DoubleX RMMV Popularized ATB Core

DoubleX

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 *      v1.03d(GMT 0500 20-5-2020):
 *      1. Fixed the party escape command being selectable even when it won't
 *         be effective
 

Oscar92player

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 *      v1.03d(GMT 0500 20-5-2020):
*      1. Fixed the party escape command being selectable even when it won't
*         be effective
Thanks for the update! I've tried the plugin, and it works, but... the Party Window does something strange with the commands when selecting the Escape one, during the action taking place in battle (I think it blinks?). I've uploaded a video:
 

DoubleX

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It's normal, because when the party escape command becomes unavailable when it's selected, the party command window has to be reset and select among available commands, so the blinks are caused by the party command window automatically selecting the fight command in this case :)
 

Oscar92player

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It's normal, because when the party escape command becomes unavailable when it's selected, the party command window has to be reset and select among available commands, so the blinks are caused by the party command window automatically selecting the fight command in this case :)
I see, it is the only way to make the player unable to select the Escape command while the action is taking place, and since the enemies on the video are attacking one by one in the same turn, the cursor blinks...

I was thinking... could it be possible, when opening Party Window, to pause the battle entirely? Even when the ATB options are setup to be "full", "act", "target", and "item"? That way, the user will have some kind of "Pause" in the middle of the battle, and also, it will allow to select the commands without problems without actions taking place in the background.
 

DoubleX

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JavaScript:
 *      v1.04a(GMT 1200 20-5-2020):
 *      1. Added wait_party_cmd
 

Oscar92player

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 *      v1.04a(GMT 1200 20-5-2020):
*      1. Added wait_party_cmd
Thank you so much, Double X, it works pretty well! This is a big improvement, and now the Party Window and the commands inside it will work better than ever!
 

Lemaire

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Hello DoubleX, I have a question.
I have a skill that increase selected target ATB to max, and I tried using these plugin calls :
target.patb_val.atb = target.max_patb_val

Yes, targets ATB is filled but it stuck at max, forever, unable to pick a command.
Any solution for this ?
 

DoubleX

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* v1.04b(GMT 1400 15-6-2020):
* 1. Added battler manipulation plugin call fill_up_patb_val()
Hello DoubleX, I have a question.
I have a skill that increase selected target ATB to max, and I tried using these plugin calls :
target.patb_val.atb = target.max_patb_val

Yes, targets ATB is filled but it stuck at max, forever, unable to pick a command.
Any solution for this ?
You'll have to use the new fill_up_patb_val() instead:
JavaScript:
* 4. patb_val.atb = val
* - Set the battler's atb value as val
* (v1.04b+)Use fill_up_patb_val() instead if val = max_patb_val in
* non-delay fill code and val = 0 in delay fill code, or the
* battler would never be ale to input or execute actions
I've to admit that patb_val.atb = val is a poorly designed plugin call, and the only way for me to fix it quickly without breaking something else is to make a new plugin call for the special case of using max_patb_val as val :)
 

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@DoubleX

Sorry for bothering again,
It seems atb reset feature isn't working? (Both Core and Add-on plugin)

Inserting something (let's say "agi", so battler has its ATB resetted to base agi) on atb_reset_code didn't do anything. Also putting something like <= patb reset: 50> to skill notetag doesn't do anything at all, even though add-on installed. Am I missing something?
 

DoubleX

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@DoubleX

Sorry for bothering again,
It seems atb reset feature isn't working? (Both Core and Add-on plugin)

Inserting something (let's say "agi", so battler has its ATB resetted to base agi) on atb_reset_code didn't do anything. Also putting something like <= patb reset: 50> to skill notetag doesn't do anything at all, even though add-on installed. Am I missing something?
Unfortunately, right now atb_reset_code can't be used that way:
JavaScript:
 * @param atb_reset_code
* @desc Sets the code of the reset atb mechanism as atb_reset_code for
*       additional effects
*       It'll only be used with non-delay atb_reset_code
*       The atb refill will always be freezed while not movable
*       Available code for the atb reset mechanism for additional effects:
*       clear - The atb will be emptied when becoming unmovable as well
*       No additional effects will trigger if atb_reset_code doesn't return
*       an available code
* @default clear
It means that atb_reset_code only cares whether it's clear or something else.
If you want to use agi, you may want to place this snippet right before the core plugin(and especially above the reset addon):
Code:
Game_Battler.prototype.reset_patb_val = function() {
    if ($gameSystem.patb.atb_fill_code === "delay") {
        this._patb_val.atb += this._max_patb_val - this.agi;
    } else {
        this._patb_val.atb = this.agi;
    }
    this._patb_val_change.atb = true;
};
As for <= patb reset: 50>, I failed to reproduce the issue, as the ATB value of the actor after using such a skill is indeed about 50. I'm afraid that you'll have to give me your project(you can do so via pm) so I can know what's really going on :)

I think I'm going to expand the atb_reset_code in the reset addon(so things like agi can also be used), but first I want to ensure there's no issues in the reset notetags first :D
 

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