You can use plugin calls in the damage formulae of skills reducing ATB gauge: Code: * 4. patb_val.atb = val * - Set the battler's atb value as val For instance: Code: if (Math.random() < 0.5) b.patb_val.atb = 0; originalDamageFormula This should have 50% chance to completely empty the ATB gauge of the targets if those skills do hit them
I could not understand this plugin at all. It's a great plug-in, but it's very difficult. Delay Action can be realized. Thank you, DoubleX!
Hello,after adding this plugin the HP and MP bars got as short as the ATB bar which made the numbers go over the letters. Is there any way to fix this?Im sorry for asking such a simple question but im still learning how to use RMMV.
It seems to me that you're using some other plugins as well. Would you mind sending me your project or at least list all the other plugins(with their ordering preserved) used?
Oh uh,i think i broke something because for some reason the game will softlock when a character dies before selecting an enemy to attack. Maybe some of the plugins im using are incompatible with each other?
Unfortunately, you will have to test this yourself or ask someone else to test it for you by giving him/her your project. If you want to test this yourself, you can try to disable more and more plugins until the problems disappear. Then try to enable the disabled ones again until the problems reappear. Then you should at least have some ideas of what plugins are the possible culprits
How exactly does the "atb_rate_code" work? I can't seem to find the right balance. I want to make it so a character with x AGI always has the same time to get a turn even when facing an enemy with much higher AGI, without making the enemy with much higher AGI having ridiculously fast turns. So I may be asking if there's a way to cap the ATB rate time both slowest and fastest. Hopefully I'm not just missing something in your plugin, can't seem to wrap my head around the formulas.
In this case, I'd actually wonder why you'll have enemies with very high agi to begin with Anyway, you'll need the rate addon: Code: * # Actor/Class/Weapon/Armor/Enemy/State Notetags: * State notetags take the highest priority, followed by enemy, weapon, * armor, class and actor * 1. <operator patb rate: rate> * - Assigns rate to the battler's atb rate via operator * - operator can be either =, +, -, *, / or %, meaning set to, add * by, subtract by, multiply by, divide by or modulo by respectively * - All instances of this notetag will be used sequentially With this, you can then set atb_rate_code as abs_agi or agi, then in battle events of troops with enemies having much higher agi, you can add a hidden state(e.g.: a state without a icon) with that notetag(for instance, </ patb rate: 2> halves the atb rate) to each of them Alternatively, you can try the following snippet in the related battle event that are run once upon battle start to lower the agi of those being too high: Code: // Use either one var minActorAgi = $gameParty.members().sort(function(a, b) { return a - b; })[0]; // The minimum agi among all actors var avgActorAgi = $gameParty.agility(); // The average agi among all actors // // Replace x with the multiplier you want var maxEnemyAgi = x * minActorAgi; // or x * avgActorAgi // $gameTroop.members().forEach(function(mem) { if (mem.agi <= maxEnemyAgi) return; mem.addParam(6, maxEnemyAgi - mem.agi); }); P.S.: I actually wanted to add the atb rate cap feature, but it'll likely have very serious compatibility issues with the rate addon on the feature level, because while it's obviously pointless to let the rate addon break the cap, the whole PATB system will be either very complicated(this system also serves as a tutorial for those wanting to write their own ATB systems so I won't make things complicated here) or have very severe performance problems if the cap feature caps the rate addon as well
Thanks for taking your time to write an extensive reply! I'm sure writing performant battle systems is very difficult already, especially with tick-based systems
I'm glad you're still active, DoubleX. I haven't gotten to do battle parts yet because I'm still making maps and assets, but with the little I tried, this is the only ATB plugin that's worth it. All other ATB plugins freeze the time when you're in the decision making part, which breaks the whole point. Yours seems to be the only one that keeps going. It's very FF7 alike, which is a good thing.
Hello DoubleX. I seem to have troubles with the ATB Charge sub-plugin. When an actor is hit by an action-preventing state such as Sleep while charging up an action and the state is then removed, I get a crash and error message. It is the following: Type Error Can't read property "item" of undefined The console log is the following: TypeError: Cannot read property 'item' of undefined at Game_Actor.Game_Battler.set_patb_charge_rate (DoubleX RMMV Popular…Charge v103a.js:491) at Game_Actor.Game_Battler.get_patb_charge_rate (DoubleX RMMV Popular…Charge v103a.js:478) at Game_Actor.Game_Battler.update_patb_charge (DoubleX RMMV Popular…Charge v103a.js:468) at Game_Actor.Game_Battler.update_patb_val (DoubleX RMMV Popular…Charge v103a.js:388) at Game_Actor.Game_Battler.update_patb (DoubleX RMMV Popular… Core v103a.js:1238) at Game_Actor.update_patb (DoubleX RMMV Popular… Core v103a.js:1583) at DoubleX RMMV Popular… Core v103a.js:1645 at Array.forEach (<anonymous>) at Game_Party.Game_Unit.update_patb (DoubleX RMMV Popular… Core v103a.js:1645) at Function.BattleManager.update_patb (DoubleX RMMV Popular…B Core v103a.js:815)
I tried to replicate this behavior in a clean new project and found out that it is not occurring. Therefore, some other plugin is likely interferring. Sorry for inconveniencing you, I'll try to find the culprit myself.
@DoubleX I need some help with your plugin. I'm trying to set up the ATB mode (full, act, target, item, or "nothing") in the middle of the map gameplay (not inside a battle) by using the plugin calls in the "# Configuration manipulation" part of your plugin. My idea was to make a menu on the save points to change the ATB mode, so the player can configurate it before entering a battle. For example, trying to set the Full mode, I used this: Code: $gameSystem.patb.wait_cond_code = full And the Item mode: Code: $gameSystem.patb.wait_cond_code = item But none of them are working for me, the ATB is still working like in the default parameter in the plugin manager (is set to "item"). Do you have any idea on how to change it? Any help would be appreciated. Thanks in advance!
You may want to try these instead: Code: $gameSystem.patb.wait_cond_code = "full" $gameSystem.patb.wait_cond_code = "item"
I'm afraid those plugin calls are not working, either. Maybe I'm doing something wrong? EDIT: My fault. They are not "plugin calls", but "script calls" instead xD It seems to be working right now. Thanks for all the help! I'll do some more tests to set a full battle mode selection!