Changelog# v1.02c(GMT 1100 5-8-2015): |
# 1. Fixed nil enemy selection and not executing all confirmed actions bug |
# 2. Further improved this script's compactness, efficiency and readability |
# v1.02b(GMT 1300 5-7-2015): |
# 1. Fixed hidden battlers and updating atb while game messages' showing bug|
# 2. Improved this script's efficiency |
# v1.02a(GMT 1200 1-7-2015): |
# 1. Lets users set the party escape speed in atb fill mode 1 |
# 2. On action end now triggers when a battler processed all the actions |
# v1.01a(GMT 1100 13-6-2015): |
# 1. Lets users select the starting atb value formulae |
# 2. Fixed clearing empty log window upon turn start bug |
# 3. Fixed failed party escape not costing anything bug |
# - This bug's still present in atb fill mode 1 |
# 4. Fixed enemies not executing actions under some conditions bug |
# 5. Simplified the actor input selection implementations |
# v1.00a(GMT 1400 10-6-2015): |
# 1. 1st version of this script finished |
AuthorsDoubleX
CreditsDoubleX(Optional)
PurposeAids other scripters to learn how a basic atb system script can be written
Script Calls# * Battler manipulations |
# 1. batb_val |
# - Returns the battler's atb fill percentage |
# 2. reset_batb_val(reset) |
# - Clears all battler's actions |
# - Empties the battler's atb bar as well if reset returns true |
Configurations # Sets the base atb fill time from empty to full as BASE_FILL_T seconds
# If BASE_FILL_T_VAR_ID is a natural number, the value of variable with id
# BASE_FILL_T_VAR_ID will be used instead of using BASE_FILL_T
BASE_FILL_T = 5
BASE_FILL_T_VAR_ID = 0
# Sets the atb wait condition code as WAIT_COND_CODE
# If WAIT_COND_CODE_VAR_ID is a natural number, the value of variable with
# id WAIT_COND_CODE_VAR_ID will be used instead of using WAIT_COND_CODE
# Available atb wait condition codes:
# 0 - Wait only when an action's executing or a message's showing
# 1 - Wait when an animation's playing as well
# 2 - Wait when the target selection window's shown as well
# 3 - Wait when the skill/item selection window's shown as well
# 4 - Wait when players can input actions as well
WAIT_COND_CODE = 0
WAIT_COND_CODE_VAR_ID = 0
# Sets the code of the unit of the turn clock as TURN_UNIT_CODE
# If TURN_UNIT_CODE_VAR_ID is a natural number, the value of variable with
# id TURN_UNIT_CODE_VAR_ID will be used instead of using TURN_UNIT_CODE
# Available codes of the unit of the turn clock:
# 0 - Seconds
# 1 - Number of executed actions in the same turn
TURN_UNIT_CODE = 0
TURN_UNIT_CODE_VAR_ID = 0
# Sets the maximum turn clock unit as MAX_TURN_UNIT
# If MAX_TURN_UNIT_VAR_ID is a natural number, the value of variable with id
# MAX_TURN_UNIT_VAR_ID will be used instead of using MAX_TURN_UNIT
MAX_TURN_UNIT = 5
MAX_TURN_UNIT_VAR_ID = 0
# Sets the atb fill mode as ATB_FILL_MODE
# If ATB_FILL_MODE_VAR_ID is a natural number, the value of variable with id
# ATB_FILL_MODE_VAR_ID will be used instead of using ATB_FILL_MODE
# Available atb fill modes:
# 0 - Lets battlers input and execute actions when that battler's atb's full
# Empties and refills that battler's atb right after executing actions
# 1 - Lets battlers input actions when that battler's atb's empty
# Refills that battler's atb right after inputting actions
# Let battlers execute actions when that battler's atb's full
# Empties that battler's atb right after executing actions
# The value of variable with id ATB_FILL_MODE_VAR_ID should remain the same
# during battles to ensure proper atb fillings and action executions
ATB_FILL_MODE = 0
ATB_FILL_MODE_VAR_ID = 0
# (v1.01a+)Sets the starting atb value mode as ATB_START_MODE
# If ATB_START_MODE_VAR_ID is a natural number, the value of variable with
# id ATB_START_MODE_VAR_ID will be used instead of using ATB_START_MODE
# The starting atb value is always 0.0 for:
# - unmovable battlers
# - atb fill mode as 1
# - actors with start type surprise
# - enemies with start type preemptive
# The starting atb value is always 100.0 for:
# - movable actors with atb fill mode as 0 and start type preemptive
# - movable enemies with atb fill mode as 0 and start type surprise
# Available starting atb value mode for normal start:
# - agi is the battler's agi
# - param_max(6) is the maximum value of any battler's agi
# 0 - 0.0
# 1 - 100.0 * agi / param_max(6)
ATB_START_MODE = 0
ATB_START_MODE_VAR_ID = 0
# (v1.02a+)Sets the party escape invocation speed as PARTY_ESC_SPEED
# It'll only be used with ATB_FILL_MODE being 1
# With ATB_FILL_MODE being 1, if no actor would be able to act without the
# party escape attempt, that attempt will fail immediately
# If PARTY_ESC_SPEED_VAR_ID is a natural number, the value of variable with
# id PARTY_ESC_SPEED_VAR_ID will be used instead of using PARTY_ESC_SPEED
PARTY_ESC_SPEED = 0
PARTY_ESC_SPEED_VAR_ID = 0
# Sets the atb refill rate code as ATB_RATE_CODE
# If ATB_RATE_CODE_VAR_ID is a natural number, the value of variable with id
# ATB_RATE_CODE_VAR_ID will be used instead of using ATB_RATE_CODE
# Available atb refill rate code:
# - speed is
# Battler's agi for atb fill mode 0
# Battler's agi + batb_item_speed_sum for atb fill mode 1
# - batb_item_speed_sum is the sum of invocation speeds(+ attack speed for
# the attack skill) of all inputted skills/items
# - DoubleX_RMVXA::BATB.base_batb_fill_t is the base atb fill time
# - Graphics.frame_rate is the number of frames per second
# - BattleManager.batb_avg_agi is the average of all battler's agi
# 0 - speed * 100.0 / DoubleX_RMVXA::BATB.base_batb_fill_t /
# Graphics.frame_rate
# 1 - (formula in code 0) / BattleManager.batb_avg_agi
# 2 - Same as 1, except BattleManager.batb_avg_agi will always be
# reevalauted per frame instead of just at the start of a battle
ATB_RATE_CODE = 1
ATB_RATE_CODE_VAR_ID = 0
# Sets the code of the reset atb mechanism as ATB_RESET_CODE
# If ATB_RESET_CODE_VAR_ID is a natural number, the value of variable with
# id ATB_RESET_CODE_VAR_ID will be used instead of using ATB_RESET_CODE
# Available codes of the atb reset mechanism:
# 0 - Freezes the atb refill while not movable
# 1 - Same as 0, except the atb will be emptied when becoming unmovable
ATB_RESET_CODE = 1
ATB_RESET_CODE_VAR_ID = 0
# Sets the 1st atb bar color as text color ATB_BAR_COLOR1
# If ATB_BAR_COLOR1_VAR_ID is a natural number, the value of variable with
# id ATB_BAR_COLOR1_VAR_ID will be used instead of using ATB_BAR_COLOR1
# The value of variable with id ATB_BAR_COLOR1_VAR_ID should remain the same
# during battles to ensure proper atb bar color displays
ATB_BAR_COLOR1 = 7
ATB_BAR_COLOR1_VAR_ID = 0
# Sets the 2nd atb bar color as text color ATB_BAR_COLOR2
# If ATB_BAR_COLOR2_VAR_ID is a natural number, the value of variable with
# id ATB_BAR_COLOR2_VAR_ID will be used instead of using ATB_BAR_COLOR2
# The value of variable with id ATB_BAR_COLOR2_VAR_ID should remain the same
# during battles to ensure proper atb bar color displays
ATB_BAR_COLOR2 = 8
ATB_BAR_COLOR2_VAR_ID = 0
# Sets the atb bar description text as ATB_BAR_TEXT
# If ATB_BAR_TEXT_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_TEXT_VAR_ID will be used instead of using ATB_BAR_TEXT
# The value of variable with id ATB_BAR_TEXT_VAR_ID should remain the same
# during battles to ensure proper atb bar text displays
ATB_BAR_TEXT = "AP"
ATB_BAR_TEXT_VAR_ID = 0
Games using this scriptNone so far
Videohttps://www.youtube.com/watch?v=yBNftauefPQPrerequisitesAbilities:
1. Little RGSS3 scripting proficiency to fully utilize this script
Terms Of UseYou shall:
1. Keep this script's Script Info part's contents intact
You shalln't:
1. Claim that this script is written by anyone other than DoubleX or his aliases
None of the above applies to DoubleX or his/her aliases
InstructionsOpen the script editor and put this script into an open slot between Materials and Main. Save to take effect.
Author Notes# 1. This script's meant to be easy and simple to comprehend and utilize, |
# meaning high level control nor freedom won't be given to users, and |
# advanced scripting proficiencies won't be applied to this script. |
# 2. Readability's prioritized over almost everything else in this script to|
# aid scripters to learn how a basic atb system can be written. |
# 3. State's Auto-removal Timing as Action End becomes right after the state|
# owner executed all his/her/its actions to conform with the defaults |
FAQ# Q1. Will this script be compatible with Victor Engine - Basic Module or |
# Yanfly Engine Ace - Ace Battle Engine? |
# A1. Probably no, as there's Victor Engine - Active Time Battle, and I've |
# been already supporting both CATB and ECATB scripts. |
# Q2. Why this script only has global settings and has no notetag at all? |
# A2. To help scripters learn from this script, it's better to focus on the |
# core concepts and structures when implementing this script, while |
# adding notetags as well might impede them from grapsing those basics. |
# Q3. May you please teach me scripting so I can fully utilize this script? |
# A3. You can ask me how to set specific settings to meet your specific |
# needs, but it seems to me that there are many good scripting teachers |
# so you may want to ask them instead of me for learning scripting. |