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it is possible to make sure that the ATB gauge whilst filling is of a color, and when it is full becomes of another ????
start new saveUUUhh, i have a serious problem.
So I tried out the plugin but i decided it wasn't the best fit for my game, when i disabled the plugin the attack bar was still there so i tried to delete it and its coming up with an error.
Is there any way to fix this?
You mean, when you try to load a saved game that was using the plugin, or as soon as you start a test?UUUhh, i have a serious problem.
So I tried out the plugin but i decided it wasn't the best fit for my game, when i disabled the plugin the attack bar was still there so i tried to delete it and its coming up with an error.
Is there any way to fix this?
put atb after and it should fix itThere seems to be something in the YEP Core Plugin that's interfering with the ATB script. When the core is enabled, it stretches the HP bar and completely cuts off the ATB bar. I suppose this is technically a YEP problem, but any idea which setting in the core plugin is causing this? I have the ATB plugin before the Core plugin in my list if that makes any difference. =)
I must have those bars! Haha but how/which plugin do you edit to change the font for that? I'm having a hard time figuring it out.It's pretty easy, but you'll have to pull out the calculator (or do maths in your head). Simply look for this in the script (using whichever editor you choose):
Window_BattleStatus.prototype.drawGaugeAreaWithTp = function(rect, actor) { this.drawActorHp(actor, rect.x + 0, rect.y, 97); this.drawActorMp(actor, rect.x + 112, rect.y, 86); this.drawActorTp(actor, rect.x + 213, rect.y, 86); this.drawActorATB(actor, rect.x + 314, rect.y, 86); };It's pretty much near the top. There is a 15 pixel width between the gauges, so keep that in mind. Also remember that when resizing them, they are conforming to a set width of a container which is right above this piece of code. Looks like this:
Window_BattleStatus.prototype.gaugeAreaWidth = function() { return 400; };The sizes of the gauges and the 15 pixel widths (default) must all fit in there so keep that in mind when figuring out the sizes of everything. Here's my setup (without TP):
Window_BattleStatus.prototype.gaugeAreaWidth = function() { return 600; };Window_BattleStatus.prototype.drawGaugeAreaWithoutTp = function(rect, actor) { this.drawActorHp(actor, rect.x + 0, rect.y, 240); this.drawActorMp(actor, rect.x + 255, rect.y, 160); this.drawActorATB(actor, rect.x + 430, rect.y, 170); };I'll explain the numbers within this.drawActorHp(actor, rect.x + 0, rect.y, 240);.
rect.x + 0 - This is the position inside the container. 0 means absolute left and any change to that is how many pixels to the right it will be moved.
240 - This is the width, in pixels, of the gauge. Adjust for each one accordingly.
If you take the numbers I have (240+15)+(160+15)+170, you get 600, so they'll all fit in there perfectly. Any empty space will show empty space. You can adjust the 15 pixel space to be larger or smaller if you like, but the gauges might not look right.
My setup is for a screen size of 1280x720, so this works out perfectly. You can also change the text from AT to whatever, but it also needs to conform to a container, of which you can manipulate as well. Look for this:
Window_Base.prototype.drawActorATB = function(actor, x, y, width) { var color1 = "#303050"; var color2 = "#6060A0"; this.drawGauge(x, y, width, actor.atbRate(), color1, color2); this.changeTextColor(this.systemColor()); this.drawText("Active Turn", x, y, 170); };Here you can change the gauge color and the text. this.drawText("Active Turn", x, y, 170); is where you want to change the text and the size of it's container. Mine is fitted to the size of the gauge itself that I set up above, but the default is 44.
Hope this helps anyone else that might want to know!
EDIT:
Also, this is what my gauges look like with my set up and with Rocketmancer's Custom Gauges plugin.
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your best bet would be to find a free font by googleing "Free Fonts" what i did to get my fontI must have those bars! Haha but how/which plugin do you edit to change the font for that? I'm having a hard time figuring it out.
Go to your fonts folder in your project, copy and paste whatever font file you want into that folder, go to the gamefont file and change the name of the font in the quotations to whatever the name of your font is, like this: "BASKVILL.ttf"I must have those bars! Haha but how/which plugin do you edit to change the font for that? I'm having a hard time figuring it out.
Thanks for pointing this out! I'll fix this soon.Thanks for making such a terrific plugin; I absolutely love it.
The only (small) issue I have with it is when using names on the predicted turn order display, the enemies use the name of the battler image file instead of the actual enemy name.
example: I made an enemy called Wasp in the database and used the hornet.png from the RTP. Instead of list the enemy as Wasp in the turn order, it calls it Hornet.
I'm fine just naming the files to the intended monster name, but if someone were to want 2 enemies with different names to use the same graphic for whatever reason, the display would still be wrong for one of them unless he copied the image over with both names.
If you could address this (minor) issue, it'd be greatly appreciated. If not, it's not really an issue as it's easily worked around. Everything else about the plugin is simply marvelous.![]()
The new version of the plugin is incompatible with the plugin YEP_BattleEngineCoreThanks for pointing this out! I'll fix this soon.
Edit: And it's fixed. Thanks!
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Just a small update for now:
* 2015-10-31-0325: Monsters now properly show their name instead of their Battler Image name in CTB.
* 2015-10-31-0325: Characters now step forward when its their turn.
Thanks for noting. I'll take a look later on and see why this happens, maybe it's an easy fix to make that compatible.The new version of the plugin is incompatible with the plugin YEP_BattleEngineCore
Characters not step forward when its their turn.
If you use Turn End duration, the duration of the state effect will be affected by the Turn Timer parameter.States seem to be coming off too fast. A state that should last 3-4 turns comes off usually in 1.5 actor actions.
Right now the turn timer was set to 100, agi weight 200, base fill 100.If you use Turn End duration, the duration of the state effect will be affected by the Turn Timer parameter.
The default value for my Turn Timer is a bit high: 150, when most level default characters have less than 40 Agility.
You can either: lower the Turn Timer (I'll probably lower the default a bit too), increase the Turn Duration (but if it's something that ticks per turn, it will also tick more total), or use Action End instead (that one will count down per action).
I do intended on adding an option to calculate Turn Time based on the average Agility of all battlers present in a battle, instead of being a fixed value, and I will probably do it soon - so you also have the option of just waiting for that.
Edit: I've implemented the above option. Check the last update and try using the new "Average Turn Timer" parameter.
Oh, the formulas work this way:Right now the turn timer was set to 100, agi weight 200, base fill 100.
I was assuming that turn timer of 100 is equal to a base fill speed of 100. So it should be much slower then characters that are filling at 100+200*agi.
But 4 rounds seem to go by during 1 actor action.
and 30 Agi would take 2 actions per turn. What would the values have to look like for that to be the case?
You'll want Turn Timer to be 10, then (and disable Average Turn Timer).Ideally, Id like to set it up so that an actor with 10 agi, would be taking exactly 1 action per turn.
Leave Agility Weight as 100, set Base Fill Speed to 10.And every +/- 1 AGI would change that by 5% so 11 agi would take 1.05 actions per turn