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Cn you make it so that even when the player is deciding the enemies gage is filling and they can attack you.
It's on my to do list, but it will probably be the last feature to be implemented, and likely as a separate plugin - full active ATB mode completely breaks the standard way battle flow works on RM and might have considerable compatibility issues with almost anything battle related.Cn you make it so that even when the player is deciding the enemies gage is filling and they can attack you.
Are you with the lastest version? I think I fixed the actor not stepping backwards. Unless the bug still happens in some situations, maybe together with some plugins?When an actor is ready for commands, he/she will step forward. When it ends, he/she didn't step backwards, he/she just stays in the place until he/she performed the action. He/She should step back when done issuing commands and step forward again when it's his/her turn to perform an action.
If I understand you correclty, I also already have those covered currently.The default cast motion defaults all skills to this motion, regardless of the type of skill. I should suggest a parameter for the default skill motion to a skill type ID, otherwise defaults to cast motion. It also should be separated by a comma if there are more than one ID someone will like to use. Also, if skill has no skill type, it should default to skill motion. So this way when using "Attack" or other physical skills aren't using cast motion and also that's the reason why I said this is because Attack skill is using cast motion when it is defined with a note tag <cast_time:x>.
OK, thanks I'll update.Are you with the lastest version? I think I fixed the actor not stepping backwards. Unless the bug still happens in some situations, maybe together with some plugins?
Edit: Just tested, and it indeed did not work properly - if used together with Yanfly's.
Made a compatibility change that should get it working together with it now.
Oh, didn't notice. Thanks!If I understand you correclty, I also already have those covered currently.
There's a default_cast_motion parameter, and each skill can have their own <cast_motion:> notetag (use <cast_motion:wait> for no special motion).
The new update fixed it. Thanks for the update! And no problem!See if that solves the stepping back issue. And thanks for reporting!
It's a known issue, I'm hoping to get it fixed together with a few other changes this weekend.I found another issue: after an actor performs an action, the motion stays in the place until an enemy attacks. Is this normal?
I'm not sure what this meant, but I'll test them out. Can you explain exactly what these are for?I've uploaded the delay system, if anyone want to help me test if it's working properly.
It's controlled by a mix of global parameters and per-skill Notes.
Oh, I wrote all that up and forgot to write the basic part.I'm not sure what this meant, but I'll test them out. Can you explain exactly what these are for?
EDIT: I see no differences when using them.
For now, I don't expose that as a parameter, but you can change it directly in the JavaScript if you really want to.Is it possible to redo the formula for ATB? When I tried editing it in the .js file the ATB bar disappeared strangely so I'm not sure if I just typed something in wrong. But lets say the formula desired is
75 + ((Math.pow(a.agi, 0.5)*10)
Is there a way to make that work?
With Yanfly's I just tested and seems to be working properly (with my plugin below Yanfly's in the list), I'll take a look with Bobstah's.Forgot to mention this issue: whenever I turn on enemy gauges, it does not show up. Might be issues with Yanlfy's or Bobstah's?
OK, dumbfounded. Your plugin works with both Yanfly's and Bobstah's. I found an issue, I placed your plugin above Animated SV Enemies and that happens. So I placed it below. It works now!With Yanfly's I just tested and seems to be working properly (with my plugin below Yanfly's in the list), I'll take a look with Bobstah's.
Thanks for reporting!
Makes sense, I might add it as a note tag so you can select it per enemy if needed (to adjust for the ones that need adjustment), plus an optional global value in parameters.EDIT: It seems that the gauge is sized according to the sprite. It will appear small on small sprites. I'll like a configurable width of the gauge.