YEP_X_BattleSysATB, some characters far too slow/fast.

TheGamedawg

Veteran
Veteran
Joined
Aug 29, 2014
Messages
350
Reaction score
133
First Language
English
Primarily Uses
I have a quick question for the ATB plugin that I couldn't find an answer for.  Now, in my project, characters have a speed stat from 1-30.  While speed for characters past 20 speed seems to work fine, when it gets to 10 or below, characters start to move excruciatingly slow.  Like, it seems like a character with 30 speed gets to move 20 times before someone with 1 speed gets to go once levels of slow.

With that in mind, I was wondering if there was a way to somehow pull the equilibrium for speeds like that closer.  For example, maybe a character with 30 could go at max twice before someone with 1 speed.  I want the slow characters to be slow, but not too slow.

And for the record, I have found the rubber band parameter, but all it seems to do is make any character with less than X speed's gauge fill up at the exact same rate.  I'm not trying to do that, I'm trying to make it so characters with different speed values will not be too fast or too slow compared to each other.
 

nerdypants

Veteran
Veteran
Joined
Nov 3, 2015
Messages
62
Reaction score
7
First Language
Singlish
under the plugin there is a formula, its a multiplier.

Math.max(2000, BattleManager.highestBaseAgi() * 20) for the charge/full atb gauge

since its x20, 30 x 20 = 600 and 1 x 20 = 20. therefore the big difference. maybe you can just remove the formula and just put agi/speed or something.
 

Mellye

Veteran
Veteran
Joined
Oct 24, 2015
Messages
347
Reaction score
279
First Language
Portuguese
Not sure if Yanfly's already does that, but if it doesn't, you might look to add a "base_fill" speed to add to all characters speeds by default.

The reason I have such a thing in my ATB formula is exactly to avoid the issue you mentioned.

(For example, the default base_fill speed in my atb plugin is 100. Meaning that every battler is calculated as if they had "+100 Agility" basically; so that a character with 1 agility and a character with 20 agility would have roughly 19% difference instead of 19000% difference --- i.e: the relative difference between 101 and 120 is a lot more manageable for game balance than the relative difference between 1 and 20).

The long workaround is to manually add a baseline value to every agility number in your project: instead of starting Agility values at 1, start them at 100.
 
Last edited by a moderator:

TheGamedawg

Veteran
Veteran
Joined
Aug 29, 2014
Messages
350
Reaction score
133
First Language
English
Primarily Uses
Not sure if Yanfly's already does that, but if it doesn't, you might look to add a "base_fill" speed to add to all characters speeds by default.

The reason I have such a thing in my ATB formula is exactly to avoid the issue you mentioned.

(For example, the default base_fill speed in my atb plugin is 100. Meaning that every battler is calculated as if they had "+100 Agility" basically; so that a character with 1 agility and a character with 20 agility would have roughly 19% difference instead of 19000% difference --- i.e: the relative difference between 101 and 120 is a lot more manageable for game balance than the relative difference between 1 and 20).

The long workaround is to manually add a baseline value to every agility number in your project: instead of starting Agility values at 1, start them at 100.
That sounds like a really good way to go about it.  But where would I find this base_fill number?  I can't find it in the parameters.  I also would like to do this without touching the database if possible, since I would still like the numbers in the menus to exclusively display 1-30.
 

Mellye

Veteran
Veteran
Joined
Oct 24, 2015
Messages
347
Reaction score
279
First Language
Portuguese
I'll take a look at his plugin later (if no one else gives you a solution meanwhile). If this isn't parameterizable or changeable by Note-tags, chances are you'll need to edit the .js directly.
 

TheGamedawg

Veteran
Veteran
Joined
Aug 29, 2014
Messages
350
Reaction score
133
First Language
English
Primarily Uses
Alright, let's open it up and, oh goodness, I didn't expect it to be 2000 lines long...  The answer is probably here and probably very simple but I don't know where to start.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Profile Posts

Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

Forum statistics

Threads
105,867
Messages
1,017,061
Members
137,575
Latest member
akekaphol101
Top