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DoubleX RMVXA Basic ATB

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***
Scripter
Rep:
Level 36
Changelog
Code: [Select]
#    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                                    |

Authors
DoubleX

Credits
DoubleX(Optional)

Purpose
Aids other scripters to learn how a basic atb system script can be written

Script Calls
Code: [Select]
#  * 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
Code: [Select]
    # 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 script
None so far

Video
https://www.youtube.com/watch?v=yBNftauefPQ

Prerequisites
Abilities:
1. Little RGSS3 scripting proficiency to fully utilize this script

Terms Of Use

You 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

Instructions
Open the script editor and put this script into an open slot between Materials and Main. Save to take effect.

Author Notes

Code: [Select]
#    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
Code: [Select]
#    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.     |
« Last Edit: August 05, 2015, 10:46:19 AM by DoubleX »

***
Scripter
Rep:
Level 36
Updates
Code: [Select]
#    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                   |

***
Scripter
Rep:
Level 36
Updates
Code: [Select]
#    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    |

***
Scripter
Rep:
Level 36
Updates
Code: [Select]
#    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                                      |

***
Scripter
Rep:
Level 36
Updates
Code: [Select]
#    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 |