Ellye's ATB (also includes CTB option)

NarikoStudios

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Does this work so that I can turn it on and off during battle?
Trying to get a system where the style of battle changes after a limit break then back to default after using it
 

Mellye

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Does this work so that I can turn it on and off during battle?

Trying to get a system where the style of battle changes after a limit break then back to default after using it
Unfortunately, no - the changes this do the battle flow are a big too deep for them to be applied on the fly.

Not that it would be impossible to make such a thing, mind you. If you still want, remind me of this again after I'm done "finishing" all the core features and fixes, and I'll take a stab at that.
 

LuLight

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"Escape mid battle"

please make choice to use

I still like it can't escape mid battle :)
 

Mellye

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"Escape mid battle"

please make choice to use

I still like it can't escape mid battle :)
It will be a parameter, yes.

My own game will be using a differente escape system, for example (per character instead of the whole party at once - I'll release that when I get it done, in case anyone else would want).
 

Ghost of Christmas Kloe

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It will be a parameter, yes.

My own game will be using a differente escape system, for example (per character instead of the whole party at once - I'll release that when I get it done, in case anyone else would want).
Yes, I think once per character would be a cool system! Looking forward to it!
 

lolbriefcase

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Chiming in to say I really appreciate how you've commented your code cleanly and gave all your functions and variables meaningful names, it's made it much easier and faster to edit and add on to the system for my game.
 

NarikoStudios

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Would be really awesome if you could make something that lets me add this battle system for a form and then go back to default when the form is over
It would make it pretty dramatic to see that the form changes the battle itself so it isn't just the form that changed but they have new stronger skills and the battle changed to be based on reflexes and then goes back to a normal side battle

I'll have to look at your fishing though as that sounds interesting don't think i'll use it but sounds like worth a look at it xD

Trying to get Forms to be a big thing that shouldn't be used too much so that it affects the actor as a whole rather than making them stronger for a short time it strains them to have so much magic at once and having to react to the agility and turns make it seem more obvious that it is a strain on the user and shouldn't be used too much

Just a idea of what I've been trying to do recently with my battles xD will be downloading this if I can add it in and out for forms though sounds really good
 

Maliki79

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It will be a parameter, yes.

My own game will be using a differente escape system, for example (per character instead of the whole party at once - I'll release that when I get it done, in case anyone else would want).
I'd prefer a party-wide escape phase,but as long as the party can escape, I'll take it however you can give it!

Thanks!
 

Mellye

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There's now a parameter for mid-battle escape.

It works pretty much like the standard RM combat - you press the Cancel button when it's your turn, and it will bring back the Fight/Escape window. If you select "Escape" and fail, you lose the turn of the current active actor (otherwise you would be able to just keep trying infinitely).

Let me know if something doesn't work properly.

Update: I've already noticed that the mid-battle Escape doesn't play nicely with Yanfly's. I'll take a look at that later.
 
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Fox536

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Is this compatible with yanfly's party change plugin that allows for mid battle party changing?

It is compatible if you show allow the fight and escape window to show.
 
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Mellye

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The bug that made characters keep their casting motion for longer than intended after casting should be fixed now.

I'm looking at some of the pending compatibility issues.
 
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Tsunar

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Soooo I am having abit of trouble I keep putting <cast_time:500> in the skill's note box, but still in game it cast literally instantly!
Also whenever both of the enemies on the field are unable to move by status effect the game crashes D=
 

JmLyan

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Soooo I am having abit of trouble I keep putting <cast_time:500> in the skill's note box, but still in game it cast literally instantly!

Also whenever both of the enemies on the field are unable to move by status effect the game crashes D=
The reason for that is that a full ATB gauge is 50000, thus a cast time of 500 would mean it takes one-hundredth of the time it takes for the ATB gauge to fill normally.
 

Tsunar

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The reason for that is that a full ATB gauge is 50000, thus a cast time of 500 would mean it takes one-hundredth of the time it takes for the ATB gauge to fill normally.
Ah I see, so the longer the time frame the slower the cast... Thanks! Thats one problem down. What about the problem of "When all the enemies cant move, crash..."
 

Mellye

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Also whenever both of the enemies on the field are unable to move by status effect the game crashes D=
I couldn't reproduce this one here - can you show me how your status effect is set up?
 

Tsunar

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Rito

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Can you make a screen with the dev console?

It would help a little better to locate where the problem comes.

Presses F8 when you're playing and do a screen when you're wrong.
 

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