DoubleX RMMV Popularized ATB Core

DoubleX

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 *      v1.01b(GMT 1400 31-5-2016):                                           
 *      1. Fixed the unmovable battlers having nonempty atb bug in start addon
 *      2. Improved this plugin's effectiveness, efficiency and readibility
 

DoubleX

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 *      v1.01c(GMT 1000 5-6-2016):                                           
 *      1. Fixed not updating unmovable battlers' max atb and countdown states
 *      2. Improved this plugin's effectiveness, efficiency and readibility
 

DoubleX

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 *      v1.01d(GMT 0800 19-6-2016):                                           
 *      1. Fixed maximum atb value being possible to be nonpositive bug
 

DoubleX

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 *      v1.01e(GMT 0500 15-7-2016):                                           
 *      1. Upgraded to support the latest version of PATB Order               
 *      2. Increased this plugin's effectiveness, efficiency and readibility
 

DoubleX

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 *      v1.01f(GMT 1400 12-8-2016):                                           
 *      1. Fixed empty atb_bar_text being converted to 0 bug                  
 *      2. PATB notetags won't be loaded more than once per game execution    
 *      3. Increased this plugin's effectiveness, efficiency and simplicity
 

YEEART

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Question of curiosity:


Is this compatible with Yanfly's battlecore/scripts? Because whenever I use the both of them, all is fine and dandy until it's the enemies turn and they keep continuously attacking till my team is dead.


Edit: So I've decided to place all your battle plugins at the bottom of my plugins list. Once again, it's all fine and dandy, but then you get locked/frozen in the command menu and you cannot do anything at all.
 
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DaklozeDuif

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Hey-ho.


When 2 characters fill up their bar at the exact same time, you first get to input actions for both and then they are executed.


Could we have an option to execute actors instantly after they are selected, even if they fill their bar at the same time?


Eg:


Select action actor 1.


Actor 1 attacks.


Select action actor 2.


Actor 2 attacks.
 
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DoubleX

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Hey-ho.


When 2 characters fill up their bar at the exact same time, you first get to input actions for both and then they are executed.


Could we have an option to execute actors instantly after they are selected, even if they fill their bar at the same time?


Eg:


Select action actor 1.


Actor 1 attacks.


Select action actor 2.


Actor 2 attacks.
* @param wait_cond_code
* @desc Sets the atb wait condition code as wait_cond_code
* Available atb wait condition codes:
* full - Wait only when a message's showing or an event's running
* act - Wait when an action's executing as well
* target - Wait when the target selection window's shown as well
* item - Wait when the skill/item selection window's shown as well
* "Wait when players can input actions as well" will be used if
* wait_cond_code doesn't return any available code
* Only 1 battler can execute actions at a time
* Only 1 action can be executed at a time
* @default full


I assume you've set wait_cond_code as an unavailable code, otherwise I don't think this situation's even possible at all.


In this case, I'd propose adding a parameter like this for the upcoming version:


* @param max_linked_input_actors
* @desc Sets the maximum number of inputable actors that can proceed
* inputting actions without any of them actually starting to charge
* or execute any inputted ones as max_linked_input_actors
* max_linked_input_actors should return the same value during the
* same battle
* @default 0


I already have a way to implement this, but I won't be free until this Saturday :)
 
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DaklozeDuif

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I assume you've set wait_cond_code as an unavailable code, otherwise I don't think this situation's even possible at all.


In this case, I'd propose adding a parameter like this for the upcoming version:


I already have a way to implement this, but I won't be free until this Saturday :)
Correct, I am using unavailable wait cond.


And that'd be great, thanks.
 

DoubleX

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Code:
 *      v1.02a(GMT 0600 20-8-2016):                                           
 *      1. Added max_linked_input_actors
 

Xeno_Salazar

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Hey :)  thanks for the great plugin


I'm using this with your SE script for it, and it doesn't work, even in a new project! Anyone else having this problem?
 

DoubleX

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Hey :)  thanks for the great plugin


I'm using this with your SE script for it, and it doesn't work, even in a new project! Anyone else having this problem?
May you please elaborate on this issue? Like how exactly it doesn't work?


Also, please ensure the filename of that SE script is properly set:

Code:
 * The plugin file name must be the same as DoubleX_RMMV.PATB_SE_File, which
 * must be edited by editing the plugin js file directly
 * The default value of DoubleX_RMMV.PATB_SE_File is
 * DoubleX RMMV Popularized ATB SE v100a
 

Xeno_Salazar

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The plugin doesn't cause any errors, and I didn't change the filename so it shows just fine in the list with all the parameters functioning. I have it below the core plugin as well. The problem is that regardless of what SE I pick, I hear no sound when an actors turn comes up, although all other sounds work just fine.


Basically, everything else about the plugin works perfectly, just for some reason the SE does not play. I thought it may have been a compatibility issue, (even though I have your fix) so I started up a new project with just your ATB core and SE...but still no luck. Having a tough time figuring out what I'm doing wrong here.
 

DoubleX

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The plugin doesn't cause any errors, and I didn't change the filename so it shows just fine in the list with all the parameters functioning. I have it below the core plugin as well. The problem is that regardless of what SE I pick, I hear no sound when an actors turn comes up, although all other sounds work just fine.


Basically, everything else about the plugin works perfectly, just for some reason the SE does not play. I thought it may have been a compatibility issue, (even though I have your fix) so I started up a new project with just your ATB core and SE...but still no luck. Having a tough time figuring out what I'm doing wrong here.
It turns out that it's because I've updated the core plugin, and that update breaks the SE plugin.


So I've just updated the SE plugin. I've tested and it should work now. Sorry for giving you such a huge trouble :)
 

Xeno_Salazar

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No problem at all, working great now. Thanks again!
 

DaklozeDuif

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Is it possible that max_linked_input_actors isn't quite working?


I set it to 1 but if 4 actors finish charging at the same time, I still have to input all of their actions before they'll start executing them.


(On Undefined wait_cond_code of course.)


Tried in a fresh project with nothing besides Popularized ATB Core.
 
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DoubleX

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Is it possible that max_linked_input_actors isn't quite working?


I set it to 1 but if 4 actors finish charging at the same time, I still have to input all of their actions before they'll start executing them.


(On Undefined wait_cond_code of course.)


Tried in a fresh project with nothing besides Popularized ATB Core.
I think you may want to send me your project this time so I can diagnose the issue, as my test cases have no such issue :)
 

DoubleX

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* v1.02b(GMT 0500 17-9-2016):
* 1. Fixed max_linked_input_actors not working when there are 3+
* inputable actors at the same time with no one having Action Times +
* 2. Lets you set max_linked_input_actors as negative to disable it


P.S.: max_linked_input_actors won't work well with any inputable actor having Action Times+, which can only be fixed by rewriting the entire PATB system, so I don't think I'll go for that extra mile :)
 

Shinma

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Hey DoubleX, in this thread by Yanfly, he mentions some problems with his ATB scripts, which makes me hesitant to use them. Have you experienced any of those problems?

Relevant info below:
F.A.Q. ABOUT ATB AND CTB PLUGINS


The ATB and CTB plugins are custom battle systems that do NOT involve a turn-based system that you're used to with the default turn-based battle system (DTB). They function off of a tick-based system, which means it does not work off standard means. This also means you have to adjust either the plugin or your game to fit these means. Here are some frequently reported "issues" with the system. None of these are bugs so do not report them as bugs.

  • If ATB bars are taking too long to fill up, then change your battlers' AGI values to higher or change the plugin parameters to fit your game.

  • If ATB states are dropping in turns too quickly, this is because you didn't adjust the proper state turn settings within the Battle Engine Core to fit your game.

  • For ATB, no, I will NOT make Active Mode. It's not because I can't (I've made it before in VX's Yanfly Engine Melody). It's because RPG Maker MV's code structure for the battle system makes it more likely to break everything if it does so. If this is something you absolutely need, the Plugin Request Forum is your place to visit, if DoubleX RMMV Popularized ATB Core(which is at least compatible with my Battle Engine Core with the compatibility fix) can't meet your demands already.

  • If there is "lag" between CTB turns, this isn't because of the plugin. This is because your low AGI values is making the game go through hundreds to thousands of CTB updates per tick. Once again, either you increase the AGI values or change the plugin parameters to fit your

  • In CTB, States "skipping" multiple turns when updating isn't a bug. It is because in between the previous battler next battler, there was a huge gap in time, enough to go through two state turn cycles. Adjust the state turn settings within the Battle Engine Core to fit your game.

  • For CTB, no, I will NOT make multiple instances of turn icons appearing for multiple actors. If you want something like that made, you can request it in the Plugin Request Forum.
 

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