Ellye's ATB (also includes CTB option)

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Started by Mellye 568 posts Page 7 of 29 View original ↗
  1. MuteDay said:
    hopefullly this helps

    param screens- attachicon.gifIMG_29102015_061242.png

    plugins.js =attachicon.gifplugins.zip

    version of this plugin from my pc =attachicon.gifellye'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
    Thanks, I'll take a look on the .zips when I get home. Can you take a screenshot of your Plugin Manager in the editor? With the Properties Window of my script.
  2. Fantastic work! :)
  3. I had some folks contact me about conflicts with my Battle Commands plugin's help window and this one's turn predictions. As a result, I updated mine to version 1.7 so that you can set the parameter Help Window Position. Setting it to 2 will move it directly above the status window and out of the way of this plugin's turn predictions.

    Hope this helps! :)
  4. Bobstah said:
    I had some folks contact me about conflicts with my Battle Commands plugin's help window and this one's turn predictions. As a result, I updated mine to version 1.7 so that you can set the parameter Help Window Position. Setting it to 2 will move it directly above the status window and out of the way of this plugin's turn predictions.

    Hope this helps! :)
    Can confirm, the two work perfectly together now, no further compatibility updates required. I think Bobstah essentially did what I was requesting from this plugin, but the other way around, so it's fine now. This essentially means that you can disregard my previous feature request, Ellye.

  5. Also quick question, I haven't gotten the chance to try this out yet, but does the bars fill as your choosing actions or does it pause? If it doesn't fill, is there a way to implement this?
  6. Pipnotiq said:
    Also quick question, I haven't gotten the chance to try this out yet, but does the bars fill as your choosing actions or does it pause? If it doesn't fill, is there a way to implement this?
    For now, they pause.

    I intended to provide the option to have they keep filling later on.
  7. Wow, very impressive job Mellye. The turn order prediction interface is a great addition to the script.
    I took notice of your warning about issues with the Formula Field. Thanks.

    Now, I can't wait to see the version with charging skills.


    For leap.campione, who asked this about some modification i did:

    I tried your modification and it works very nice, and I just want to ask. how do you make it 'a.max_atb = full_atb' for AOE skills? Do i make a common event > plugin command for it then call it in the skill?
    I'm sorry, i am not sure i understood the question :/

    If you want to know where to put a.max_atb = full_atb, you have to put it on the beginning of the Damage Formula box of the skill, with a semicolon after full_atb, just before the true damage formula.

    But I don't recommend you to use the version of the plugin with my modifications, as it is outdated now.
  8. i see nice progress going on here. though now the base fill speed parameter doesn't have any effect. when i have it at 1 (with weight 800 and turn timer 125) the bar still fills within 4 seconds for the fastest one.

    also still no stepping forward on actor turn :( this is really making it impossible to use for me.

    oh and i don't think i will use that nice feature of predictable order images, but i guess it would be nice to change the actors images too, as well as to a vertical order alignment.
  9. Mellye said:
    Thanks, I'll take a look on the .zips when I get home. Can you take a screenshot of your Plugin Manager in the editor? With the Properties Window of my script.
    the plugins.zip the the file from Gamefolder>js>plugins.js which holds all of the settings you set in the properties window

    did that so if you know of an incompatable plugin and it is on the list you can tell me
  10. Does your current version/updates include djDarkX's edit on the main post?

    Also I'd like to suggest a sound to be played when it's an actor's turn, one that we can choose in plugin manager.
  11. hmind said:
    i see nice progress going on here. though now the base fill speed parameter doesn't have any effect. when i have it at 1 (with weight 800 and turn timer 125) the bar still fills within 4 seconds for the fastest one.

    also still no stepping forward on actor turn :( this is really making it impossible to use for me.
    I'll check this one out later today - it should have been working just like before, but maybe I messed something in the update.

    As for the stepping animation, I believe someone posted a way to make that behavior, for now, a few pages back. But I'll see if I can add it soon to the plugin, together with other related features (like the optional sound and optional sprite flashing when its an Actor turn).

    SOC said:
    Does your current version/updates include djDarkX's edit on the main post?

    Also I'd like to suggest a sound to be played when it's an actor's turn, one that we can choose in plugin manager.
    The one linked doesn't include it yet, the next one I upload will include it - and the option to play sound too!
  12. Great Work Mellye!!!  I really like what you have going here.  Going to be testing it out in with my systems the next few days. Will let you know of anything I find.
  13. Such a hero! I'll wait to update until the next one, then~

    And just making sure, the options of turn predictability can be toggled on/off in the plugin manager, right?

    Also, as a head's up, be careful about your help text in parameter boxes for the plugin manager, some of it is cut off for a lot of your options:

    Spoiler
    xbztJjL.png
    I also request that you put the default values for everything in the text help for parameters or in the help file in plugin manager, I would really appreciate it! So that I can know what to change stuff back to if I don't like my changes.
  14. SOC said:
    And just making sure, the options of turn predictability can be toggled on/off in the plugin manager, right?

    Also, as a head's up, be careful about your help text in parameter boxes for the plugin manager, some of it is cut off for a lot of your options:
    Yep, it's even disabled by default.

    And indeed, I noticed that my parameters descriptions were getting a bit too long and getting cut short.

    I'll rewrite them (and make sure the Default values are always visible in the description); and, when needed, I'll include expanded information in the "Help..." area of the plugin.
  15. I was able to get Yanfly's skill cooldown working with one of my spells (put the atb below battle core, above skill core and skill cooldowns) however the strange thing is that for every turn the cd goes down by 2 instead of 1 (for example from 6 to 4 to 2). I have 2 characters in my party, so could it have to do with ATB counting each character's turn as a cd turn? Or should I just be patient and wait for Mellye to fix it in the future?
  16. So I'm finally home and able to give this a whirl, there's just one problem... it's not working. At all. Hahaha hopefully I'm just blind and/or tired, but I put the plugin in the plugin folder, named it properly, created a fresh game, and there's no ATB or AT bar to speak of. I've also tried it without any other plugins as well. 
  17. Pipnotiq said:
    So I'm finally home and able to give this a whirl, there's just one problem... it's not working. At all. Hahaha hopefully I'm just blind and/or tired, but I put the plugin in the plugin folder, named it properly, created a fresh game, and there's no ATB or AT bar to speak of. I've also tried it without any other plugins as well. 
    You put the plugin in the plugin folder, THEN created a fresh game?

    Creating a fresh game creates a new plugin folder. Are you sure you didn't put the plugin in the plugin folder for your existing game, then tested a different one?
  18. Sera said:
    You put the plugin in the plugin folder, THEN created a fresh game?

    Creating a fresh game creates a new plugin folder. Are you sure you didn't put the plugin in the plugin folder for your existing game, then tested a different one?
    Nope, I put it in the NewData folder. :p
  19. Lunesis said:
    I was able to get Yanfly's skill cooldown working with one of my spells (put the atb below battle core, above skill core and skill cooldowns) however the strange thing is that for every turn the cd goes down by 2 instead of 1 (for example from 6 to 4 to 2). I have 2 characters in my party, so could it have to do with ATB counting each character's turn as a cd turn? Or should I just be patient and wait for Mellye to fix it in the future?
    Ohhh! I think you just gave me a hint to track down another bug that I'm having (regarding status effect duration).

    End of turn effects are probably firing twice as often. I'll take a look when I get home.

    If you can make a quick test with more characters in the party (to see if it goes down even faster), I'd appreciate it - maybe a old bug that caused every actor turn to fire for everyone else has returned, too.

    Pipnotiq said:
    So I'm finally home and able to give this a whirl, there's just one problem... it's not working. At all. Hahaha hopefully I'm just blind and/or tired, but I put the plugin in the plugin folder, named it properly, created a fresh game, and there's no ATB or AT bar to speak of. I've also tried it without any other plugins as well. 
    Aside from what Sera mentioned, are you enabling the plugin in the Plugin Manager? You need to open the Plugin Manager (next to the Database Editor), right click an empty space on it, select "Add", and select my plugin. After that, you need to manually save your project (by clicking the save icon in the editor), otherwise it won't apply during tests.
  20. Mellye said:
    Ohhh! I think you just gave me a hint to track down another bug that I'm having (regarding status effect duration).

    End of turn effects are probably firing twice as often. I'll take a look when I get home.

    If you can make a quick test with more characters in the party (to see if it goes down even faster), I'd appreciate it - maybe a old bug that caused every actor turn to fire for everyone else has returned, too.

    Aside from what Sera mentioned, are you enabling the plugin in the Plugin Manager? You need to open the Plugin Manager (next to the Database Editor), right click an empty space on it, select "Add", and select my plugin. After that, you need to manually save your project (by clicking the save icon in the editor), otherwise it won't apply during tests.
    Got it, it was the save that did it. I figured turning on the plugin would have it work immediately. Thanks!