- Joined
- Oct 24, 2015
- Messages
- 347
- Reaction score
- 279
- First Language
- Portuguese
I'll send you a PM so we may try to figure out what's happening.hmm ya i dunno it's still lagging really bad even after turning those off...![]()
I'll send you a PM so we may try to figure out what's happening.hmm ya i dunno it's still lagging really bad even after turning those off...![]()
That's an interesting idea, I hadn't thought about that. It's possible, yes - I'll add that option, thanks!This is a very cool ATB! I have a feature request-
Possible to show enemy ATB bars only when paused for the player's turn? So it's invisible until the actor steps forward to pick their action then disappears once an action is chosen?
Oh, for Actors the script is indeed simply getting the face that is setup directly in the database, not by Note field. I might give support for that too, though.Pluggin compatible with Weather EX of Moghunter, just launch New Game for initializing :
I seem irritating but ...
There is a worry to the new face of change in the actors :
Did the skill also had casting times or any other modifiers?<self_atb:25000> in hero note doesn't worked too![]()
I would start the fight with 25000 fixe (for exemple) only with 1 actor. It's possible ? Not with random.Did the skill also had casting times or any other modifiers?
Oh, got it, starting atb modifier per Actor (or per class).I would start the fight with 25000 fixe (for exemple) only with 1 actor. It's possible ? Not with random.
How about per item too then? So you can have items that start your bar full on the first round.Oh, got it, starting atb modifier per Actor (or per class).
I hadn't thought of that, it can be done, yes. I'll add this later, should be quick to do. Thanks for the suggestion!
Like a special ability for a piece of equipment? That's cool. I'll remember to implement this.How about per item too then? So you can have items that start your bar full on the first round.
Good point! I'll add this possibility (for now, one option is to make the skills that cause those effects also be <interrupt> themselves, though that's not ideal).Do certain states interrupt skills?
I'm thinking death, stun, sleep, palzy, etc should auto interrupt and cancel skill charging.
Oh, a way to check if my plugin is active? Sure!Do you think you could put that import thing in your script so other scripts can be made compatible with yours? I'm looking to do this, basically:
if (Imported.EllyeAT{ // stuff };
Yeah, the motions aren't behaving quite like I want them to, yet.Just tried out the update, and the casting motion behaves kinda weirdly? 1) If another actor's turn comes up while another is casting, the caster will step back with them. 2) After casting, the idle motion is substituted for the casting motion, until someone else acts. Tried it out both in my usual project and in a fresh new one with only this plugin, and this happens in both. Here's a quick capture.
(edit: this was before the interrupt system update whoops)
I think it's possible without graphics rendering so this may be done.wow, i picked up this plugin when it was just released, and decided to come back to check for any updates...
This plugin is by far my favorite plugin out there right now, and i don't think I've come across any issues with it, very good work, keep it up.
Edit - I was also wondering if it would be possible to add support for a vertical bar, dont know how hard that would be to do, just something ive been looking for.
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