Mellye said:
    Yeah, it was silly to use such an arbitrary value without making it a parameter in the first place, to be honest. It's about time I change that.

    I see. I haven't taken a look at Yanfly's plugins yet, but I'll try to look at this in the coming days, because if what's happening is what I think is happening, it should be relatively easy to do a "compatibility patch" of sorts.
    ill take a look i currently am running both 
  14. @Sera, actually, you can keep it and still not have the window show.  Go to the Battle Core plugin, under Selection Help, change the Select Window Help to false and that won't pop up anymore.  The skill description still will, but that's part of the default system in RM anyway.
  15. djDarkX said:
    @Sera, actually, you can keep it and still not have the window show.  Go to the Battle Core plugin, under Selection Help, change the Select Window Help to false and that won't pop up anymore.  The skill description still will, but that's part of the default system in RM anyway.
    Ah, I didn't realize that. You're completely right.

    Althoug, it would still be amazing if the turn order interface could be moved to a different layer. Having them co-exist would be preferable to disabling one, especially since I'm using another crucial plugin that displays certain information in the same way as the target selection.

    EDIT: Excuse me while I laugh myself to death at MuteDay.
  16. for some reason i have two bugs 1 the atb bar refills way to fast and 2 for some reason i have an extra image*number of party members at the start of the turn perdiction

    IMG_29102015_014225.png
  17. -facepalms- ummm just ignore the files you see at the bottom of the browser -facepalms-
  18. I'm gonna die of laughter LOL

    Dat video...
  19. MuteDay said:
    for some reason i have two bugs 1 the atb bar refills way to fast and 2 for some reason i have an extra image*number of party members at the start of the turn perdiction
    How are your parameters? And are you using any skill that interacts with the ATB system?
  20. hopefullly this helps

    param screens-IMG_29102015_061242.png

    plugins.js =plugins.zip

    version of this plugin from my pc =ellye's_simple_atb.zip

    sorry if that isnt what you need/more then you need but only had 2 hours of sleep so im not awake yet