SHOOBINATOR'S PROFILE

I am into just about every genre of game really. My brother and I grew up dabbling in RM2k3 on occasion to the point where hearing the RTP soundtrack brings a wave of nostalgia, so I'm most familiar with that engine as far as RPGMaker goes.

Check out my game I'm working on!

Legend of Alkior: The Impending Storm
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.
Legend of Alkior: The Im...
Tension between two kingdoms rises as the seal on the renegade archmage, Xargath, inevitably fades and must be promptly restored.

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[DynRPG] Battle: ATB Overhaul!

author=PepsiOtaku
It's the actual max value.

Okay thanks, I'll see if I can figure out a fix. I know C++, but what is the easiest way to export it from a .cpp to a .dll (I'm using Microsoft Visual Studio), or otherwise get the source code as a useable .dll?

// this will reset RPG::BattleSpeed. NOTE: RPG::battleSpeed is only set to 100 (default), 0 (for Wait Mode), or 75 (for Active Mode)
// onFrame only makes alterations to individual battler's ATB bars
void resumeAtb(){
if (atbWait == true) {
RPG::battleSpeed = 100;
atbWait = false;
}
}

Shouldn't RPG::battleSpeed be set to confWaitSpeed, instead of 100?

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I haven't actually tried generating my own new version of the plug-in (or actually modifying the source at this point), but I am pretty sure that you are missing a needed callback to onDrawBattleActionWindow so that the ATB doesn't go haywire (or you get an error like I described above) while you have a command selected.

You will need to modify your overridden onBattleStatusWindowDrawn(...) in some way, I think...

[DynRPG] Battle: ATB Overhaul!

I'm trying to work on a fix for this plug-in regarding the things I mentioned above. Is 300000 the actual MAX_ATB_BAR value with RM2k3, or is that some constant that you just hard-coded yourself?

[DynRPG] Battle: ATB Overhaul!

I'm having trouble just getting the bar to fill up as fast as possible (so ignoring comparative AGI for now), which variable would allow me to do that. I've tried increasing each value of that's part of that formula but no luck...

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Setting ActiveSpeed and WaitSpeed to 800, for example, will super quickly fill the ATB bar only once somebody else's bar has filled slowly. I can't seem to just have them all fill up super fast.

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Okay, I think I'm doing it right, but at the moment, the first round of every battle starts out slower.

I'm even calling the common event with the @init_hero_speed and @init_monster_speed comments inside it in an event page triggered by Turns Elapsed.

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Oh wow, I was fiddling around with the conditions part of that new common event until I realized that I still planned on just using status conditions that doubled or halved AGI anyways. If my conditions weren't like this, then I would only be incrementing or decrementing each character's SpeedVar by one level (or enough to double or half it). However, these end up being the same thing if I include agility in the formula, so I didn't need any more additions to the common event after all!

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Lemme say this is a really great plug-in. Well done! My biggest gripe at the moment is that ATB bars will resume before skill and attack animations are fully complete. There seems to be a flat waiting period before the ATB bar resumes, but if someone were to cast a spell with a super over-the-top animation, they will fall way behind in turn order. However, in Wait mode, this is slightly less of a problem because ATB bars will completely stop if anyone else's bar fills, meaning that the caster of the long animation spell will possibly have more time to catch up.

Actually, this problem only seems to occur if the caster of this spell is the only one currently with a full meter. Therefore, everyone else in the party will get a much faster meter until the spell has finished, or someone's meter gets full. In this scenario, the caster loses extra time to act (i.e. fill his own meter). Is there an easy way to resolve this?

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Second buggy scenario: 3 party members (1 with full bar, 2 with low meter), 8 monsters. The monsters all attack kind of in sequence (they all have equal agility), and all of a sudden the ATB meter that WAS going really slow (setting of ActiveSpeed=50 in the .ini) starts to skyrocket up at full speed as if no one else's meter was already full! This was only in Active Mode, and is no problem in Wait mode.

Another observation for this bug is that it only occurs if the one party member with the full bar is selected and you are currently scrolling through his/her submenu options.

[DynRPG] Battle: ATB Overhaul!

author=Conmon
Is there a way (and I'm already doubtful there is) that this patch could address the Rm2k3 "Escape" bug? In Rm2k3 the "Escape" option is always grayed out unless the player's party has the initiative, and I was wondering if it was possible to make that a true/false option in the ini file.


That escape "bug" isn't actually a bug. That's just what appears on the autobattle window. If you start battle with no initiative, select "Fight" or w/e and scroll down through your actor's options, you should have Escape in there somewhere (as long as you set it as an option in the Battle Layout tab of the database). If you DO have initiative, then you have the option of using Run from the autobattle window because with initiative you have a 100% chance of escape!

If you don't like the autobattle menu window at all, PepsiOtaku has a plug-in to get rid of that!

[DynRPG] Battle: ATB Overhaul!

I'm confused. I thought the old ATB formula used agility in some way, like comparing an actor's agility to the average agility of the opposing party. Yet here you say the old formula didn't use agility...

====

If you know the actual default ATB fill formula (and how it's based on agility by default), that will help immensely with rebalancing my characters' AGI and/or tweaking your new formula!

Is the "Base ATB Speed" in your formula here basically w/e the default RM2k3 ATB formula was?

Is this patch compatible with your first Advanced Faster ATB plug-in, or is it supposed to replace any other ATB plug-ins altogether?

Thanks!

PepsiOtaku's DynRPG Plugin Emporium!

I have finally found my ideal damage formula setup, which basically uses the same parameters as above, as well as the graduated attributes similar to what Craze had in his article Optimal Number article (100% for regular attacks, 200% for physical skills, 400% for magical skills). The attributes will make it so skills with influences of 5 to be the same as a regular attack, so a skills can be made more powerful than regular attacks without having to add a whole bunch of extra base damage.

These numbers seem pretty good to me right now, but now basically everything in the game does double damage compared to what it was like before this quick patch, so yea, I need to do a few adjustments, but I am very happy because just a few points of attribute will be way more effective!

=========

I was thinking about just doubling HP across the board to compensate for this new quick patch. Does anyone have any opinions on this? Some way that this may have other side effects?

Oh yeah, I just realized because of how stats were divided before, many points of stats went unnoticed in balancing because they turned out to have zero affect (e.g. a small amount of defense that was actually blocking no damage), but now, those smaller amounts of defense actually block some damage, which can throw off balance somewhat. Although perhaps starting with everything at double HP is a good start, no? Actually, I think just tweaking ATK/DEF/INT stats is a better idea. Actually, I'm not so sure now... I will have to think about this some more later xD

The effectiveness of HP restoration spells/items would need to be doubled as well.

Sorry, if I sidetracked this thread a little bit. (Although it still has something to do with DynRPG.)

RPG Maker 2000/2003 games on ANDROID

Do you have the option of accepting inputs other than arrows and select/cancel keys?

PepsiOtaku's DynRPG Plugin Emporium!

Do those new Str, Def, Int parameters also affect the standard attack formula as well?

And no, those results WERE in the right direction. I am trying to keep numbers low and have greater control over the effect that only a few points of stat increase will have.

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[QuickPatches]
PlayerDmgRevamp=4B9847,D1E0,4B985F,909090
EnemyDmgRevamp=4C0B3E,D1E0,4C0B54,909090
SkillDmgRevamp=4C0DE4,#5,4C0DF8,#10,4C0E1A,#10,4C0E2F,#20

This works astoundingly well because it tackles the issue at the source: the division.

PepsiOtaku's DynRPG Plugin Emporium!

omg YES, that's exactly what I meant!

Huge thanks for helping me throughout this whole thread! :D

Haha, oops...Thank you for this and helping me with my other thread, bugmenot!


author=bugmenot
What division?

You mean something like:

[QuickPatches]
PlayerDmgRevamp=4B9847,EB05,4B9861,01,4B9AAE,D1F883C4145D5F5E5BC3
EnemyDmgRevamp=4C0B3E,EB05,4C0B56,01,4C0DB1,D1F89083C4145D5F5E5BC3
SkillDmgRevamp(p1)=4C0DC6,93A1C4DB4C008B00E819E3FBFF978B6F44D1E5
SkillDmgRevamp(p2)=4C0DE4,0A,4C0DF8,#20,4C0E1A,16,4C0E2F,#40,4C0F57,EB10,4C0FF7,E95DFFFFFF,4C0F59,D1F85D5F5E5BC3
Does it do anything significant?


Changes the damage formula for phys. attacks from
([0.5]Str(u) - [0.25]Def(t)) x [...]
into
0.5 x (([1.0]Str(u) - [0.5]Def(t)) x [...])

...and the skill damage from
(EffectRating + [1/20]Str(u) x AtkInf + [1/40]Int(u) x IntInf - [1/40]Def(t) x AtkInf - [1/80]Int(t) x IntInf) x [...]
into
0.5 x ([2.0]EffectRating + [1/10]Str(u) x AtkInf + [1/20]Int(u) x IntInf - [1/20]Def(t) x AtkInf - [1/40]Int(t) x IntInf) x [...])

...feel free to change up the effect of the Int stat in skills (first value #20 for the user, second value #40 for the target)
...I mean people complained about '1/4 Int - 1/8 Int' doing jack in a skill.

Yes, it does something significant: As the quick patch currently is, I can conclude the following after some tests of the math in practice:

While getting hit with a physical skill of 10 ATK influence and an attribute of +400%:
-Every two points of DEF lowers damage by two.
While getting hit with a physical skill of 5 ATK influence and an attribute of +400%:
-Every four points of DEF lowers damage by two.

While without the patch, the actual damage output is less precise:

While getting hit with a physical skill of 10 ATK influence and an attribute of +400%:
-Every four points of DEF lowers damage by four.
While getting hit with a physical skill of 5 ATK influence and an attribute of +400%:
-Every eight points of DEF lowers damage by four.

I think this quick patch can be made better though, so I am currently theorizing...

PepsiOtaku's DynRPG Plugin Emporium!

Right now I am facing the culprit of integer division with regards to the damage calculation formulas in RM2k3. Referring to Craze's article on a decent workaround, I wrote:


"Your conclusions for the "optimized" stats are only calculations for average gains of a stat increase. For example, you wrote:

-Every two points of DEF you have lowers the optimal physical damage you take by one.

If you do the math, yes, on average, this makes sense. However, it is misleading because the damage formulas for the engine are still the same and because of integer division if you were to, say, increase DEF by exactly two points from a DEF of 40 up to 42, you will see no difference in battle (since 2/4=0 when doing integer division). A better conclusion would be:

-Every four points of DEF you have lowers the optimal physical damage you take by two.

because this is really what is happening. There is still no gain unless your stat boost is in multiples of 4."


Is there any way to work around this so that calculation are more precise, like altering the formulas so that all multiplication is done before divisions to keep results more precise and less prone to this sort of rounding down? Thanks!