Yeah, I just found it without reading about where it was found. Was actively tracking it down. Anyway, yeah. Might wanna hold off on using it until he's released because from what I read, it was in Beta.
I informed them via the comments on their site and it's now been removed.Yeah, I just found it without reading about where it was found. Was actively tracking it down. Anyway, yeah. Might wanna hold off on using it until he's released because from what I read, it was in Beta.
The way I see it, it's better for the community to have multiple copies of the same type of script/plugin. That way, if one doesn't fit the needs of one, the other may. After all, what I may be doing with my ATB might not suit the needs of Ellye's.be warned Ellye yanfly released thier own ATB system
You should play around with the settings to find what works best for you. If you're looking for my exact setup:
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1) Isn't really possible in a true ATB system, because some characters would get to act multiple times before another character, in some situations, so your round of inputs wouldn't always make sense.I haven't picked this up yet due to the atb battle system completely breaking certain elements of my game. But I'd like to ask a few questions anyway:
1) Is it possible that this atb system has a 'reverse' atb mechanic? i.e you pick your commands first, then when the bars fill up your actions play out.
2) Is the speed of the atb dependant on the highest agi? Is it possible to alter this in anyway? Possibly the combined total of each stat?
Thanks in advance.
I agree! Variety is good for the makers, and will be even better for the future players.The way I see it, it's better for the community to have multiple copies of the same type of script/plugin. That way, if one doesn't fit the needs of one, the other may. After all, what I may be doing with my ATB might not suit the needs of Ellye's.
Are you using Yanfly's Battle Core?Omg I love this script! And I LOVE THE TURN ORDER PREDICTIONS!!!
You are amazing, thanks for this script!
I might be using it wrong, but the fight/escape option still doesn't work for me. I have the latest version, because the option for fight/escape is there in the parameters, but nothing happens when I change it.
Yes. Was there an option in it that needs to be changed?Are you using Yanfly's Battle Core?
Yeah, djDarkX pointed it out to me. This makes the menu come back for me at least.In Yanfly's Battle Core, go to the Start Actor Command under Windows and set to false and then the Fight / Escape for the ATB plugin to 1 and you'll see the window for that again.
Yeah, that was pretty simple. Thanks PanoramicPanda.Yeah, djDarkX pointed it out to me. This makes the menu come back for me at least.
Mellye, as this is the one easily self-fixable compatibility issue people seem to keep having, may I suggest sticking it somewhere within the first post?
looking forward to this1) Isn't really possible in a true ATB system, because some characters would get to act multiple times before another character, in some situations, so your round of inputs wouldn't always make sense.
2) For now, it's based only on Agility. It's something I could parametrize, though.
I agree! Variety is good for the makers, and will be even better for the future players.
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By the way, I typed out something regarding my current development priorites / roadmap:
- Correcting any bugs that pop up (unless they are really complex while also only affecting very specific corner-cases, in this case I might lower their priority a bit).
- Finishing the CTB module (turn order prediction and better interaction with skills and items that affect the turn order, plus instant jump from turn to turn).
- Casting times and interrupts.
- General quality of life improvements, like more parameters for configuring UI and such (but those that are really quick to implement I end up doing before working on other stuff, though).
- Optional true-active ATB Mode (ATB keeps flowing while player is selecting input).
- Ability to better interact with the turn “slots” in battles, for CTB (i.e: have special stuff happens at specific slots, special buffs, etc.)
- Compatibility with other plugins – it’s something I keep in mind while coding (I tend to avoid completely overriding methods that are likely to be used by other popular plugins), but I don’t actively seek it out too much for now (I haven’t actually even looked at any other plugin yet). When I get to this point in my project, I might consider doing “Compatibility Patches” if the need arise.
- General performance. I frankly don’t tend to worry much about that, and to be honest this will only change if it ever starts being a notable issue.
Glad to help in any way! You can change the color of the gauges by changing the "code" in Gauge color 1 and Gauge color 2. For more information on color codes, check this out.Thank you so much !!! I can not imagine what you've been of help !!! you have been very kind!!!
Do you know how you can ' Change the colors of the gauges ???
you noticed that the icons of the status are covered bay HP gauges???
Will do, also the stepping animation when a turn is ready.Ellye, don't forget to add an option that allows the current actor to blink/flash when its their turn like when you're targeting enemies with Yanfly's plugins, please! And please make sure interrupts are optional and separate from casting times~
Thanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???Glad to help in any way! You can change the color of the gauges by changing the "code" in Gauge color 1 and Gauge color 2. For more information on color codes, check this out.
Oh, that's a good point about status state icons. I guess we'll have to wait for Ellye or someone else to tackle that, as it would be pretty difficult given the nature of the plugin.
Ellye, don't forget to add an option that allows the current actor to blink/flash when its their turn like when you're targeting enemies with Yanfly's plugins, please! I would much prefer that over "stepping forward" when it's their turn as someone else suggested. And please make sure interrupts are optional and separate from casting times~
here try this Hex color codesThanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???
EX : if I wanted the HP ranging from red , yellow, green ???
EX : if I wanted the MP ranging from blue to blue ???
EX : if I wanted the TP ranging from red to yellow ???
My color CodesThanks for your help ... we hope that the author can do something about the status icons . Anyway thanks for the link .... but I understood very little .... you know the codes to enter ???
EX : if I wanted the HP ranging from red , yellow, green ???
EX : if I wanted the MP ranging from blue to blue ???
EX : if I wanted the TP ranging from red to yellow ???
Oh ... thank you ... but as you set ??? Numbers for the .... " F " ????here try this Hex color codes
Ooops.In your patch note, the last version is 0404.
But when I'm downloading with your link, I still have the 0147 (in the plugin manager).
Maybe an error with the link ?Or just the description of the plugin.