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Start script from turn --

Open Marrionetta opened this issue 3 years ago • 10 comments

Preparation

  • [X] No one has asked for this feature before in other issues (even the closed ones)

Describe the feature

I edited my post to add some clarification.

An example would be; I was testing out a jarcher arts loop with Tama/Jarch/Paracel.

On the manual test, Jarcher was able to get a maximum refund off her NPcard alone without using her S2 or a Mystic code skill but on the auto test, she came up 10% short. The script would just try and fire her NPcard but I would close out the script so I could go into fga and tell it to use my mystic code to give Jeanne a charge before using the np. With the feature I'm suggesting, I could start the script from turn 2 and have it apply the Np, charge THEN use her noble phantasm and proceed to turn 3, saving me 40 ap from having to clear it manually then try again.

At that point, I'd get to see if her NPcard fully refunded her NPgague or not. If it did, I could let the script run from turn 3. If not, I'd stop it, set it to use her S2 THEN use her NPcard, then start the script from turn 3

Normally testing all this would cost me 120AP but with the feature I'm proposing, it would only cost 40.

Ideally, it would be super convenient, not to mention AP cost effective if we could choose from which point to start the script.

I'm proposing a setting you can enable that prompts you to choose which turn the script begins from. Ideally it would consider each NP# to be the current turn's final action. So from left to right, it would read it as such

A,B,C,NP# (turn 1 end), D,E,F,NP# (turn 2 end) and so on and would start the turn using the first action after the end.

So if I chose start with turn 2, it would take the first action after the first NP# or turn 1 end flag and start with action D.

If you choose start as normal or start from turn 1, it would simply dlstart from the beginning, and so on.

Marrionetta avatar Dec 15 '21 17:12 Marrionetta

The problem with your motivation is that triggering a skill too early cannot be reverted, so most faulty runs will not be automatically completable anyways.

reconman avatar Dec 15 '21 17:12 reconman

No. I think you misunderstand. What I mean is, if for whatever reason, your battle phase doesn't go as planned, you can reset the game and and redo the turn. But if you're on turn two, you cannot restart the script as it will inherently do everything wrong.

Like for example, I go into turn two and, it uses the skills but during the battle phase, it selects the wrong N p card because of my error. I can reset it, correct the error, finish the turn and launch from turn 3 to continue testing instead of having to wait for a brand new mission.

It may seem minute but 40 ap is an expensive cost and if you for whatever reason are making a ton of mistakes it adds up big time. I feel like being able to start from a certain turn would be useful for cutting down on a lot of ap.

Sometimes for reasons you can't figure out, the script won't even bother activating skills and will just go into battle. Sometimes it will ignore the NPcard and select three face cards.

In those situations, being able to resume the script from the following turn could save time, weed out further potential errors and save ap.

My only other alternative at this point is to make three seperate scripts per load out to use depending on what turn I need to run from which is pretty overkill.

Plus if it's a togglable setting then it would be non-intrusive to players who have smaller accounts or like to stick to simple team comps.

Marrionetta avatar Dec 15 '21 17:12 Marrionetta

A better example would be; I was testing out a jarcher arts loop with Tama/Jarch/Paracel.

On the manual test, Jarcher was able to get a maximum refund off her NPcard alone without using her S2 or a Mystic code skill but on the auto test, she came up 10% short. So I had to stop the script, reset and have my MC give a remaining 10% charge to her. I'd complete the turn manually and start off turn 3.

At that point, I'd get to see if her NPcard fully refunded her NPgague or not. If it did, I could run the script from turn 3. If not, I'd set it to use her S2 THEN use her NPcard.

Normally testing all this would cost me 120AP but with the feature I'm proposing, it would only cost 40..

The idea is to min/max. The least amount of clicks possible while maintaining a 100% 3Turn clear.

Marrionetta avatar Dec 15 '21 17:12 Marrionetta

The problem with your motivation is that triggering a skill too early cannot be reverted, so most faulty runs will not be automatically completable anyways.

I edited my initial post to add greater motivation for this feature.

Marrionetta avatar Dec 16 '21 14:12 Marrionetta

Basically FGA on a near ridiculous frequency, at least for me, will consistently function perfectly turn one, then completely die and ignore all instructions for turn 2, going straight into battle phase.

Sounds like an issue with the stage counter detection. You can try Thresholded Stage Counter Detection in More Options.

If that doesn't help, increase the min stage similarity in Fine Tune.

reconman avatar Dec 16 '21 23:12 reconman

Basically FGA on a near ridiculous frequency, at least for me, will consistently function perfectly turn one, then completely die and ignore all instructions for turn 2, going straight into battle phase.

Sounds like an issue with the stage counter detection. You can try Thresholded Stage Counter Detection in More Options.

If that doesn't help, increase the min stage similarity in Fine Tune.

Oh. Okie. Though there are two settings that both include part of what you said so are you saying to increase both "Min Similarity" and "Stage Counter Similarity"? Or just the stage counter one?

Marrionetta avatar Dec 16 '21 23:12 Marrionetta

Thresholded is a different way of detecting the current stage.

Stage Counter Similarity controls how similar the stage counters have to be to be detected as the same number.

Both have effects, but I would try one first and then the other if it doesn't help.

reconman avatar Dec 16 '21 23:12 reconman

Thresholded is a different way of detecting the current stage.

Stage Counter Similarity controls how similar the stage counters have to be to be detected as the same number.

Both have effects, but I would try one first and then the other if it doesn't help.

Huh! Changing the Min to 90% got it working again ouo

Is there any reason not to have it at 100%? XD

Marrionetta avatar Dec 16 '21 23:12 Marrionetta

If you set it too high, waves aren't detected anymore, so it will trigger skills from the 2nd wave while you're still facing against the first wave.

reconman avatar Dec 16 '21 23:12 reconman

Ah. Yeah that would be a problem. Well hopefully 90% min is the sweet spot. I've edited my main post using my arts loop example instead for the motivation. Thanks for the stage counter help~

Marrionetta avatar Dec 16 '21 23:12 Marrionetta