Results in a Lowest battlefield Speed of 50 (50% of the highest) thus all battlers with an AGI lower than 50, are treated as though they have an AGI of 50.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 50
The 'Highest' Speed parameter has never been factored in. One enemy attacks twice for every attack of all other battlers.
Results in a Lowest battlefield Speed of 20 (20% of the highest) thus all battlers with an AGI lower than 20, are treated as though they have an AGI of 20.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 20
The 'Highest' Speed parameter has never been factored in. One enemy attacks five times for every attack of all other battlers.
(Because the highest speed cap is based on the highest base AGI... Never considering the lowest)
I am thinking I must be misunderstanding this...
If I am can someone please explain it? Possibly explain how, in any scenario where the Lowest Speed is defined, that the Highest speed is ever factored in?
Results in a Lowest battlefield Speed of 50 (50% of the highest) thus all battlers with an AGI lower than 50, are treated as though they have an AGI of 50.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 50
The 'Highest' Speed parameter has never been factored in. One enemy attacks twice for every attack of all other battlers.
Results in a Lowest battlefield Speed of 20 (20% of the highest) thus all battlers with an AGI lower than 20, are treated as though they have an AGI of 20.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 20
The 'Highest' Speed parameter has never been factored in. One enemy attacks five times for every attack of all other battlers.
(Because the highest speed cap is based on the highest base AGI... Never considering the lowest)
I am thinking I must be misunderstanding this...
If I am can someone please explain it? Possibly explain how, in any scenario where the Lowest Speed is defined, that the Highest speed is ever factored in?
To my understanding, so far what you have said are correct. Just to add to what you said, while answering your question of how the upperband is being used, one word - buffs.
If you have a buff that doubles AGI, Battler A will cap at 150 while Battler B will be at 20. If you decided to triple, Battler A stays at 150 AGI while Battler B's AGI will be boosted to 30.
So increasing the Upperband value will allow the highest AGI battler to cap further.
Hope that answers your question. I feel like I might have missed your point. Haha.
To my understanding, so far what you have said are correct. Just to add to what you said, while answering your question of how the upperband is being used, one word - buffs.
If you have a buff that doubles AGI, Battler A will cap at 150 while Battler B will be at 20. If you decided to triple, Battler A stays at 150 AGI while Battler B's AGI will be boosted to 30.
So increasing the Upperband value will allow the highest AGI battler to cap further.
Hope that answers your question. I feel like I might have missed your point. Haha.
You're right. Buffs should function that way. However, they don't seem to in practice.
The above scenario I explained is straight out of a troop test I made for verifying rubberbanding. Only my Highest Speed cap is 400% not 150%.
I applied a passive state to the enemy that doubled their AGI (making it 200 vs. 50) which should have resulted in the Enemy attacking around 4 times as fast (right?).
However, they didn't get any faster than twice the slowest battler in actions... Everything still stayed two attacks from the enemy to one attack from everyone else.
it is why I made the post to make sure I wasn't misunderstanding how it should be functioning, compared to how its actually functioning. It seems as though the Lowest Speed is factoring the total AGI of the highest AGI battler, rather than the base AGI.
I applied a passive state to the enemy that doubled their AGI (making it 200 vs. 50) which should have resulted in the Enemy attacking around 4 times as fast (right?).
However, they didn't get any faster than twice the slowest battler in actions... Everything still stayed two attacks from the enemy to one attack from everyone else.
it is why I made the post to make sure I wasn't misunderstanding how it should be functioning, compared to how its actually functioning. It seems as though the Lowest Speed is factoring the total AGI of the highest AGI battler, rather than the base AGI.
It does seem like lower rubberbanding did take effect on your lower speed battlers (50 -> 100). Does that mean BattleManager.highestBaseAgi updates as highest Agi?
[SIZE=10.5pt]Hmm... I played with it for a little longer and I narrowed it down even more. Have 3+ Actors in the party and play with the troops while all of your members are Level 1 and then while they are about Level 30+. This was also tested on a fresh project with just CoreEngine, BattleEngineCore, PartySystem and the CTB add-on using the versions from the latest update. [/SIZE]
[SIZE=10.5pt] [/SIZE]
[SIZE=10.5pt]Use low level troops and cancel in and out of the Formation command while CTB is on and you should be able to reproduce it. At Level 1 it remains white and usable no matter what, and at higher levels it's grayed out. It might have something to do with the AGI of the enemy party compared to your own. That might explain why the bug is so elusive. So if you can't get it work, widen and narrow down the two parties' AGI gap and you should get it at some point. [/SIZE]
Sorry for putting you through a headache! It apparently was a conflict with a months-outdated version of HIME's Disabled Choice Conditions. I re-downloaded that, and the problem went away. Your patience is so appreciated! My enemies are attacking me again - and for once - that's a great thing!!!
Sorry for putting you through a headache! It apparently was a conflict with a months-outdated version of HIME's Disabled Choice Conditions. I re-downloaded that, and the problem went away. Your patience is so appreciated! My enemies are attacking me again - and for once - that's a great thing!!!
Although I will mention that the fact that a choice conditions plugin conflicts with battles is slighty odd, if I do say so myself... Oh well... Whatever works I guess...
it can color certain text... or certain escape code... to certain color.
the text you pass to Window_NameBox is already convert all \n[x] to actor x name...
so when i have this:
color actor 1 (\n[3]) to color 3
color text "Doraemon" to color 4
actor 1 name is Doraemon Zero
when using:
\n<\n[3]>
it will be auto colored only the doraemon part with color 4.
because it will become like this:
\c[3]\c[4]Doraemon\c[0] Zero\c[0]
the step why it become like that is like this
because by window base convert escape character... it transform:
\n<\n[3]>
to:
\n<\c[3]Doraemon Zero\c[0]>
then that text passed to name box and because it contain Doraemon Text... it transform to:
\n<\c[3]\c[4]Doraemon\c[0] Zero\c[0]>
this is not happening in message box... just in name box...
with above changes... it fix that behaviour. i could add that code as patch in my plugin... but since it's overwritting... it mean that when there's a change in your plugin... i will have to redo the patch... if it's ok for you... could you implement those change.
sorry if above is not clear enough >.<. it's quite hard to explain this.
edit: for now i updated my plugin to include those overwrite code as patch but with plugin parameter to turn it on/off.
Just make the overwrite change to your plugin. There was a specific reason I made mine in the order I had it set in.
[SIZE=10.5pt]Hmm... I played with it for a little longer and I narrowed it down even more. Have 3+ Actors in the party and play with the troops while all of your members are Level 1 and then while they are about Level 30+. This was also tested on a fresh project with just CoreEngine, BattleEngineCore, PartySystem and the CTB add-on using the versions from the latest update. [/SIZE]
[SIZE=10.5pt] [/SIZE]
[SIZE=10.5pt]Use low level troops and cancel in and out of the Formation command while CTB is on and you should be able to reproduce it. At Level 1 it remains white and usable no matter what, and at higher levels it's grayed out. It might have something to do with the AGI of the enemy party compared to your own. That might explain why the bug is so elusive. So if you can't get it work, widen and narrow down the two parties' AGI gap and you should get it at some point. [/SIZE]
Once again, can you create an empty project for this and upload it online? Considering it's so elusive, chances are, my time is going to be spent blindly hunting a bug that might not even appear. My time's as scarce as is. When my time's wasted, I won't be able to provide new content for others and that's just unfair to both me and my other users. So, if you want me to fix the bug, I'm going to have to ask you for your help. If you can't provide the sample project, I can't provide a fix.
Results in a Lowest battlefield Speed of 50 (50% of the highest) thus all battlers with an AGI lower than 50, are treated as though they have an AGI of 50.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 50
The 'Highest' Speed parameter has never been factored in. One enemy attacks twice for every attack of all other battlers.
Results in a Lowest battlefield Speed of 20 (20% of the highest) thus all battlers with an AGI lower than 20, are treated as though they have an AGI of 20.
(Which is everyone but the 100 AGI Enemy)
Now:
Highest Battle AGI = 100
Lowest Battle AGI = 20
The 'Highest' Speed parameter has never been factored in. One enemy attacks five times for every attack of all other battlers.
(Because the highest speed cap is based on the highest base AGI... Never considering the lowest)
I am thinking I must be misunderstanding this...
If I am can someone please explain it? Possibly explain how, in any scenario where the Lowest Speed is defined, that the Highest speed is ever factored in?
You're right about what you think the rubberband setting does. Only thing is, their AGI will still remain at the their current AGI. However, the speed they have will be the speed calculated by the rubberband.
You're right about what you think the rubberband setting does. Only thing is, their AGI will still remain at the their current AGI. However, the speed they have will be the speed calculated by the rubberband.
Then I seem to be having a very unusual situation as the speed doesn't seem to accurately reflect the rubberbanding. (I posted above in reply to someone else about it)
It doesn't seem to matter how high one battlers effective AGI gets when buffed (in calculating speed via rebberbanding) that battlers number of actions stays constant with their AGI before being buffed.
Its as if the 'Maximum Speed' parameter in the rubberbanding is never factored, and the 'Minimum Speed' parameter is factoring current agility, not base agility when determining the speed cap.
Then I seem to be having a very unusual situation as the speed doesn't seem to accurately reflect the rubberbanding. (I posted above in reply to someone else about it)
It doesn't seem to matter how high one battlers effective AGI gets when buffed (in calculating speed via rebberbanding) that battlers number of actions stays constant with their AGI before being buffed.
Its as if the 'Maximum Speed' parameter in the rubberbanding is never factored, and the 'Minimum Speed' parameter is factoring current agility, not base agility when determining the speed cap.
Although I will mention that the fact that a choice conditions plugin conflicts with battles is slighty odd, if I do say so myself... Oh well... Whatever works I guess...
The first zillion rounds of testing, I didn't bother disabling that. I could've SWORN that at some point I removed it, but maybe that was before Yanfly updated his script? I was running my battle tests through the Troop Test Battle in the database editor, so I figured how could Choice Conditions POSSIBLY come into effect? In-Game, still unlikely, sure, but I figured ZILCH chance in the editor. Disabling it fixed the problem, and re-downloading it fixed the problem. So odd.
Thanks Yanfly. Turns out it was a bug in one of the previous versions. I guess I was using a pre-RMMV release version because it added about 300 lines of code. Had to go and merge it manually with the one in the project to avoid losing my settings. Quite a hassle but at least it's fixed!
One problem, though: now enemies that take damage move up diagonally instead of just backwards. How can I turn that back to normal?
To reproduce the bug, fight a troop and set all 4 members to level 1. Use the Formation command, exit and then try to use it again. It should still be usable regardless of what you did.
Then set everyone's level to 30 and fight the same troop. If you use the command, then this time it will be grayed out.
Working on a "dual tech" for two characters... it ends like the Raging Demon move from the Street Fighter games. The kanji sign here being "Lose". gotta tweak some things, but it looks pretty cool in game so far. love putting so many fighting game references in here since that and rpgs are my two favorite genres.
I've been thinking about making a tutorial on "how to draw digital art". I wonder how many are interested. It won't be anything fancy like color theory or anatomy. Just a technical on how to get things done such as how to use layer and other tools. To make it accessible, it is aimed at mouse users rather than pen tablet/display owners.
Ok, I finished updating my Bestiary Book. The only reason I can think of enemies having a second weakest to a spell is that the player might not have access to the more powerful version. Not that the spell is more powerful in itself but against certain enemies.
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