Ellye's ATB (also includes CTB option)

Mellye

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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.
The VX Ace project of my battle system had vertical bars like those. It's certainly possible, and it's something I might do for compatibility with this style of interface.

But tell me Mellye, it's possible to donate for you?
Thanks for the interest, but for now I'm glad just creating something useful on my pace.
 

Xelion

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Thanks for the interest, but for now I'm glad just creating something useful on my pace.
While I have to admit I wouldn't donate, I think it's a good idea to give users the possibility to donate if they like your work. It's not like they pay you to do a plugin, but just as a thanks for what you did and keep doing. Shouldn't feel as a pressure. 
 

MuteDay

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hey ellye your plugin works awsome with my custom weapons
 

Rito

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While I have to admit I wouldn't donate, I think it's a good idea to give users the possibility to donate if they like your work. It's not like they pay you to do a plugin, but just as a thanks for what you did and keep doing. Shouldn't feel as a pressure. 
It is in that sense, yes.
 

MuteDay

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that would be why i dont release plugins
 

Mellye

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newer version still lags for me :(
Just to confirm: even a new, blank project, with just my script and default parameters is already enough to cause that lag?

It happens only while selecting commands during battle?
 

Sol Rising

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Just to confirm: even a new, blank project, with just my script and default parameters is already enough to cause that lag?

It happens only while selecting commands during battle?
just tried, new game with only your plugin doesn't lag. Probably a compatibility issue with the other plugins then... some reason yanfly's atb plunging doesn't give me any lag.

these are my plugins i have installed (not all are used, some turned OFF).

 

Rito

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A lot !

Maybe just that the PC is not powerful enough.

I don't think it's an optimization problems, just that there are too many pluggins and the RM MV engine is very hard to follow.

 

Or it takes rearranged the order of the plugins.

Trying to sort by scene (title, map, battle ...) and not per author.

 

For exemple :



 

Otherwise, give your PC config (CPU, RAM mostly, I don't think that the graphics card is linked).

EDIT : It uses OpenGL may therefore be linked.

EDIT2 : I found this : link
 
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Sol Rising

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but the thing is, i don't lag with the previous version of elley's atb... it only happened since the last 2 patches ago, s/he sent me a download link of the older plugin and there were no problems... i find it hard to believe it's a computer problem(my computer is upgraded pretty intensely to even play fps games with no frame rate loss)... and it works just fine with every other plugin except the new version of elley's atb with my current plugins.
 

Mellye

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Sol Rising, just to test if the reason of the lag is related to what I think it might be: try reducing the "Full ATB" parameter considerably, like to 10000, and see if it changes anything?

I'll later on take a look at the other plugins you use to see if it could be a compatibility issue.
 

JmLyan

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An idea for handling Haste and similar states would be a notetag that affects ATB speed that can be put on states (among other things), and then another notetag that changes the color of the gauge. Might be too complex, but it would allow a lot of customization. A separate notetag for affecting cast speed would be nice too.
 

Mellye

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Bobstah made his Battle Status Extended plugin compatible with mine, for those that might want a different Status Window layout (it's pretty neat):

http://forums.rpgmakerweb.com/index.php?/topic/49459-bobstahs-battle-status-extended-11-atb-support-vertical-gauges/

An idea for handling Haste and similar states would be a notetag that affects ATB speed that can be put on states (among other things), and then another notetag that changes the color of the gauge. Might be too complex, but it would allow a lot of customization. A separate notetag for affecting cast speed would be nice too.
The idea of ATB Speed and Cast Speed was basically what I had in mind:

We would have three attributes changeable by states (and equipments):

<haste:>

<haste_atb:>

<haste_cast:>

The default value of each of them would be 100 (as in, 100%, normal, speed).

Haste would be the general speed, affecting both atb and cast. The other two would affect only atb or only cast.

I hadn't thought about the idea of having the color gauge change as a notetag. That's a good idea, I might give this option.

Another thing, I'd also have to allow a state tag for something like:

<state_atb_duration:>

To make states with duration based on flat atb amount, instead of turn timer or action end. Those would work much better for "Stop" style effects and such, at least, and I'd recommend using that for almost everything actually. And to further support it, I could also allow the maker to customize a different stat to be used for state duration reduction (so that MDF may reduce the duration of a negative state effect, for example).
 
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Tenryuga

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One of my characters has the action times+ attribute. What this did without the ATB was basically allow them to take two actions per turn. With the ATB on what will happen is that if the first action was an attack the character will then perform the next action you selected immediately. If it was a skill the actor will do the first skill then if you select another one they will enter the charge animation. If the gauge of another character or enemy fills up during this time the game will basically pretend the actor with the action times+ skill didn't select two actions and stop the charging of the skill/spell. Is there a way to fix this?
 

Mellye

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One of my characters has the action times+ attribute. What this did without the ATB was basically allow them to take two actions per turn. With the ATB on what will happen is that if the first action was an attack the character will then perform the next action you selected immediately. If it was a skill the actor will do the first skill then if you select another one they will enter the charge animation. If the gauge of another character or enemy fills up during this time the game will basically pretend the actor with the action times+ skill didn't select two actions and stop the charging of the skill/spell. Is there a way to fix this?
Thanks for reporting, I indeed haven't tested much the interaction with battlers that have multiple actions. I'll take a look at that.
 

Aluvien

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Thanks for making such a great plugin, it's vastly preferable to the default battle system. I'm only running into one small issue: when Instant ATB is set to 1, the Ex-Parameters for regeneration don't seem to work, for either healing or damage. I've tried to rule out every other possible cause (this is in a project with no other plugins). I tested under the following conditions:

-Added by state, class and actor

-When added by state, removed by both Action and Turn, cast on self and enemies

-With Battle Event Turn set to both 0 and 1

When used as a state, the state is clearly being applied, and passive bonuses work. I looked at the code, but I couldn't find the exact place where this would be applied. I tried to narrow it down as much as I could - hope this was helpful. Thanks again for making this!
 

Rito

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I encounter a slight worry at the interruption.

I made a small animation to indicate the word "interuption" the worry being that this word does not appear just above the ATB bar on the 2nd monster because it is too big.

Is it possible to be able to display this word above ATB no matter the size of the monster ?

 
 

Mellye

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Thanks for making such a great plugin, it's vastly preferable to the default battle system. I'm only running into one small issue: when Instant ATB is set to 1, the Ex-Parameters for regeneration don't seem to work, for either healing or damage. I've tried to rule out every other possible cause (this is in a project with no other plugins). I tested under the following conditions:

-Added by state, class and actor

-When added by state, removed by both Action and Turn, cast on self and enemies

-With Battle Event Turn set to both 0 and 1

When used as a state, the state is clearly being applied, and passive bonuses work. I looked at the code, but I couldn't find the exact place where this would be applied. I tried to narrow it down as much as I could - hope this was helpful. Thanks again for making this!
Thanks for reporting; I'll take alook at this when I get home. In theory it should work exactly the same it would without Instant ATB, but I think I know what might be happening.

Edit: Yup, just checked my script and indeed there's a big oversight on the way Instant ATB interacts with Turn Timer (and, currently, regeneration effects happen by turn timer even if the state itself ends on action end, this will be configurable in a separate parameter later). It's easy to fix, though, I'll try do it today still.

Update: should be fixed now.

I encounter a slight worry at the interruption.

I made a small animation to indicate the word "interuption" the worry being that this word does not appear just above the ATB bar on the 2nd monster because it is too big.

Is it possible to be able to display this word above ATB no matter the size of the monster ?
I see, I'll take a look at what can be done in this regard!
 
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TheGamedawg

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I'm trying to make an armor that will make it so a character will start all battles with 50% of the gauge automatically filled up.  Is there a tag for something like that yet, because I can't seem to find it.
 

Mellye

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I'm trying to make an armor that will make it so a character will start all battles with 50% of the gauge automatically filled up.  Is there a tag for something like that yet, because I can't seem to find it.
Not yet; it has been suggested, and is something that I'll implement.
 

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