Still having problems with turns in CTB... battle events are not cycling properly, firing at the wrong times or not at all
All I'm looking for is something to replicate
tabletop RPG initiative order, where
- battlers use AGI at start of battle to determine their order
- battlers act immediately when their count comes up
- 1 turn means all battlers have acted, count returns to top of list
as it is CTB does #2 great, seems to do #1 alright, and then absolutely drops the ball when it comes to #3. nothing ive tried reliably ends a turn after battlers have acted for all party/enemy sizes. here are my current settings for reference
"---CTB Settings---":"","Per Tick":"user.agi","Initial Speed":"0","Full Gauge":"800","Pre-Emptive Bonuses":"0.8","Surprise Bonuses":"0.8","---Escape---":"","Escape Ratio":"0.125 * $gameParty.agility() / $gameTroop.agility()","Fail Escape Boost":"0.025","---Turn---":"","Full Turn":"100","---Rubberband---":"","Enable Rubberband":"true","Minimum Speed":"0.5 * BattleManager.highestBaseAgi()","Maximum Speed":"1.5 * BattleManager.highestBaseAgi()"