So I'm having issues with your "equip during battle" script and Paradog's ATB script. The issue is, if your script is below it, it freezes when I open the equip screen in-battle. If i put it above, the ATB gauge continues to go up even though it's set to stop.
To give you a headstart, I think it's conflicting with the command_wait configuration of Paradog's ATB script because ATB script might be looking for a scene of which it might need to wait and references the command window but since equip is there (which normally isnt), I think it freezes because it doesn't know what to do (I think; it's merely an educated guess from my limited script knowledge). I looked for all the times it calls for command_wait but none of them seem related.
Lastly, since I'm here, I might as well ask you for help on another subject regarding Paradog's ATB system. In the script, it has this:
Code:
# CT Cost in percentages for each action
ACT_ATTACK_CT = 100 # Normal attack
ACT_GUARD_CT = 100 # Defense
ACT_ESCAPE_CT = 100 # Escape
ACT_SKILL_CT = 100 # Skill
ACT_ITEM_CT = 100 # Item
If a skill has ANY scope other than one ally or one enemy, ACT_SKILL_CT does not work and resets the gauge as if ACT_SKILL_CT is 100. I tested it by adding a fresh copy of the script into a blank project and changed 100 to 50, but even then, it ignores it unless the scope is one enemy or one ally. I attempted to use the find function to see where it's calling the scope and while it does, it calls it only once on one line with no conditional branches or anything; it just simply gets the scope, so I'm unsure how it's not working.
07-25-2021, 11:07 PM (This post was last modified: 07-25-2021, 11:13 PM by DerVVulfman.
Edit Reason: graphics and syntax.
)
I'm wondering if someone gave you something edited.
In this thread, I have a copy of the two systems combined. Though honestly, I haven't touched Eladia in nearly fifteen years! Woof.
As the script's instructions stated:
Eladia lines 72-79 Wrote:This script is about as plug & play as they come. Unless some form of conflict occurs, you merely paste this script below your Custom Battle System for it to work, or just paste it above 'MAIN' if you are using the default battle system.
It aliases nearly every statement necessary for it to work, other than the 'def update_phase3' as stated earlier, so you want it below your custom battlesystem.
So I placed it below the Paradog ATB package and ran the system after adding an event whereby I could gain a few items such as mythril swords, hats for the girls, and so on. Upon running, I had no problems. It's just been so long since I used Eladia, you had me worried.
As to the other issue whereby skill attacks (other than single targets) ignore the configuration gauge, I am again thinking you received an edit of some kind:
This is a reduced-size screenshot, but a screenshot after I had changed Hilda's fire spell from a single target to an all-enemy attack. The gauge doesn't reduce down to the 20% immediately as it waited for the turn system to sync. But once it did, her bar for using an all-enemy attack worked fine.
I also did the same with Basil's Leg Sweep. Granted, it's a wuss skill against ghosts, so I upped his power and set it as a hella attack vs undead. And with that, I had the same result.
Now, rather than say 'nothing is wrong with the system', I will instead say.... HERE'S a copy of the two working together. I made it an attachment you can find here:
(07-25-2021, 11:07 PM)DerVVulfman Wrote: I'm wondering if someone gave you something edited.
In this thread, I have a copy of the two systems combined. Though honestly, I haven't touched Eladia in nearly fifteen years! Woof.
As the script's instructions stated:
Eladia lines 72-79 Wrote:This script is about as plug & play as they come. Unless some form of conflict occurs, you merely paste this script below your Custom Battle System for it to work, or just paste it above 'MAIN' if you are using the default battle system.
It aliases nearly every statement necessary for it to work, other than the 'def update_phase3' as stated earlier, so you want it below your custom battlesystem.
So I placed it below the Paradog ATB package and ran the system after adding an event whereby I could gain a few items such as mythril swords, hats for the girls, and so on. Upon running, I had no problems. It's just been so long since I used Eladia, you had me worried.
So the 2nd problem does seem to be fixed in your working demo, but the 1st problem is still happening. If you go to Paradog's ATB and go here between line 30 and 35:
Code:
# CT gauge pauses while command window is open
COMMAND_WAIT = false
# CT gauge pauses when Skill and Item windows are open, and while targeting
SELECT_WAIT = false
# CT gauge pauses when battlers perform actions
ANIMATION_WAIT = false
If you turn them to true, it doesn't work. For example, making Command_Wait = True means it pauses when you're choosing to attack, skill, guard, etc. However, even in the working demo, the bars of everyone keeps going and doesn't wait or pause.
Also, I have edited Paradog's script, but I don't recall editing anything that could affect it. Thankfully, I have a log of my edits, so I can simply backtrack to see what edit caused the 2nd problem.
Okay, the Update Phase3 routine needed an extra touch for ParaDog's system.
To be specific, the Eladia system accounted for the basic windows that were open, the command window, the item and skill windows, and the 'right window' used for the equipment swapping. HOWEVER, the ParaDog system only set delays for the item, skill and command window alone and had no right window whereby the AT bar delay was to go. Ergo, you had no delay option present.... until now:
Code:
#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
# This class performs battle screen processing.
#==============================================================================
class Scene_Battle
#--------------------------------------------------------------------------
# * Frame Update (actor command phase)
#--------------------------------------------------------------------------
def update_phase3
# Allow for RTAB system
if $r_detected
if victory? and @command_a
command_delete
@command.push(@active_actor)
return
end
end
# If enemy arrow is enabled
if @enemy_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_enemy_select
# If actor arrow is enabled
elsif @actor_arrow != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_actor_select
# If skill window is enabled
elsif @skill_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_skill_select
# If item window is enabled
elsif @item_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_item_select
# If equip window is enabled
elsif @right_window != nil
@countup = PARA_CTB::SELECT_WAIT ? false : true
update_phase3_equip_select
# If actor command window is enabled
elsif @actor_command_window.active
@countup = PARA_CTB::COMMAND_WAIT ? false : true
update_phase3_basic_command
end
end
end
Place this little bit of code below Eladia. It is a copy of the update_phase3 method from the ParaDog system, but now includes the countup commands for every window 'including' the Equipment Right' window which is the issue. It now turns on/off by the same SELECT WAIT option as Item and Skill windows.
Up is down, left is right and sideways is straight ahead. - Cord "Circle of Iron", 1978 (written by Bruce Lee and James Coburn... really...)