In-Battle-Events start successively instead of where they belong to (after installment of Yanfly's C

pokefan1051

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First of all, I have NO idea, if this is the right place, I'm posting this in. (I don't even know, if I'm allowed to post things about plugins here... In case, I'm not... SORRY.) I'm sorry for eventually occuring circumstances.


So, I'm having a more or less major problem with Yanfly's 'YEP.38 Change Turn Battle'-Plugin. I'm working at a battle, which starts with some text at turn 0. Then, at turn 2 it should show another bunch of text. Sadly, the text, which should be displayed at turn 2, is displayed right after the text of turn 0. I read somewhere, that I have to change the following part of the plugin to define, how long a turn goes [Math.min(200, BattleManager.lowestBaseAgi() * 8)]. I'm not that much into programming, so, I don't understand anything shown in that previous bit. I'd be really thankful, if someone could help me out.


Oh, and what I wanted to say: In the original DTB-System, everything worked perfectly well.
 
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Andar

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No, it's not - tech-support is for getting the editors to run.


I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.



That said - the original troop events are conditioned on turns, but in a CTB-battlesystem those turns no longer exist. That after all is the main difference between the default turn-based combat and the CTB-mechanics. So of course the troop events can't be working with turns anymore.


To solve that. most CTB scripts and plugins have a setting to decide how many steps/seconds/ticks/whatever count as a turn.


And I think that you misconfigured that setting to a number too low, so you should check for it in the plugin properties.
 

pokefan1051

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No, it's not - tech-support is for getting the editors to run.


I've moved this thread to Plugin Support. Please be sure to post your threads in the correct forum next time. Thank you.
Like I said, I'm really sorry. ^^'

That said - the original troop events are conditioned on turns, but in a CTB-battlesystem those turns no longer exist. That after all is the main difference between the default turn-based combat and the CTB-mechanics. So of course the troop events can't be working with turns anymore.
Dumb of me, not realizing that.

To solve that. most CTB scripts and plugins have a setting to decide how many steps/seconds/ticks/whatever count as a turn.


And I think that you misconfigured that setting to a number too low, so you should check for it in the plugin properties.
I would say thank you (I would, up to a thousand times), but sadly, I have no idea how I have to change it. So, am I just stuck with trying, until something works?
 

Andar

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 but sadly, I have no idea how I have to change it. So, am I just stuck with trying, until something works?
No - I never used that script, so I can't tell you how it is done, but Yanfly usually provides good documentation of his plugins. So simply open both the plugin's help and the window with the plugin properties from the plugin manager, something there should have a description telling you how it is done.
 

pokefan1051

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Yanfly usually provides good documentation of his plugins. So simply open both the plugin's help and the window with the plugin properties from the plugin manager, something there should have a description telling you how it is done.
I read it like ten times and couldn't find anything, that would help me. I'm starting to queston, if I really need a CTB-System. For my purposes, a DTB-System with that fancy looking Turn Order-Display would probably do it. But well, I'll just search around, until I find something. If I don't, I'll stick with DTB. Thank you for trying to help me.


EDIT: Somehow, (through trying) I figured out, how to count turns. Now, one action of one character equals one turn. My new problem is, that enemy actions aren't counted as 'turns'. So, events, which are set after an enemys attack are misplaced completely and there seems no way to place them as I wish.
 
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