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ACTIVE TIME BATTLE SYSTEM LIKE FF7???

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*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
I was looking around for that, and did some search, all I got was this:

Quote
The topic or board you are looking for appears to be either missing or off limits to you.


G'rrr...I want it, can someone post it? or does know where can I get it?

*
A Random Custom Title
Rep:
Level 96
wah
I've seen multiple ATB on hbgames.org that need SDK. Try searching there.

*
A man chooses,
Rep:
Level 92
a slave obeys
Project of the Month winner for April 2008
I've seen multiple ATB on hbgames.org that need SDK. Try searching there.
I have seen some, but some of them Messes up, mostly 'cause their from someone who uses more than 200 Lines of uselesness  :-\

I'll search for one and post it here.

***
Rep:
Level 90
Go away Hakumen...
Sounds good, I'm interested.
"Think outside the box, collapse the box, and take a fucking sharp knife to it." - Banksy

****
Rep:
Level 88
Back with RMVX!
Here's Minkoff's:

HP/SP/Exp Bars:
Code: [Select]
# HP/SP/EXP?????????? Ver 1.00
# ????????URL
# http://members.jcom.home.ne.jp/cogwheel/

#==============================================================================
# ? Game_Actor
#------------------------------------------------------------------------------
# ???????????????????? Game_Actors ??? ($game_actors)
# ?????????Game_Party ??? ($game_party) ??????????
#==============================================================================

class Game_Actor < Game_Battler
  def now_exp
    return @exp - @exp_list[@level]
  end
  def next_exp
    return @exp_list[@level+1] > 0 ? @exp_list[@level+1] - @exp_list[@level] : 0
  end
end

#==============================================================================
# ? Window_Base
#------------------------------------------------------------------------------
# ??????????????????????????
#==============================================================================

class Window_Base < Window
  #--------------------------------------------------------------------------
  # ? HP ??????
  #--------------------------------------------------------------------------
  # ??????HP??? draw_actor_hp_hpsp ?????
  alias :draw_actor_hp_hpsp :draw_actor_hp
  def draw_actor_hp(actor, x, y, width = 144)
    # ??rate? ???HP/MHP???
    if actor.maxhp != 0
      rate = actor.hp.to_f / actor.maxhp
    else
      rate = 0
    end
    # plus_x:X??????? rate_x:X???????(%) plus_y:Y???????
    # plus_width:???? rate_width:????(%) height:??
    # align1:?????1 0:??? 1:???? 2:???
    # align2:?????2 0:??? 1:???? 2:???
    # align3:?????? 0:??? 1:???
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ????????? grade1:???? grade2:????
    # (0:????????? 1:????????? 2:??????????(??)?
    grade1 = 1
    grade2 = 0
    # ????color1:???color2:??
    # color3:???????????color4:??????????
    # color5:???????????color6:??????????
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 - 24 * rate, 80 * rate, 14 * rate, 192)
    color6 = Color.new(240 - 72 * rate, 240 * rate, 62 * rate, 192)
    # ??sp?????????????
    if actor.maxhp != 0
      hp = (width + plus_width) * actor.hp * rate_width / 100 / actor.maxhp
    else
      hp = 0
    end
    # ??????
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, hp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ??????HP?????????
    draw_actor_hp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # ? SP ??????
  #--------------------------------------------------------------------------
  # ??????SP??? draw_actor_sp_hpsp ?????
  alias :draw_actor_sp_hpsp :draw_actor_sp
  def draw_actor_sp(actor, x, y, width = 144)
    # ??rate? ???SP/MSP???
    if actor.maxsp != 0
      rate = actor.sp.to_f / actor.maxsp
    else
      rate = 1
    end
    # plus_x:X??????? rate_x:X???????(%) plus_y:Y???????
    # plus_width:???? rate_width:????(%) height:??
    # align1:?????1 0:??? 1:???? 2:???
    # align2:?????2 0:??? 1:???? 2:???
    # align3:?????? 0:??? 1:???
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ????????? grade1:???? grade2:????
    # (0:????????? 1:????????? 2:??????????(??)?
    grade1 = 1
    grade2 = 0
    # ????color1:???color2:??
    # color3:???????????color4:??????????
    # color5:???????????color6:??????????
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(0, 64, 0, 192)
    color5 = Color.new(14 * rate, 80 - 24 * rate, 80 * rate, 192)
    color6 = Color.new(62 * rate, 240 - 72 * rate, 240 * rate, 192)
    # ??sp?????????????
    if actor.maxsp != 0
      sp = (width + plus_width) * actor.sp * rate_width / 100 / actor.maxsp
    else
      sp = (width + plus_width) * rate_width / 100
    end
    # ??????
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, sp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ??????SP?????????
    draw_actor_sp_hpsp(actor, x, y, width)
  end
  #--------------------------------------------------------------------------
  # ? EXP ??????
  #--------------------------------------------------------------------------
  # ??????EXP??? draw_actor_sp_hpsp ?????
  alias :draw_actor_exp_hpsp :draw_actor_exp
  def draw_actor_exp(actor, x, y, width = 204)
    # ??rate? ???exp/nextexp???
    if actor.next_exp != 0
      rate = actor.now_exp.to_f / actor.next_exp
    else
      rate = 1
    end
    # plus_x:X??????? rate_x:X???????(%) plus_y:Y???????
    # plus_width:???? rate_width:????(%) height:??
    # align1:?????1 0:??? 1:???? 2:???
    # align2:?????2 0:??? 1:???? 2:???
    # align3:?????? 0:??? 1:???
    plus_x = 0
    rate_x = 0
    plus_y = 25
    plus_width = 0
    rate_width = 100
    height = 10
    align1 = 1
    align2 = 2
    align3 = 0
    # ????????? grade1:???? grade2:????
    # (0:????????? 1:????????? 2:??????????(??)?
    grade1 = 1
    grade2 = 0
    # ????color1:???color2:??
    # color3:???????????color4:??????????
    # color5:???????????color6:??????????
    color1 = Color.new(0, 0, 0, 192)
    color2 = Color.new(255, 255, 192, 192)
    color3 = Color.new(0, 0, 0, 192)
    color4 = Color.new(64, 0, 0, 192)
    color5 = Color.new(80 * rate, 80 - 80 * rate ** 2, 80 - 80 * rate, 192)
    color6 = Color.new(240 * rate, 240 - 240 * rate ** 2, 240 - 240 * rate, 192)
    # ??exp?????????????
    if actor.next_exp != 0
      exp = (width + plus_width) * actor.now_exp * rate_width /
                                                          100 / actor.next_exp
    else
      exp = (width + plus_width) * rate_width / 100
    end
    # ??????
    gauge_rect(x + plus_x + width * rate_x / 100, y + plus_y,
                width, plus_width + width * rate_width / 100,
                height, exp, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    # ??????EXP?????????
    draw_actor_exp_hpsp(actor, x, y)
  end
  #--------------------------------------------------------------------------
  # ? ??????
  #--------------------------------------------------------------------------
  def gauge_rect(x, y, rect_width, width, height, gauge, align1, align2, align3,
                color1, color2, color3, color4, color5, color6, grade1, grade2)
    case align1
    when 1
      x += (rect_width - width) / 2
    when 2
      x += rect_width - width
    end
    case align2
    when 1
      y -= height / 2
    when 2
      y -= height
    end
    # ???
    self.contents.fill_rect(x, y, width, height, color1)
    self.contents.fill_rect(x + 1, y + 1, width - 2, height - 2, color2)
    if align3 == 0
      if grade1 == 2
        grade1 = 3
      end
      if grade2 == 2
        grade2 = 3
      end
    end
    if (align3 == 1 and grade1 == 0) or grade1 > 0
      color = color3
      color3 = color4
      color4 = color
    end
    if (align3 == 1 and grade2 == 0) or grade2 > 0
      color = color5
      color5 = color6
      color6 = color
    end
    # ???????
    self.contents.gradation_rect(x + 2, y + 2, width - 4, height - 4,
                                  color3, color4, grade1)
    if align3 == 1
      x += width - gauge
    end
    # ???????
    self.contents.gradation_rect(x + 2, y + 2, gauge - 4, height - 4,
                                  color5, color6, grade2)
  end
end

#------------------------------------------------------------------------------
# ?Bitmap????????????????
#==============================================================================

class Bitmap
  #--------------------------------------------------------------------------
  # ? ????????????
  #     color1 : ???????
  #     color2 : ??????
  #     align  :  0:?????????
  #               1:?????????
  #               2:???????????????????
  #--------------------------------------------------------------------------
  def gradation_rect(x, y, width, height, color1, color2, align = 0)
    if align == 0
      for i in x...x + width
        red   = color1.red + (color2.red - color1.red) * (i - x) / (width - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - x) / (width - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - x) / (width - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - x) / (width - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(i, y, 1, height, color)
      end
    elsif align == 1
      for i in y...y + height
        red   = color1.red +
                (color2.red - color1.red) * (i - y) / (height - 1)
        green = color1.green +
                (color2.green - color1.green) * (i - y) / (height - 1)
        blue  = color1.blue +
                (color2.blue - color1.blue) * (i - y) / (height - 1)
        alpha = color1.alpha +
                (color2.alpha - color1.alpha) * (i - y) / (height - 1)
        color = Color.new(red, green, blue, alpha)
        fill_rect(x, i, width, 1, color)
      end
    elsif align == 2
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                  ((i - x) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    elsif align == 3
      for i in x...x + width
        for j in y...y + height
          red   = color1.red + (color2.red - color1.red) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          green = color1.green + (color2.green - color1.green) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          blue  = color1.blue + (color2.blue - color1.blue) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          alpha = color1.alpha + (color2.alpha - color1.alpha) *
                ((x + width - i) / (width - 1.0) + (j - y) / (height - 1.0)) / 2
          color = Color.new(red, green, blue, alpha)
          set_pixel(i, j, color)
        end
      end
    end
  end
end

ABS:
Code: [Select]
#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  Animated Battlers by Minkoff, Updated by DerVVulfman
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Initialize
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport, battler = nil)

    # Configuration
    @speed              = 7      # Framerate speed of the battlers
    @frames             = 4      # Number of frames in each pose
    @poses              = 11     # Number of poses (stances) in the template
    @mirror_enemies     = true   # Enemy battlers use reversed image
    @stationary_enemies = false  # If the enemies don't move while attacking
    @stationary_actors  = false  # If the actors don't move while attacking
    @calculate_speed    = true   # System calculates a mean/average speed
    @phasing            = true   # Characters fade in/out while attacking
    @default_collapse   = false  # Restores the old 'red fade' effect to enemies
    # Array that holds the id # of weapons that forces the hero to be stationary
    @stationary_weapons = [17,18,19,20,21,22,23,24] # (examples are bows & guns)

    # DO NOT EDIT BELOW THIS LINE UNLESS YOU KNOW WHAT YOU'RE DOING
    @frame, @pose = 0, 0
    @last_time = 0
    @last_move_time = 0
    cbs_initialize(viewport, battler)
    self.mirror = !!battler and @mirror_enemies
    viewport.z = 99
  end
  #--------------------------------------------------------------------------
  # * Update
  #--------------------------------------------------------------------------
  alias cbs_update update
  def update
    return unless @battler

    # Regular Update
    cbs_update

    # Start Routine
    unless @started
      @pose = state
      @width = @width / @frames
      @height = @height / @poses
      @display_x = @battler.screen_x
      @display_y = @battler.screen_y
      @destination_x = @display_x
      @destination_y = @display_y
      @started = true
    end

    # Cut Out Frame
    self.src_rect.set(@width * @frame, @height * @pose, @width, @height)

    # Position Sprite
    self.x = @display_x
    self.y = @display_y
    self.z = @display_y
    self.ox = @width / 2
    self.oy = @height

    # Setup Animation
    time = Graphics.frame_count / (Graphics.frame_rate / @speed)
    if @last_time < time
      @frame = (@frame + 1) % @frames
      if @frame == 0
        if @freeze
          @frame = @frames - 1
          return
        end
        @pose = state
      end
    end
    @last_time = time

    # Move It
    move if moving
  end
  #--------------------------------------------------------------------------
  # * Current State
  #--------------------------------------------------------------------------
  def state
    # Damage State
    if [nil,{}].include?(@battler.damage)
      # Battler Fine
      @state = 0
      # Battler Wounded
      @state = 2 if @battler.hp < @battler.maxhp / 4

      if @default_collapse
        # Battler Dead (Red-Out Collapse)
        if @battler.dead? and @battler.is_a?(Game_Actor)
          @state = 10
          # Fix Opacity
          self.opacity = 255
        end
      else
        # Battler Dead (Pose-Type Collapse)
        if @battler.dead?
          @state = 10
          # Fix Opacity
          self.opacity = 255
        end
      end
    end
    # Guarding State
    @state = 3 if @battler.guarding?
    # Moving State
    if moving
      # If enemy battler moving
      if @battler.is_a?(Game_Enemy)
        # Battler Moving Left
        @state = 5 if moving.eql?(0)
        # Battler Moving Right
        @state = 4 if moving.eql?(1)
      # Else actor battler moving
      else
        # Battler Moving Left
        @state = 4 if moving.eql?(0)
        # Battler Moving Right
        @state = 5 if moving.eql?(1)
      end
    end
    # Return State
    return @state
  end
  #--------------------------------------------------------------------------
  # * Move
  #--------------------------------------------------------------------------
  def move
    time = Graphics.frame_count / (Graphics.frame_rate.to_f / (@speed * 5))
    if @last_move_time < time

      # Pause for Animation
      return if @pose != state

      # Phasing
      if @phasing
        d1 = (@display_x - @original_x).abs
        d2 = (@display_y - @original_y).abs
        d3 = (@display_x - @destination_x).abs
        d4 = (@display_y - @destination_y).abs
        self.opacity = [255 - ([d1 + d2, d3 + d4].min * 1.75).to_i, 0].max
      end

      # Calculate Difference
      difference_x = (@display_x - @destination_x).abs
      difference_y = (@display_y - @destination_y).abs

      # Done? Reset, Stop
      if [difference_x, difference_y].max.between?(0, 8)
        @display_x = @destination_x
        @display_y = @destination_y
        @pose = state
        return
      end

      # Calculate Movement Increments
      increment_x = increment_y = 1
      if difference_x < difference_y
        increment_x = 1.0 / (difference_y.to_f / difference_x)
      elsif difference_y < difference_x
        increment_y = 1.0 / (difference_x.to_f / difference_y)
      end
     
      # Calculate Movement Speed
      if @calculate_speed
        total = 0; $game_party.actors.each{ |actor| total += actor.agi }
        speed = @battler.agi.to_f / (total / $game_party.actors.size)
        increment_x *= speed
        increment_y *= speed
      end
     
      # Multiply and Move
      multiplier_x = (@destination_x - @display_x > 0 ? 8 : -8)
      multiplier_y = (@destination_y - @display_y > 0 ? 8 : -8)
      @display_x += (increment_x * multiplier_x).to_i
      @display_y += (increment_y * multiplier_y).to_i
    end
    @last_move_time = time
  end
  #--------------------------------------------------------------------------
  # * Set Movement
  #--------------------------------------------------------------------------
  def setmove(destination_x, destination_y)
    unless (@battler.is_a?(Game_Enemy) and @stationary_enemies) or
           (@battler.is_a?(Game_Actor) and @stationary_actors)
      unless @stationary_weapons.include?(@battler.weapon_id)
        @original_x = @display_x
        @original_y = @display_y
        @destination_x = destination_x
        @destination_y = destination_y
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Movement Check
  #--------------------------------------------------------------------------
  def moving
    if (@display_x != @destination_x and @display_y != @destination_y and !@battler.dead?)
      return (@display_x > @destination_x ? 0 : 1)
    end
  end
  #--------------------------------------------------------------------------
  # * Set Pose
  #--------------------------------------------------------------------------
  def pose=(pose)
    @pose = pose
    @frame = 0
  end
  #--------------------------------------------------------------------------
  # * Freeze
  #--------------------------------------------------------------------------
  def freeze
    @freeze = true
  end
  #--------------------------------------------------------------------------
  # * Fallen Pose
  #--------------------------------------------------------------------------
  alias cbs_collapse collapse
  def collapse
    if @default_collapse
      cbs_collapse if @battler.is_a?(Game_Enemy)
      end
    end
  end

#==============================================================================
# ** Game_Actor
#==============================================================================

class Game_Actor
  #--------------------------------------------------------------------------
  # * Actor X Coordinate
  #--------------------------------------------------------------------------
  def screen_x
    if self.index != nil
      return self.index * 45 + 450
    else
      return 0
    end
  end
  #--------------------------------------------------------------------------
  # * Actor Y Coordinate
  #--------------------------------------------------------------------------
  def screen_y
    return self.index * 35 + 200
  end
  #--------------------------------------------------------------------------
  # * Actor Z Coordinate
  #--------------------------------------------------------------------------
  def screen_z
    return screen_y
  end
end

#==============================================================================
# ** Scene_Battle
#==============================================================================

class Scene_Battle
  #--------------------------------------------------------------------------
  # * Action Animation, Movement
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    @rtab = !@target_battlers
    target = (@rtab ? battler.target : @target_battlers)[0]
    @moved = {} unless @moved
    return if @spriteset.battler(battler).moving
    case battler.current_action.kind
    when 0 # Attack
      if not (@moved[battler] or battler.guarding?)
        offset = (battler.is_a?(Game_Actor) ? 40 : -40)
        @spriteset.battler(battler).setmove(target.screen_x + offset, target.screen_y)
        @moved[battler] = true
        return
      elsif not battler.guarding?
        @spriteset.battler(battler).pose = 6 + rand(2)
        @spriteset.battler(battler).setmove(battler.screen_x, battler.screen_y)
      end
    when 1 # Skill
      @spriteset.battler(battler).pose = 8
    when 2 # Item
      @spriteset.battler(battler).pose = 8
    end
    @moved[battler] = false
    @rtab ? cbs_update_phase4_step3(battler) : cbs_update_phase4_step3
  end
  #--------------------------------------------------------------------------
  # * Hit Animation
  #--------------------------------------------------------------------------
  alias cbs_update_phase4_step4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    for target in (@rtab ? battler.target : @target_battlers)
      damage = (@rtab ? target.damage[battler] : target.damage)
      if damage.is_a?(Numeric) and damage > 0
        @spriteset.battler(target).pose = 1
      end
    end
    @rtab ? cbs_update_phase4_step4(battler) : cbs_update_phase4_step4
  end
  #--------------------------------------------------------------------------
  # * Victory Animation
  #--------------------------------------------------------------------------
  alias cbs_start_phase5 start_phase5
  def start_phase5
    for actor in $game_party.actors
      return if @spriteset.battler(actor).moving
    end
    for actor in $game_party.actors
      unless actor.dead?
        @spriteset.battler(actor).pose = 9
        @spriteset.battler(actor).freeze
      end
    end
    cbs_start_phase5
  end
  #--------------------------------------------------------------------------
  # * Change Arrow Viewport
  #--------------------------------------------------------------------------
  alias cbs_start_enemy_select start_enemy_select
  def start_enemy_select
    cbs_start_enemy_select
    @enemy_arrow.dispose
    @enemy_arrow = Arrow_Enemy.new(@spriteset.viewport2)
    @enemy_arrow.help_window = @help_window
  end
end

#==============================================================================
# ** Spriteset_Battle
#==============================================================================

class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Change Enemy Viewport
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize
    cbs_initialize
    @enemy_sprites = []
    for enemy in $game_troop.enemies.reverse
      @enemy_sprites.push(Sprite_Battler.new(@viewport2, enemy))
    end
  end
  #--------------------------------------------------------------------------
  # * Find Sprite From Battler Handle
  #--------------------------------------------------------------------------
  def battler(handle)
    for sprite in @actor_sprites + @enemy_sprites
      return sprite if sprite.battler == handle
    end
  end
end

#==============================================================================
# ** Arrow_Base
#==============================================================================

class Arrow_Base < Sprite
  #--------------------------------------------------------------------------
  # * Reposition Arrows
  #--------------------------------------------------------------------------
  alias cbs_initialize initialize
  def initialize(viewport)
    cbs_initialize(viewport)
    self.ox = 14
    self.oy = 10
  end
 end

Battler Example:



I like it, personally. Does not have the timer between attacks thing the FF series has, though.
PROPERTY OF TEABAG!!! ALL HAIL TEABAG!!!