Version: 2.0
Introduction
This script transforms the Group Turns Based Battle System (aka DBS) into a ATB Active Timer System. A description of how the system works can be found here.
Screenshots
See Screenshot section from here
Demo
http://www.rmxp.org/forums/downloads.php?do=file&id=351
Script
Sorry but the families shouldn't battle in this style.
Instructions
Okay I am going to make this as clear as possible
Initial Directions
- First Download the Demo via the Download Manager
- Get Winzip, Ultimatezip, or some other crazy program to open zip files, and install it.
- Find the downloaded file
- Right Click on the file and select Extract or Open your Unzipping program and Extract the files from the archive
- Open RPG Maker XP if you haven't already
- Open the Project File
- Copy Each Script from the demo or paste them all into one script and add that, I only have it in multiple script form for organization.
- Setup the Gradient Bars if you want
- Find the Setup Portion of the CTB Battle System Script
- Get yourself a snack
Now I am going to explain this a second time, the code in the setup is already commented once with the instructions, but I'm going to explain it again code by code
System Options
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Code:
#-------------------------------------------------------------------------- # * The Speed of the System in Frames #-------------------------------------------------------------------------- Speed = 100
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Code:
#-------------------------------------------------------------------------- # * How the Speed is Based # 0: Current_Action.Speed 1: Agility #-------------------------------------------------------------------------- Base_Speed = 0
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Code:
#-------------------------------------------------------------------------- # * At Gain # 0: Random 1: Steady #-------------------------------------------------------------------------- At_Gain = 1
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Code:
#-------------------------------------------------------------------------- # * At Max #-------------------------------------------------------------------------- At_Max = 65536
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Code:
#-------------------------------------------------------------------------- # * Full At Se # syntax - RPG::AudioFile.new(filename, volume, pitch) #-------------------------------------------------------------------------- Full_At_Se = RPG::AudioFile.new("033-Switch02")
Action Cost Setup
This section of the setup defines the cost, which is how much the bars go down after acting the values here are to be given as percentages (0-100)
This section of the setup defines time to wait before the action is made. The values here are to be given in frames.
Its setup the same way as the Action_Costs the hashes work the same way except for different names refer to the corresponding entry in he Acton cost setup for more information
FAQThis section of the setup defines the cost, which is how much the bars go down after acting the values here are to be given as percentages (0-100)
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Actors # syntax - actor_id => cost #-------------------------------------------------------------------------- Action_Attack_Actor = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Weapons # syntax - weapon_id => cost (Do not setup 0) #-------------------------------------------------------------------------- Action_Attack_Weapon = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Enemies # syntax - enemy_id => cost #-------------------------------------------------------------------------- Action_Attack_Enemy = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Defend (Percentage) #-------------------------------------------------------------------------- Action_Defend = 50
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Code:
#-------------------------------------------------------------------------- # * Action Cost Escape (Percentage) #-------------------------------------------------------------------------- Action_Escape = 75
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Code:
#-------------------------------------------------------------------------- # * Action Cost Wait (Percentage) #-------------------------------------------------------------------------- Action_Wait = 25
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Code:
#-------------------------------------------------------------------------- # * Action Cost Per Skill # syntax - skill_id => cost #-------------------------------------------------------------------------- Action_Skill = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Per Item # syntax - item_id => cost #-------------------------------------------------------------------------- Action_Item = {}
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Code:
#-------------------------------------------------------------------------- # * Default Action Cost #-------------------------------------------------------------------------- Action_Default = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost To Attack #-------------------------------------------------------------------------- Action_Attack = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost For Using A Skill #-------------------------------------------------------------------------- Action_Skill.default = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost For Using An Item #-------------------------------------------------------------------------- Action_Item.default = 100
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Code:
#-------------------------------------------------------------------------- # * Do Not Touch Unless you know what you are doing #-------------------------------------------------------------------------- Action_Attack_Actor.default = Action_Attack Action_Attack_Enemy.default = Action_Attack
This section of the setup defines time to wait before the action is made. The values here are to be given in frames.
Its setup the same way as the Action_Costs the hashes work the same way except for different names refer to the corresponding entry in he Acton cost setup for more information
Awaiting Question
Compatibility
SDK 2.x compliant
requires Method and Class Library V1.5 or greater
I am not promising compatibility with all other battle addons, but if there is then it is something minor, inform me and I'll create a patch (depends)
Credits and Thanks
All of the people who helped with the CTB Battle System
Author's Notes
Based on The CTB Battle System and the CTB+ATB Battle System