Dynamic Skill Speed (for Yanfly's ATB/CTB)

Riff

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Hello, everyone!

Yanfly released two different battle systems (so far): ATB and CTB.

From my understanding, the speed required (charge time) for a skill can be defined in the database and using <speed: +x> (requires YEP_BattleEngineCore.js).

The problem I am having now is I have some skills that have longer charging time, and the Agility stats of my actors range from 30 to 300. So it is hard for me to set up a skill that requires 'fixed' rate of charging time. For example, a Raise skill will require twice the normal charge time. I can't achieve it using the existing tags.

I would like to define the charge time (or item/skill speed) using an eval formula.

I hope my explanation is sufficient. In short, I would like <speed: +x> or <speed: -x> to be evaluated using formula (in battle) instead of fixed amount. 'cause I'm planning to use something like:

BattleManager.highestBaseAgi() * 100for full gauge parameter, and the Raise skill will have charge time of:

BattleManager.highestBaseAgi() * 200or just insert this into the skill notetag.

Code:
<speed: +(BattleManager.highestBaseAgi() * 200)>
 

Val

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No reply? Humm I looking at the same problem.

How to have fix time for charging a skill? Can someone help us on that?

How to make a Skill that take like very long time to charge before launching? 

Because I want to create a time space where player can use an Interupt attack to stop the big bang attack of monster? 

Can someone know how to do that with Yanfly ATB system? 

thank you! 
 
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Roguedeus

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Yeah. This would be a nice feature addition to ATB... The static speed increases via the speed input of the action (or the note tag) can totally invalidate the speed increase before even mid game.

If an evaluation 'Lunatic' like formula speed where available, it would fix that issue.
 

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