BNW 1.6 nATB Beta
#1
28 December 2014 - 11:27 AM
Please do not report any bugs in the 1.6 beta thread if you're using this patch. Assume that any and all bugs are a result of nATB.
Known bugs:
1) Caterpie
2) Weedle
WHAT THIS CHANGES, IN CODE:
1) The ATB gauge pauses during animations. This changes code around the battle effects launching and the Active/Wait command in options, which is now disabled. I can provide disassembly for this if anyone is curious.
2) The global speed bonus is restored to 20, as in vanilla.
3) The Regen/Seizure/Poison table is adjusted to double the rate of Regen/Seizure/Poison.
4) The command timer table had most of its values cut in half.
5) The flee evaluation command was changed to double the amount of ticks that flee is valid on.
6) Enemy timers were drastically cut as according to BTB's wishes.
7) Status timers were all cut in half.
8) Desperation attack timer was cut.
9) The speed timers were reduced so that Haste is only 50% faster than Slow.
10) There was some really neat free space for commands that could be executed every tick. I stole them all. Sorry!
WHAT THIS SHOULD CHANGE FOR END USER:
1) Hey, when I put in a command, it doesn't take 30 seconds to execute.
2) Oh hey, menu trick is irrelevant now.
3) Fight now pauses the timer when you're targeting, like every other command.
4) Bushido pauses while it's charging up. This change is up for discussion.
#3
28 December 2014 - 04:52 PM
(Though I do notice that Edgar can do anything that Butterfree or Beedrill could anyways: SleepX, Bio Blaster, Drill, etc., etc. These two bugs aren't even lending a helping hand after having infested this hack. Ingrates.)
#4
28 December 2014 - 04:58 PM
#7
29 December 2014 - 10:59 AM
1) IT FINALLY PAUSES WHEN YOU'RE TARGETING WITH FIGHT HALLELUJAH.
#8
29 December 2014 - 11:05 AM
#9
29 December 2014 - 11:05 AM
Disclaimer: Haven't played 1.6 nATB, only been playing 1.5.2 nATB.
#10
29 December 2014 - 11:12 AM
#11
02 January 2015 - 11:18 AM
1) I have a new version up that bypasses writing new enemy scripts entirely. Instead, the monster timer increments faster to match the script changes. This means I never have to write a new version again.
2) If anyone can get me a save where Locke is uncursing the Hero Shield and is about to trigger the learning Remedy/Regen glitch, I would love you forever.
#12
02 January 2015 - 11:33 AM
Here's a few examples tolook for:
Albatross - Fireball (this is a big one)
Hobo/Hunter/Punisher - Pointy Stick
Boxxxy/Pan Dora - Disaster
Gargoyle/Mephisto - Quake
Urchin - Blow Fish
Sea Flower - Wave Cannon
#13
02 January 2015 - 11:54 AM
#15
09 January 2015 - 07:24 PM
#16
10 January 2015 - 07:25 AM
#17
10 January 2015 - 11:27 AM
edit: nevermind, I'm an idiot––I see this is a known problem associated with vanilla BNW. Carry on...
#18
10 January 2015 - 11:33 AM
#19
10 January 2015 - 01:09 PM