Hey,
Update test with ATB: http://www.mediafire.com/download/54oud253vab4qju/Test+ATB+2.exe
Here the remaining problems :
Problem 1 :
- Hero A uses a potion Hero B - Charging time is over and the animation of the potion begins - Immediately, Hero B valid an action BEFORE the end of the animation of the potion thrown at him - When the animation is completed and the status is applied, the action previously validated is canceled. It must be re-select. It is possible to change that ?
Problem 2 :
One detail that I noticed, I don't know if we can improve it. When several same enemies are on the screen, they act the same time, which is normal since they have the same agility and therefore the same filling speed of their ATB. When the first opponent do an action, the others follow in stride. For example, if I'm on a character who is killed by the first opponent, the command window disappears (or goes to another character) after the last opponent acted. It's not very nice, is it possible to arrange this ?
Problem 3 :
In testing the semi-active mode, I realized that the ATB bar fill less quickly even when no gauges are full. Normally, this is supposed to slow down gauges of the other characters when at least one gauge is full. Here, it slows down all the time (we easily see that when going from Semi-active to Active). It should fix that.
Problem 4 :
One thing I had not tested more than that, it is the battle events. There I noticed that the forcing action no longer works. For example, force the enemy to use normal attack on a character, it does not work. Another thing too, when a condition of combat event, such as when the life of the enemy reaches 50% or less, the event did not instantly plays. It is played once the enemy ATB is full. It is possible to fix this ?