DoubleX RMMV Popularized ATB Core

DoubleX

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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:
1. For Active Mode in his/her ATB, I'm pretty sure that it's impossible to have that feature without a complete rewrite, which would lead to tons of compatibility issues.
2. I recall that the state turns act quite differently in his/her ATB than those in DTB, and that difference are hardcoded in the design of that plugin

I've not checked his/her ATB for a few months so I'm not really sure now though :)
 

Shinma

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So you have not had any problems with your ATB? If so, then that is great and I look forward to using it!
 

DoubleX

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So you have not had any problems with your ATB? If so, then that is great and I look forward to using it!
I've not faced any nontrivial issues in my use cases so far, otherwise I'd have tried to fix them :)
 

Cinnamon

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I'm super excited to use this!

Unfortunately when I add it to my empty project it doesn't do anything at all. o_o
 

DoubleX

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You may want to check these:
Code:
* @param battle_system_code
* @desc Sets the code indicating if ATB or the default battle system will be
* used as battle_system_code
* Available codes for battle_system_code:
* atb - ATB will be used
* The default battle system will be used if battle_system_code doesn't
* return any available code
* battle_system_code must not be changed from the available codes to the
* unavailable ones during the same battle(the same for the vice versa) or
* this plugin will fail extremely badly
* @default atb
Code:
 * @help
 * The default plugin file name is DoubleX RMMV Popularized ATB Core v102b
 * If you want to change that, you must edit the value of
 * DoubleX_RMMV.PATB_Core_File, which must be done via opening this plugin js
 * file directly
Also, you may want to check what's shown on the plugin manager. Posting a screenshot can help :)
 

Cinnamon

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Thank you for replying! Unless I'm misreading something entirely, I think I should be fine...

Edit: Oh gosh, I had to change the filename and erase the underscores. Sorry!
 

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DoubleX

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Oh, so it seems to me that you've downloaded it from pastebin.
I don't know why, but it seems to me that it's some fixed file naming, so I'm unable to set it to be consistent with what's specified in the plugin itself :)
 

Cinnamon

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Yup! It's OK now! Thank you for your support. :)
 

Cinnamon

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EDIT: Fixed by changing it to this:

Code:
Game_BattlerBase.prototype.set_start_patb_val_norm = function() {
// v1.01b+; New
    if ($gameSystem.patb.atb_start_code === "agi") {
        this._patb_val.atb = this._max_patb_val * this.agi / this.paramMax(6);
        //this._patb_val.atb = this._max_patb_val;

        var max_agi = 0;
        $gameParty.members().forEach(function(item) {
          max_agi = Math.max(item.agi, max_agi);
        });

        this._patb_val.atb = this._max_patb_val * (this.agi / max_agi) * 0.7;
    } else {
        this._patb_val.atb = 0;
    }
};
Could you please explain what to fill in for "atb_start_code"?

I read the help text in the plugin but it didn't make it clear for me... :/

For me, the starting ATB bars are always empty.
I'd like for them to be filled a bit.

Preferably if the bar looks for the enemy/actor with the highest "AGI" and gives them an almost full bar.
Then the enemy and actor with the lowest "AGI" gives them an empty bar.
Something like that would be great.
I think it's already possible, but I just don't understand how to fill in the settings...

Even if I fill in "100", the ATB bar is still empty at the start.

Thanks so much. :)
 
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Cinnamon

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Also I have a bug.
If I use a Target: All Enemies skill with Actor 1.
Then I choose to select, say, Attack with Actor 2.
This should select one target, but instead it wants to select All Enemies (because of Actor 1).
If I choose cancel and select Attack with Actor 2 again, then it's fine.

It seems the target scope is not refreshing properly in between actor selection.

Maybe it's an incompatibility.
Can you please send me in the right direction or let me know how to fix this?

I can upload a video if it helps.

Thanks. :)
 

DoubleX

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EDIT: Fixed by changing it to this:

Code:
Game_BattlerBase.prototype.set_start_patb_val_norm = function() {
// v1.01b+; New
    if ($gameSystem.patb.atb_start_code === "agi") {
        this._patb_val.atb = this._max_patb_val * this.agi / this.paramMax(6);
        //this._patb_val.atb = this._max_patb_val;

        var max_agi = 0;
        $gameParty.members().forEach(function(item) {
          max_agi = Math.max(item.agi, max_agi);
        });

        this._patb_val.atb = this._max_patb_val * (this.agi / max_agi) * 0.7;
    } else {
        this._patb_val.atb = 0;
    }
};
Could you please explain what to fill in for "atb_start_code"?

I read the help text in the plugin but it didn't make it clear for me... :/

For me, the starting ATB bars are always empty.
I'd like for them to be filled a bit.

Preferably if the bar looks for the enemy/actor with the highest "AGI" and gives them an almost full bar.
Then the enemy and actor with the lowest "AGI" gives them an empty bar.
Something like that would be great.
I think it's already possible, but I just don't understand how to fill in the settings...

Even if I fill in "100", the ATB bar is still empty at the start.

Thanks so much. :)
Code:
* @param atb_start_code
* @desc Sets the starting atb value code as atb_start_code
* The starting atb value is always 0 for:
* - unmovable battlers with non-delay atb fill code
* - actors with non-delay atb fill code and start type as surprise
* - enemies with non-delay atb fill code and start type as preemptive
* - actors with atb fill code delay and start type as preemptive
* - enemies with atb fill code delay and start type as surprise
* The starting atb value is always max_atb_val for:
* - unmovable battlers with atb fill code delay
* - actors with non-delay atb fill code and start type as preemptive
* - enemies with non-delay atb fill code and start type as surprise
* - actors with atb fill code delay and start type as surprise
* - enemies with atb fill code delay and start type as preemptive
* Available starting atb value code for normal start:
* agi - max_atb_val * agi / max agi in non-delay atb fill code
* max_atb_val * (1 - agi / this.paramMax(6)) in atb fill code
* delay
* The starting atb value will be 0 and max_atb_val in non-delay and
* delay atb fill code respectively if atb_start_code doesn't return an
* available starting atb value code for normal starts
* @default agi
Basically, the only available code is agi, which sets the starting atb value of each battler as what's mentioned:
Code:
* agi - max_atb_val * agi / max agi in non-delay atb fill code
* max_atb_val * (1 - agi / this.paramMax(6)) in atb fill code
* delay
Using unavailable code will set it as what's mentioned:
Code:
* The starting atb value will be 0 and max_atb_val in non-delay and
* delay atb fill code respectively if atb_start_code doesn't return an
* available starting atb value code for normal starts
If you want more control, you can use the start addon :)



Also I have a bug.
If I use a Target: All Enemies skill with Actor 1.
Then I choose to select, say, Attack with Actor 2.
This should select one target, but instead it wants to select All Enemies (because of Actor 1).
If I choose cancel and select Attack with Actor 2 again, then it's fine.

It seems the target scope is not refreshing properly in between actor selection.

Maybe it's an incompatibility.
Can you please send me in the right direction or let me know how to fix this?

I can upload a video if it helps.

Thanks. :)
Then I'd like to have a video and the plugin list(with the orders of plugins preserved) you're using :D
 

Cinnamon

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Hey, thank you for the explanation. :) I already read the help file, unfortunately I didn't understand it. After looking into the code again I realized what you're saying. The START add-on will be really great, but I didn't see how it will change the start value based on everyone's AGI, so I just did a quick edit. :)

Video coming up...! I'll make a quick one with my phone.


It seems like a bunch of plugins, but most of them are unrelated to the battle system and they're all just cohesive parts of YANFLY. :) I didn't throw anything random in there.
 

DoubleX

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Place this plugin below all DoubleX RMMV Popularized ATB addons
You've to place the compatibility fix below all the other PATB addons. You may want to try it and see if anything changes :)
 

Cinnamon

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Unfortunately that didn't change anything. ^_^;

I can try debugging / moving things around, but I'm not familiar enough with RMMV to know where this kinda issue could come from...
 

DoubleX

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Unfortunately that didn't change anything. ^_^;

I can try debugging / moving things around, but I'm not familiar enough with RMMV to know where this kinda issue could come from...
The simplest thing you can try is to place all PATB plugins below all Yanfly ones and see if anything changes :)
 

Cinnamon

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No difference... Is it okay if I send over the project? I've added everything I need so if we can get these two issues fixed (this + Order bar) then we're all good to go for commercial production. :kaoangry:
 

DoubleX

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No difference... Is it okay if I send over the project? I've added everything I need so if we can get these two issues fixed (this + Order bar) then we're all good to go for commercial production. :kaoangry:
It should be ok. For instance, you can send via the pm :)
 

Cinnamon

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It should be ok. For instance, you can send via the pm :)
I meant more if it's OK for you, because it's quite a trouble I think. :) I PMed u.
 

DoubleX

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It turns out that it's a compatibility issue between this plugin and the Yanfly Battle Engine Core. I've fixed it in the latest version of the compatibility addon :)
 

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