DoubleX RMMV Popularized ATB Core

Discussion in 'JS Plugin Releases (RMMV)' started by DoubleX, Nov 23, 2015.

  1. DoubleX

    DoubleX Just a nameless weakling Veteran

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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   
     
    #21
  2. DoubleX

    DoubleX Just a nameless weakling Veteran

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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   
     
    #22
  3. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.01d(GMT 0800 19-6-2016):                                           
     *      1. Fixed maximum atb value being possible to be nonpositive bug       
     
    #23
  4. DoubleX

    DoubleX Just a nameless weakling Veteran

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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  
     
    #24
  5. DoubleX

    DoubleX Just a nameless weakling Veteran

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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   
     
    #25
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  6. YEEART

    YEEART Super Highschool Level... Veteran

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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.
     
    Last edited by a moderator: Aug 15, 2016
    #26
  7. DoubleX

    DoubleX Just a nameless weakling Veteran

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    #27
  8. DaklozeDuif

    DaklozeDuif Veteran Veteran

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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.
     
    Last edited by a moderator: Aug 18, 2016
    #28
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  9. DoubleX

    DoubleX Just a nameless weakling Veteran

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    * @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 :)
     
    Last edited by a moderator: Aug 18, 2016
    #29
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  10. DaklozeDuif

    DaklozeDuif Veteran Veteran

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    Correct, I am using unavailable wait cond.


    And that'd be great, thanks.
     
    #30
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  11. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.02a(GMT 0600 20-8-2016):                                           
     *      1. Added max_linked_input_actors                                      
     
    #31
  12. Xeno_Salazar

    Xeno_Salazar War Mage Member

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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?
     
    #32
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  13. DoubleX

    DoubleX Just a nameless weakling Veteran

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    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
     
    #33
  14. Xeno_Salazar

    Xeno_Salazar War Mage Member

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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.
     
    #34
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  15. DoubleX

    DoubleX Just a nameless weakling Veteran

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    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 :)
     
    #35
  16. Xeno_Salazar

    Xeno_Salazar War Mage Member

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    No problem at all, working great now. Thanks again!
     
    #36
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  17. DaklozeDuif

    DaklozeDuif Veteran Veteran

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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.
     
    Last edited by a moderator: Sep 5, 2016
    #37
  18. DoubleX

    DoubleX Just a nameless weakling Veteran

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    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 :)
     
    #38
  19. DoubleX

    DoubleX Just a nameless weakling Veteran

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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 :)
     
    #39
  20. Shinma

    Shinma Lurker Veteran

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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:
     
    #40

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