DoubleX RMMV Popularized ATB Core

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

  1. Oscar92player

    Oscar92player Veteran Veteran

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    @DoubleX I have a question regarding your ATB Core plugin and one made by MogHunter (MOG Battle HUD).

    I would like to know if it's possible to make a compatibility plugin or something to make them both work toghether, because it seems that the ATB bar in the Battle Status Window is missing when using Moghunter's plugin. Even if inside the Battle HUD plugin you set images that acts as an ATB bar, they will not show.

    I uploaded the plugin here, if you need to take a look at it (and if it's needed, I'll upload a sample demo too). I would like to use both of them if it's possible.
     
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  2. DoubleX

    DoubleX Just a nameless weakling Veteran

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  3. Oscar92player

    Oscar92player Veteran Veteran

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    Thank you very much! Works perfectly now.

    You see, I would like to use the ATB system like in Final Fantasy 4, the first game that included it. The basic idea is to make normal actions (like Attack, Defense, or Items) that happens inmediately, and special actions (like Magic, or Special Skills) that needs a charge time.

    By the other way, does your plugin allow to customize something like an "Active" or "Wait" system? I would like to implement that on the options menu too.
     
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  4. DoubleX

    DoubleX Just a nameless weakling Veteran

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    For normal actions, using this plugin will suffice, even though you may want to check the reset addon as well.
    For actions needing charging, you may want to check the charge addon.

    For the Active and Wait thing, you can check this parameter from this plugin:
    Code:
    * @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
     
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  5. Oscar92player

    Oscar92player Veteran Veteran

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    Thanks, I'll take a look at it.

    P.S.: I have another report regarding the HUD. It seems that the Status Window is displaced when using items or magic over allies. Look at this picture:
    [​IMG]

    I wonder if it would be possible to fix that, or perhaps have an option to remove it if using MogHunter's HUD plugin.

    P.S.2: I've found some other issues, not related with the HUD, but with the character movement (maybe caused by the YEP Battle Engine Core), when you select commands in battle:
    • The first issue is when your character is active in battle, he/she will not step forward until you choose an action from the commands. However, if you press the Back button when is active (in order to open the Battle/Escape window), and then choose to Battle again, the active character will do the step forward.
    • Other issue is related with the Escape command. When you choose to Escape, and the flight is possible, the character will do a step forward insted of run to the right side of the screen. Related to this, there's another issue: when you fail to Escape, the character will stay in the same position, instead of try to run to the right side of the screen as in the default battle system.
    Hope you can help me with this. Thanks in advance!
     
    Last edited: Aug 11, 2017
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  6. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.02c(GMT 0500 11-8-2017):                                           
     *      1. Fixed the 1st actor becoming inputable not performing the waiting 
     *         pose bug                                                           
     
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  7. Oscar92player

    Oscar92player Veteran Veteran

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    Thanks, it seems that the waiting pose is fixed now. However, the escape movement is still bugged, and the character keeps doing a step forward instead of run to the right side of the screen with the Escape Pose.
     
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  8. DoubleX

    DoubleX Just a nameless weakling Veteran

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    I think it's a compatibility issue with YEP Battle Engine Core, which has something to do with the action sequences.
    Therefore, I'm unable to reproduce the issue you mentioned.
    If you've a basic knowledge on what they do, you might be able to fix the issues yourself.
    But regardless, you may want to post a video and give me your project if you need my help :)
     
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  9. Oscar92player

    Oscar92player Veteran Veteran

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    Here, a freshly cooked video about the bug:


    Unfortunatelly, I cannot give you the project at this moment, because the weight is about 400Mb approximately (and it's only a testing sample). I'll try to make a more compressed sample for you with all the plugins I use regarding the battle and HUD system.

    In the meantime, I have this picture about what plugins I'm using. I deactivated all the ones that are not related with the Battle System, but it seems that is the YEP Battle Engine Core which is causing the bug, like you said (because I deactivated it and the Escape poses works perfectly without that plugin):
    RPG Maker MV Plugin Manager MOG ATB_001.png

    I'll tag you in this post once I have a sample project for you. Thanks in advance!

    P.S.: All the plugins I have are updated to the latest version.
     
    Last edited: Aug 11, 2017
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  10. DoubleX

    DoubleX Just a nameless weakling Veteran

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    Code:
     * @param Start Actor Command
     * @desc Starts turn with the Actor Command Window instead of Party.
     * OFF - false     ON - true
     * @default true
    I've pinned down the cause to be Start Actor Command being set as true.
    Try changing Start Actor Command as false to see if anything changes. This parameter should be useless with this plugin anyway :)
     
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  11. Oscar92player

    Oscar92player Veteran Veteran

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    Thanks, it worked! Now the characters do the Escape Pose and movements correctly.
     
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  12. DoubleX

    DoubleX Just a nameless weakling Veteran

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  13. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.02d(GMT 1500 13-8-2017):                                           
     *      1. Increased this plugin's extensibility, modularity and robustness   
     
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  14. DoubleX

    DoubleX Just a nameless weakling Veteran

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     *      v1.03a(GMT 1200 26-8-2017):                                           
     *      1. Added no_prior_actor                                               
     
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  15. Oscar92player

    Oscar92player Veteran Veteran

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    DoubleX, I have a little report to do regarding a issue related to the movement of the actors in battle (an aesthetic problem only). It is not a compatibility problem, so I've choose to post the report here, since it's the Core plugin to make the ATB work.

    The problem comes when your character is active. By default, the character will take a step forward when is active, and the you can choose the commands. However, if your character or another one from your party is attacked by the enemy, the active character will take a step back (instead of returning to the active position).This does not affect the battle rest of the battle system, but it can confuse the player.

    So, the exact instructions to make this issue are:
    • Enter a battle.
    • Wait until you have an active character.
    • Wait until an enemy attacks your character, or another character in the party.
    • You'll see that the active character takes a step back, instead of remaining in the active position.
    (NOTE: It is recommended to have two party members, so you can easily replicate the issue).​

    Hope you can solve this little issue. Tell me if you need a sample project for this to replicate the error.
     
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  16. DoubleX

    DoubleX Just a nameless weakling Veteran

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    I've failed to reproduce the error with PATB only, but can reproduce it with Yanfly Battle Engine Core, so I'd treat this as a compatibility issue which is fixed in the compatibility plugin.
    If you can really reproduce it with PATB only, then I'm afraid that I'll need your project to reproduce it :D
     
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  17. Oscar92player

    Oscar92player Veteran Veteran

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    Thank you, DoubleX. The latest update for the Compatibility plugin has fixed the problem, so no need to maker a sample project this time.

    Thanks for all your hard work!
     
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  18. Diretooth

    Diretooth Lv. 23 Werewolf Veteran

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    I have a question regarding straight plug-and-play capabilities. What is the bare minimum of your ATB plugins needed for functionality, and where should each one be placed for maximum compatibility? I ask mainly because I can't seem to find a clear and concise 'how to use' guide, and thus cannot get the plugins to work. Having them all in does not activate ATB, rather, the game engine seems to outright ignore them.
     
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  19. DoubleX

    DoubleX Just a nameless weakling Veteran

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    From similar cases I've encountered, it's usually due to the plugin js files having incorrect names, so you may first want to check them. For instance, with the core plugin(it's the absolute bare minimum needed for the system to work):
    Code:
    * The default plugin file name is DoubleX RMMV Popularized ATB Core v103a
    * 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
    If you're sure that the names are correct and the problems are still there, then you may want to post a screenshots of the plugin manager, or just send me your projects :)
     
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  20. wrap

    wrap Villager Member

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    Can I reduce the target ATB gauge when hitting a skill? (Delay action)
    I will use the following plugins in combination.
    ATB Bar
    ATB CTB
    ATB Order

    It is preferable to be able to set with skill note tag.
    (Example: <delay: success rate (%), delay rate (%)>, <delay: 50, 20>)

    Sorry, I'm using a translator.
     
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