ATB Bar on sideview battlers and Magichange help

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Hey there peeps, me again with some dire need of assistance. The first one I'm trying to tackle shouldn't be too hard, but I'm not a scripting master here, so...

I'm using Yami's Classic ATB with Theo's Animated Battlers, I have the ATB bar on the enemies, but I'm also trying to have it so the ATB bar can be on the heroes as well. 

The other thing I'm trying to do with this as well is when either hero or enemy uses an attack the ATB bar will disappear during the attack animations and then reappear once the animations are finished, is there a way I can implement that?

The 2nd thing I need help with is that I'm doing a Magichange like thing for my game. (Like from Disgaea 3 and onward) Where the hero will fuse with his allies and turn them into a weapon, I got a good idea on how I can do it, but the only thing that I'd need help with is a targeting based script where you can't select the hero, but you can select your allies, because if you select the hero, the skill will do nothing. I hope I explained that right... 

If anyone can give me some help with this, that'd be greeeeeat! 
 
Last edited by a moderator:

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
I'm using Yami's Classic ATB with Theo's Animated Battlers, I have the ATB bar on the enemies, but I'm also trying to have it so the ATB bar can be on the heroes as well. 

The other thing I'm trying to do with this as well is when either hero or enemy uses an attack the ATB bar will disappear during the attack animations and then reappear once the animations are finished, is there a way I can implement that?
These 2 definitely need additional coding to be done. I'm going to write a separate addon for this, although compatibility fix will be tested only after I've released that addon :)

Edit: If you don't mind the actor atb bar using ENEMY_GAUGE_WIDTH, ENEMY_GAUGE_HEIGHT, ENEMY_BACKGAUGE_COLOUR, ENEMY_ATB_GAUGE_COLOUR1, ENEMY_ATB_GAUGE_COLOUR2, and the y position shift(by ENEMY_GAUGE_HEIGHT) when Yanfly's HP Bar's present, writing that addon would be much easier(otherwise I'd be in exceptionally serious troubles) :D
 
Last edited by a moderator:

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
I don't think that'll be too much of a problem, the same size as the enemies' ATB bar is well and good.

That way I can have the TP bar display where the ATB bar is instead since I'm currently using the yanfly Core Battle system thingie. :p
 
Last edited by a moderator:

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
Just written this addon. Haven't tested with TSBS yet though :)
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Awesome stuff man, thanks for your help and going through all that. Amazing stuff. Fast rate! etc. 

I'll start the experimenting once I finish up some other stuff I'm doing, but I'll be hopping on this right away to give my input once finished. 

Oh yeah, where do I put the @battler != SceneManager.scene.subject part at?

EDIT: Looks like the ATB bar is also not appearing on my heroes, looks like I may need an edit on that part. X_X;
 
Last edited by a moderator:

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
Awesome stuff man, thanks for your help and going through all that. Amazing stuff. Fast rate! etc. 

I'll start the experimenting once I finish up some other stuff I'm doing, but I'll be hopping on this right away to give my input once finished. 

Oh yeah, where do I put the @battler != SceneManager.scene.subject part at?

EDIT: Looks like the ATB bar is also not appearing on my heroes, looks like I may need an edit on that part. X_X;
Try this instead:

Code:
CATB_BAR_VISIBLE_COND = "@battler.actor? || @battler != SceneManager.scene.subject"
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Still no luck. Was there any updates on your bug fixes by chance that I may need to reapply them? 
 

DoubleX

Just a nameless weakling
Veteran
Joined
Jan 2, 2014
Messages
1,787
Reaction score
939
First Language
Chinese
Primarily Uses
N/A
Still no luck. Was there any updates on your bug fixes by chance that I may need to reapply them? 
You may want to give me your project so I can inspect further :)
 

Jaymonius

Veteran
Veteran
Joined
Mar 22, 2012
Messages
243
Reaction score
76
First Language
English
Primarily Uses
Alright, I'll give you a PM shortly.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top