DoubleX RMMV Popularized ATB Compatibility

Discussion in 'JS Plugin Releases (RMMV)' started by DoubleX, Apr 13, 2016.

  1. DoubleX

    DoubleX Just a nameless weakling Veteran

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    Note


    This plugin's available for commercial use


    Purpose


    Fixes DoubleX RMMV Popularized ATB compatibility issues


    Games using this plugin


    None so far

    Action Sequences
    Code:
     *    # DoubleX RMMV Popularized ATB Core                                 
     *      1. atb val: Target Typing, Operator Value                         
     *         - Use Operator to assign Value to the atb value of targets included
     *           by Target Typing, which can be any Target Typing supported by
     *           Action Sequences that targets battlers not cooling down     
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      2. atb val %: Target Typing, Operator Value                       
     *         - Use Operator to assign Value% of the maximum atb value to the atb
     *           value of targets included by Target Typing, which can be any 
     *           Target Typing supported by Action Sequences that targets battlers
     *           not cooling down                                             
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      3. reset atb val: Target Typing                                   
     *         - Resets the atb value of targets included by Target Typing, which
     *           can be any Target Typing supported by Action Sequences, to the
     *           maximum atb value in delay fill mode and 0 if otherwise     
     *      4. reset atb: Target Typing                                       
     *         - Clears all actions of targets included by Target Typing, which
     *           can be any Target Typing supported by Action Sequences       
     *    # DoubleX RMMV Popularized ATB Charge                               
     *      1. charge val: Target Typing, Operator Value                     
     *         - Use Operator to assign Value to the charge value of targets 
     *           included by Target Typing, which can be any Target Typing   
     *           supported by Action Sequences that targets battlers charging 
     *           actions                                                     
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      2. charge val %: Target Typing, Operator Value                   
     *         - Use Operator to assign Value% of the maximum atb value to the
     *           charge value of targets included by Target Typing, which can be
     *           any Target Typing supported by Action Sequences that targets 
     *           battlers charging actions                                   
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *    # DoubleX RMMV Popularized ATB Cooldown                             
     *      1. cooldown val: Target Typing, Operator Value                   
     *         - Use Operator to assign Value to the cooldown value of targets
     *           included by Target Typing, which can be any Target Typing   
     *           supported by Action Sequences that targets battlers cooling down
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      2. cooldown val %: Target Typing, Operator Value                 
     *         - Use Operator to assign Value% of the maximum atb value to the
     *           cooldown value of targets included by Target Typing, which can be
     *           any Target Typing supported by Action Sequences that targets 
     *           battlers cooling down                                       
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *    # DoubleX RMMV Popularized ATB Countdown                           
     *      1. countdown clock: Target Typing, Operator Value State           
     *         - Use operator to assign Value to the number of frames as the 
     *           countdown clock of state with id State for targets included by
     *           Target Typing, which can be any any Target Typing supported by
     *           Action Sequences that targets battlers having said state     
     *         - The fps is assumed to be always 60                           
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      2. countdown freeze: Target Typing, Flag State                   
     *         - Assign Flag, which is either true or false, to set whether the
     *           countdown clock of state with id State is frozen for targets 
     *           included by Target Typing, which can be any any Target Typing
     *           supported by Action Sequences that targets battlers having said
     *           state                                                       
     *    # DoubleX RMMV Popularized ATB Delay                               
     *      1. delay frame: Target Typing, Operator Value                     
     *         - Use Operator to assign Value to the number of frames as delay for
     *           targets included by Target Typing, which can be any Target Typing
     *           supported by Action Sequences                               
     *         - The fps is assumed to be always 60                           
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *    # DoubleX RMMV Popularized ATB Reset                               
     *      1. reset val: Target Typing, Operator Value                       
     *         - Use Operator to assign Value to the atb reset value for targets
     *           included by Target Typing, which can be any Target Typing   
     *           supported by Action Sequences                               
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively
     *      2. reset val %: Target Typing, Operator Value                     
     *         - Use Operator to assign Value% of the maximum atb value to the atb
     *           reset value for targets included by Target Typing, which can be
     *           any Target Typing supported by Action Sequences             
     *         - Operator can be either =, +, -, *, / or %, meaning set to, add
     *           by, subtract by, multiply by, divide by or modulo by respectively


    Addressed Plugins

    * # (v1.02a+)Yanfly Engine Plugins - Target Extension - Selection Control
    * 1. The enemy window freezes when the current inputable actor becomes
    * not inputable
    * - Reference tag: YEP_X_SelectionControl_StopUnlockingEnemyWindow
    * - Extended Scene_Battle.prototype.close_patb_selection_windows to
    * stop closing the enemy window upon the aforementioned event
    * 2. (v1.02b+)The currently inputable actor changes when picking targets
    * - Reference tag: YEP_X_SelectionControl_NewStatusWindowIndex
    * - Added get property patb_index in Window_BattleStatus
    * - Extended Window_BattleStatus.prototype.select to use a new
    * variable to store the index that are not affected by selecting
    * targets
    * - Extended Window_BattleEnemy.prototype.hide and
    * Window_BattleEnemy.prototype.select to select targets without
    * changing the new index
    * # (v1.01a+)MOG_BattleHud:
    * 1. The ATB bar doesn't gather any DoubleX RMMV Popularized ATB data
    * - Reference tag: MOG_BattleHud_PATB_Data
    * - Rewritten Battle_Hud.prototype.update_at to support cooldown too
    * - Extended Battle_Hud.prototype.at, Battle_Hud.prototype.max_at,
    * Battle_Hud.prototype.cast_at, Battle_Hud.prototype.cast_max_at
    * and Battle_Hud.prototype.is_casting to support atb and charge
    * - Added Battle_Hud.prototype.cooldown_at,
    * Battle_Hud.prototype.cooldown_max_at,
    * Battle_Hud.prototype.is_cooling_down and
    * Battle_Hud.prototype.is_max_cooldown to support cooldown
    * 2. (v1.01b+) The actor window isn't fully shown
    * - Reference tag: MOG_BattleHud_Actor_Window
    * - Removed Scene_Battle.prototype.update_patb_window_positions to
    * let MOG_BattleHud handle the actor window position
    * 3. (v1.02b+)The original status window will be shown when the current
    * inputable actor becomes not inputable
    * - Reference tag: MOG_BattleHud_StopShowingStatusWindow
    * - Extended Scene_Battle.prototype.close_patb_selection_windows to
    * stop showing the status window upon the aforementioned event
    * # Yanfly Engine Plugins - Battle Engine Core:
    * 1. All battler actions are recreated upon starting actor inputs
    * - Reference tag: YEP_BattleEngineCore_StopRecreateAction
    * - Stopped calling BattleManager.createActions when patb's effective
    * 2. Valid actions don't execute at all
    * - Reference tag: YEP_BattleEngineCore_HandleNewPhases
    * - Extended BattleManager.can_update_patb_process to handle new
    * phases added by Yanfly Engine Plugins - Battle Engine Core
    * 3. The battler's atb's reset right after executing 1 action already
    * - Reference tag: YEP_BattleEngineCore_StopAllActsEnd
    * - Stopped calling Game_Battler.prototype.on_all_patb_acts_end when
    * the battler still has actions
    * 4. Skills/Items targeting all/random allies/enemies are confirmed
    * before the target selection's complete
    * - Reference tag: YEP_BattleEngineCore_StopConfirmAllRandomSelection
    * - Removed all Game_Action.prototype.confirm_patb_item contents
    * - (v1.00c+) Stopped this fix when Select Help Window is false
    * 5. Right now wait_cond_code full and force run atb are still
    * functioning as act
    * - Due to BattleManager.can_update_patb_process to handle new phases
    * added by Yanfly Engine Plugins - Battle Engine Core
    * 6. (v1.00e+) Subsequent actions of an all-selection one all wrongly
    * mark all party/troop members
    * - Reference tag: YEP_BattleEngineCore_StopWrongAllSelections
    * - Extended Scene_Battle.prototype.select_next_patb_command to stop
    * marking actions as all selections
    * 7. (v1.03b+) The sprite of the currently inputable actor will return
    * to its home position when any action performs its finish sequence
    * - Reference tag: YEP_BattleEngineCore_StopInputableActorReturnHome
    * - Extended Game_Battler.prototype.spriteReturnHome to disable this
    * function for the currently inputable actor



    Video










    Prerequisites


    Plugins:


    1. DoubleX RMMV Popularized ATB Core


    Abilities:


    1. Nothing special


    Instructions


    Place this plugin below all DoubleX RMMV Popularized ATB addons


    Terms Of Use


    You shall keep this plugin's Plugin Info part's contents intact


    You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases


    None of the above applies to DoubleX or his/her aliases


    Changelog

    * v1.03b(GMT 0200 7-9-2017):
    * 1. Fixed returning the sprite of the currently inputable actor to its
    * home position when an action performs its finish sequence
    * compatiblity issue
    * v1.03a(GMT 0400 27-8-2017):
    * 1. Supports Action Sequences in
    * Yanfly Engine Plugins - Battle Engine Core
    * 2. Fixed more changing currently inputable actor with
    * Yanfly Engine Plugins - Target Extension - Selection Control
    * compatibility issues
    * v1.02b(GMT 1400 26-8-2017):
    * 1. Fixed showing status window with MOG_BattleHud compatility issue
    * 2. Fixed changing currently inputable actor with
    * Yanfly Engine Plugins - Target Extension - Selection Control
    * compatibility issue
    * v1.02a(GMT 1400 13-8-2017):
    * 1. Compatible with
    * Yanfly Engine Plugins - Target Extension - Selection Control
    * v1.01b(GMT 0400 11-8-2017):
    * 1. Fixed the wrong actor window position bug when using skills/items
    * on party members
    * v1.01a(GMT 0500 10-8-2017):
    * 1. Compatible with MOG_BattleHud
    * v1.00e(GMT 1200 5-8-2017):
    * 1. Fixed the next action incorrectly highlighting all members in the
    * same party/troop after using an party/troop targeting skill/item
    * v1.00d(GMT 1500 11-8-2016):
    * 1. In sync with the latest DoubleX RMMV Popularized ATB Core version
    * v1.00c(GMT 1400 9-8-2016):
    * 1. Fixed skills/items not needing selections not working when
    * Select Help Window in Yanfly Engine Plugins - Battle Engine Core is
    * set as false
    * v1.00b(GMT 0400 16-7-2016):
    * 1. PATB Hotkey supports selecting inputable actors via touch input
    * when Yanfly Engine Plugins - Battle Engine Core is used with
    * Visual Actor Select being set as true as well
    * Mouse Over applies to PATB Hotkey as well
    * v1.00a(GMT 1600 12-4-2016):
    * 1. 1st version of this plugin finished

    DoubleX RMMV Popularized ATB Compatibility
     

    Attached Files:

    Last edited: Sep 7, 2017
    #1
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  2. DoubleX

    DoubleX Just a nameless weakling Veteran

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    Code:
     *      v1.00b(GMT 0400 16-7-2016):                                           
     *      1. PATB Hotkey supports selecting inputable actors via touch input    
     *         when Yanfly Engine Plugins - Battle Engine Core is used with       
     *         Visual Actor Select being set as true as well                      
     *         Mouse Over applies to PATB Hotkey as well                          
     
    #2
  3. DaklozeDuif

    DaklozeDuif Veteran Veteran

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    Hey, I noticed two issues with this plugin.


    Issue 1:


    If I disable Yanfly's BattleEngine "Select Help Window" setting then skills that target all enemies will no longer work.


    The actor just stands around chanting.


    Issue 2:


    After all enemies have been killed, the last selected enemy's sprite will reappear.


    Only a cosmetic problem, the battle still ends properly.


    Plugins used when encountering this:


    DoubleX ATB Core.


    DoubleX ATB Comptability.


    Yanfly Core Engine.


    Yanfly Battle Core.
     
    Last edited by a moderator: Jul 27, 2016
    #3
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  4. DoubleX

    DoubleX Just a nameless weakling Veteran

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    * v1.00c(GMT 1400 9-8-2016):
    * 1. Fixed skills/items not needing selections not working when
    * Select Help Window in Yanfly Engine Plugins - Battle Engine Core is
    * set as false



    I'm afraid that you've to use a video to demonstrate this issue, because I've tried lots of times and still failed to reproduce it :)
     
    #4
  5. DoubleX

    DoubleX Just a nameless weakling Veteran

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    Code:
     *      v1.00d(GMT 1500 11-8-2016):                                           
     *      1. In sync with the latest DoubleX RMMV Popularized ATB Core version  
     
    #5
  6. DaklozeDuif

    DaklozeDuif Veteran Veteran

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    I have the same problem.


    Though I did happen again a while ago, but I have no clue what triggers it.


    And I have yet another request.  :guffaw:


    This currently does not work with Yanfly's YEP_X_SelectionControl.


    The first selection usually works, but using any skill that selects an enemy after that leaves you stuck in the interface. (Or forced to guard)


    I don't know what exactly makes this happen but it happens on every wait_cond setting, even the undefined one.


    Is it at all possible to make this compatible with SelectionControl? 
     
    Last edited by a moderator: Aug 20, 2016
    #6
  7. DoubleX

    DoubleX Just a nameless weakling Veteran

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    I've checked how YEP_X_SelectionControl works, but unfortunately it's still rather complicated and convoluted to me(technically speaking, it makes the enemy window, actor window and status window coupled with each other, when they were completely unrelated to each other), so I don't think I'm up to this task yet :)
     
    #7
  8. DaklozeDuif

    DaklozeDuif Veteran Veteran

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    Yeah, I'm pretty sure it's not very compatible with anything that's not Yanfly. :p


    Not a big deal, TargetCore still works after all.


    Also took a picture of the selection bug I mentioned before where dead enemies would re-appear after the battle ends. Here's stuff I did figure out:


    *It happens in sideview and regular view.


    *Scripts used are DoubleX Core, DoubleX Comptability, Yanfly Core & Yanfly BattleEngine.


    *Tried with wait code "full" and "undefined" and it occurred on both.


    *The selected enemy is either the last enemy selected or the most right enemy if the finishing move was a multi-hit.


    *It doesn't always happen...

    Also here is my plugins.json:

    Code:
    var $plugins =
    [
    {"name":"YEP_CoreEngine","status":true,"description":"v1.12 Needed for the majority of Yanfly Engine Scripts. Also\r\ncontains bug fixes found inherently in RPG Maker.","parameters":{"---Screen---":"","Screen Width":"816","Screen Height":"624","Scale Battlebacks":"true","Scale Title":"true","Scale Game Over":"true","Open Console":"false","Reposition Battlers":"true","---Gold---":"","Gold Max":"99999999","Gold Font Size":"20","Gold Icon":"313","Gold Overlap":"A lotta","---Items---":"","Default Max":"99","Quantity Text Size":"20","---Stats---":"","Max Level":"99","Actor MaxHP":"9999","Actor MaxMP":"9999","Actor Parameter":"999","Enemy MaxHP":"999999","Enemy MaxMP":"9999","Enemy Parameter":"999","---Battle---":"","Animation Rate":"4","Flash Target":"false","---Font---":"","Chinese Font":"SimHei, Heiti TC, sans-serif","Korean Font":"Dotum, AppleGothic, sans-serif","Default Font":"GameFont, Verdana, Arial, Courier New","Font Size":"28","Text Align":"left","---Windows---":"","Digit Grouping":"true","Line Height":"36","Icon Width":"32","Icon Height":"32","Face Width":"144","Face Height":"144","Window Padding":"18","Text Padding":"6","Window Opacity":"192","Gauge Outline":"true","Gauge Height":"18","Menu TP Bar":"true","---Window Colors---":"","Color: Normal":"0","Color: System":"16","Color: Crisis":"17","Color: Death":"18","Color: Gauge Back":"19","Color: HP Gauge 1":"20","Color: HP Gauge 2":"21","Color: MP Gauge 1":"22","Color: MP Gauge 2":"23","Color: MP Cost":"23","Color: Power Up":"24","Color: Power Down":"25","Color: TP Gauge 1":"28","Color: TP Gauge 2":"29","Color: TP Cost Color":"29"}},
    {"name":"YEP_BattleEngineCore","status":true,"description":"v1.36d Have more control over the flow of the battle system\nwith this plugin and alter various aspects to your liking.","parameters":{"---General---":"","Action Speed":"agi","Default System":"atb","---Escape---":"","Escape Ratio":"0.5 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.1","---Animation---":"","Animation Base Delay":"0","Animation Next Delay":"0","Certain Hit Animation":"120","Physical Animation":"0","Magical Animation":"0","Enemy Attack Animation":"39","Reflect Animation":"42","Motion Waiting":"false","---Frontview---":"","Front Position X":"Graphics.boxWidth / 8 + Graphics.boxWidth / 4 * index","Front Position Y":"Graphics.boxHeight - 180","Front Actor Sprite":"false","Front Sprite Priority":"1","---Sideview---":"","Home Position X":"screenWidth - 16 - (maxSize + 2) * 32 + index * 32","Home Position Y":"screenHeight - statusHeight - maxSize * 48 + (index+1) * 48 - 32","Side Sprite Priority":"1","---Sprites---":"","Default X Anchor":"0.5","Default Y Anchor":"1.0","Step Distance":"48","Flinch Distance":"12","Show Shadows":"true","---Damage Popups---":"","Popup Duration":"128","Newest Popup Bottom":"true","Popup Overlap Rate":"0.9","Critical Popup":"255, 0, 0, 160","Critical Duration":"60","---Tick-Settings---":"","Timed States":"false","Timed Buffs":"false","Turn Time":"100","AI Self Turns":"true","---Window Settings---":"","Lower Windows":"true","Window Rows":"4","Command Window Rows":"4","Command Alignment":"center","Start Actor Command":"true","Current Max":"false","---Selection Help---":"","Mouse Over":"false","Select Help Window":"true","User Help Text":"User","Ally Help Text":"Ally","Allies Help Text":"Allies","Enemy Help Text":"Enemy","Enemies Help Text":"Enemies","All Help Text":"All %1","Random Help Text":"%2 Random %1","---Enemy Select---":"","Visual Enemy Select":"false","Show Enemy Name":"true","Show Select Box":"false","Enemy Font Size":"20","Enemy Auto Select":"this.furthestRight()","---Actor Select---":"","Visual Actor Select":"false","---Battle Log---":"","Show Emerge Text":"false","Show Pre-Emptive Text":"true","Show Surprise Text":"true","Optimize Speed":"true","Show Action Text":"false","Show State Text":"false","Show Buff Text":"false","Show Counter Text":"true","Show Reflect Text":"true","Show Substitute Text":"true","Show Fail Text":"false","Show Critical Text":"false","Show Miss Text":"false","Show Evasion Text":"false","Show HP Text":"false","Show MP Text":"false","Show TP Text":"false"}},
    {"name":"DoubleX RMMV Popularized ATB Core v102a","status":true,"description":"To be an easy, simple and user-friendly, yet powerful atb system\r\n            Serves as the core plugin implementing all atb system essentials","parameters":{"battle_system_code":"atb","base_fill_time":"5","turn_unit_code":"sec","max_turn_unit":"5","wait_cond_code":"full","atb_fill_code":"fill","max_atb_val":"100","atb_rate_code":"update_avg_agi","atb_start_code":"agi","atb_reset_code":"clear","max_linked_input_actors":"1","show_atb_bars":"true","actor_name_w":"123","actor_icon_ox":"6","hp_bar_ox":"6","hp_bar_w":"87","mp_bar_ox":"6","mp_bar_w":"87","tp_bar_ox":"6","tp_bar_w":"87","atb_bar_ox":"6","atb_bar_w":"87","atb_c1":"7","atb_c2":"8","atb_overlay_c1":"19","atb_overlay_c2":"26","atb_bar_text":"AP"}},
    {"name":"doublex_rmmv_popularized_atb_compatibility_v100d","status":true,"description":"Fixes DoubleX RMMV Popularized ATB compatibility issues","parameters":{}}
    ];
    
     
    Last edited by a moderator: Aug 21, 2016
    #8
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  9. CoolWill1984

    CoolWill1984 Villager Member

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    There seems to be problem using this with yanfly battle engine core. If I use a skill that targets multiple people when it reaches the next persons turn any skill I select will select every enemy. If I hit the cancel button it fixes itself, but when doing so it only fixes it after the skill that hit multiple people gets performed.
     
    #9
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  10. DoubleX

    DoubleX Just a nameless weakling Veteran

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    Unfortunately, I failed to reproduct the error.


    You may want to post a video showing this, and the full list of plugins preserving their ordering in the project :)
     
    #10
  11. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.00e(GMT 1200 5-8-2017):                                           
     *      1. Fixed the next action incorrectly highlighting all members in the 
     *         same party/troop after using an party/troop targeting skill/item   
     
    #11
  12. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.01a(GMT 0500 10-8-2017):                                           
     *      1. Compatible with MOG_BattleHud                                      
     
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  13. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.01b(GMT 0400 11-8-2017):                                           
     *      1. Fixed the wrong actor window position bug when using skills/items 
     *         on party members                                                   
     
    #13
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  14. Oscar92player

    Oscar92player Veteran Veteran

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    Thanks! The window works now like a charm.

    UPDATE:
    @DoubleX I have another problem, this one related to the YEP Target Core and YEP Selection Control Add-on. It seems that none of those plugins have compatibility with yours.

    I've uploaded a sample project for you, so you can see if it's possible to fix the compatibility issue. The project is compressed, so the weight it's now at 100Mb approx.:
    [Mog] [ATB] Plugins Test 1.5.0 Update Compressed

    UPDATE 2:
    Another bug I found is with the YEP Victory Aftermath plugin. When you win a battle, if any character has a full ATB, and the new Victory Scene appears, you'll need to press the button a few times until you have control over that scene. It seems like the error is produced because the battle forces you to input a command, even if the battle is over.

    You can replicate this bug in the sample project too. Just kill all the enemies with one character, and leave the other with a full ATB bar when the Victory scene appears.
     
    Last edited: Aug 12, 2017
    #14
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  15. DoubleX

    DoubleX Just a nameless weakling Veteran

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    For the target core and selection add-on issues, would you please elaborate, perhaps with a video, on what exactly those issues are? I'm unable to reproduce anything specific to the compatibility with this plugin.
    For the victory aftermath issues, try placing that plugin above this plugin and see if anything changes :)
     
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  16. Oscar92player

    Oscar92player Veteran Veteran

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    Sorry about the late answer, and the video quality, Windows 10 sais now that I cannot record videos because I don't meet the requisites, so I used Bandicam instead:


    With the YEP Target Core and Selection Control activated, you can attack enemies or allies, all of them, or only one target. It seems that using those plugins with ATB breaks the selection control over the targets, and eventually the Command Window appears again without reason when selecting an actor from your party (even if you want to attack him or use health magic). And if you try again to Attack or health a member using that Command Window, and selecting again a party member that it's not you, you won't be able to select nothing, confirm, cancel, or even escape a battle.

    It's a strange bug, and it's a bit complicated to explain (sorry, my English is not good enough for this things). I hope the video can help you with this.

    Regarding the Victory Aftermath, it worked putting the plugin above yours. Thanks.
     
    Last edited: Aug 13, 2017
    #16
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  17. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.02a(GMT 1400 13-8-2017):                                           
     *      1. Compatible with                                                   
     *         Yanfly Engine Plugins - Target Extension - Selection Control       
     
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  18. Oscar92player

    Oscar92player Veteran Veteran

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    Thanks for the update, but unfortunatelly I've found another error. It seems that sometimes when you select the Heal magic, the final action will be a normal Attack. I've uploaded a video of the bug:


    It's a strange error that happens with the first active character, but eventually with the second character too.

    Tell me if you need another sample project for this, I'll upload it as fast as I can.


    @DoubleX Do you have any news about this issue, DoubleX? If you need it, I'll upload a new sample project with your updated plugins with skills and instructions to reproduce the error. Thanks in advance!
     
    Last edited: Aug 22, 2017
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  19. DoubleX

    DoubleX Just a nameless weakling Veteran

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    I'm sorry for my late reply as I've been busy on something else.
    Unfortunately I failed to reproduce the error, so I think you may want to send me the latest version of the project :)
     
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  20. Oscar92player

    Oscar92player Veteran Veteran

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    I'll upload the sample project as soon as I can. I need to try some things before in order to give you a project that can reproduce the errors in almost all the possible ways.


    UPDATE: @DoubleX I've uploaded a sample project with all the updated plugins from ATB I'm using right now, with the YEP, MogHunter and Victor ones.

    There are weird errors when using your ATB plugins with the YEP Section Control (an add-on of YEP Target Core), some of them I cannot describe with full details, because they happen in a variety of ways, but I'll do my best to help you localize them. The YEP Selection Control allows you to target between all or one ally/enemy, like in Final Fantasy 3, 4, 5 and 6, using the directional keys. You can customize skills and spells with notetags:
    • The first one causes that your first character in a turn (with the full ATB gauge), cannot use a skill or magic that can select all the allies. Instead, if you try to use the skills "Cure" or "Fire" over your allies with that character, the cursor position will change and will select an enemy, so the next thing you can do, is attack him, instead of heal or attack your party with those spells. The strange thing about this is that only happens with the first character in a turn, but not with the second how charges the ATB gauge. The error repeats again when one of your characters has again the first action in the next turn. I don't know if this can happen with enemies using this kind of skills, but I suposse it is only a matter of time until I found so.
    • This one is related to the one before. If you select "Cure" or "Fire", and then select all your allies, instead of try to use the spell, when you cancel the action, the selection arrows will continue over your characters, and the Command window will not show (but you can hear the cursor when moving through commands if you use the directional keys). Even more, if you try to escape a battle, in the middle of the message that shows you the Escape message, you can select commands too, if if you do so (because you need to press the Confirm button to close that message window), the game will crash.
    Those are the ones I can reproduce with fixed steps, but maybe there are more that can happen in random ways, so the only thing we can do is make experiments with the sample project until we can found all of them and fix the issues.​

    I think more of the incompatibilities I told you are caused by YEP Target Core, YEP Selection Control, and YEP Battle Cursor. All the plugins I'm using right now tries to emulate all the basics of the battle system used in Final Fantasy 4, 5 and 6, so the players are not limited by spells that can only target one ally or enemy at a time. Also, the Battle Cursor is an aesthetic feature, so the player can see who will be the target of the action without using a window to see the names of the enemy/ally.​

    In order to do those things, I would need your help to make all of them fully compatible with your ATB plugins, that are the ones that works with static turns (and not the tick turns used by Yanfly and Victor Sant). This is a necessary feature, so I can program the altered states to work with fixed turns, and doing cutscenes mid-battle like in tthose Final Fantasy games I said.
    Other bug I found, is when you have deactivated YEP Target Core, and YEP Selection Control, and you use MogHunter's HUD plugin and the ATB Hotkey one:
    • When the first character is active, wait until the second one fills the entire ATB gauge.
    • Use then the directional keys to change between your active characters.
    • The default status window will appear over the custom one, and it will not disappear until you leave the battle.
    I don't know if this happens with previous versions of your plugins, but this is the first time I saw this bug.​

    There is another bug I found, that happens without YEP Plugins too. When using your plugin ATB Hotkey, you can choose between all your active charactes who will be the one that will select the actions from the command window, and it's fine using the "left" and "right" keys to do so, but here is the error:
    • When your first character is active, wait until the other character has a full ATB gauge. Then use the directional key to select that character as your active actor to input commands.
    • When you do so, press the Back button. You'll see that, the active character will change into the first one, instead of opening the Party command window.
    You can try this with all the YEP plugins activated or deactivated, but it will happen no matter what, so I think this is a bug instead of a compatibility problem (but I would like to report it here, instead of making another post for it).​

    I think those are all the bugs I've found at the moment. It took me a while to try to reproduce them with exact steps, because some of them gives the impression to happen randomly, and it's only that they happen under certain conditions. Maybe this things will took a little before we can ensure they are solved.

    Sample project: [ATB] [YEP] [MOG] Sample Project Updated v1.5.0.rar

    Hope this can help you trying to localize those errors and fix them. Just tell me if you need something else. Thanks for all your hard work!
     
    Last edited: Aug 26, 2017
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