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RPG Maker MV    Posted September 7, 2017 by DoubleX

DoubleX RMMV Popularized ATB Compatibility

Introduction

Fixes DoubleX RMMV Popularized ATB compatibility issues

Features

Action Sequences

*    # DoubleX RMMV Popularized ATB Core                                     
 *      1. atb val: Target Typing, Operator Value                             
 *         - Use Operator to assign Value to the atb value of targets included
 *           by Target Typing, which can be any Target Typing supported by    
 *           Action Sequences that targets battlers not cooling down          
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      2. atb val %: Target Typing, Operator Value                           
 *         - Use Operator to assign Value% of the maximum atb value to the atb
 *           value of targets included by Target Typing, which can be any     
 *           Target Typing supported by Action Sequences that targets battlers
 *           not cooling down                                                 
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      3. reset atb val: Target Typing                                       
 *         - Resets the atb value of targets included by Target Typing, which 
 *           can be any Target Typing supported by Action Sequences, to the   
 *           maximum atb value in delay fill mode and 0 if otherwise          
 *      4. reset atb: Target Typing                                           
 *         - Clears all actions of targets included by Target Typing, which   
 *           can be any Target Typing supported by Action Sequences           
 *    # DoubleX RMMV Popularized ATB Charge                                   
 *      1. charge val: Target Typing, Operator Value                          
 *         - Use Operator to assign Value to the charge value of targets      
 *           included by Target Typing, which can be any Target Typing        
 *           supported by Action Sequences that targets battlers charging     
 *           actions                                                          
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      2. charge val %: Target Typing, Operator Value                        
 *         - Use Operator to assign Value% of the maximum atb value to the    
 *           charge value of targets included by Target Typing, which can be  
 *           any Target Typing supported by Action Sequences that targets     
 *           battlers charging actions                                        
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *    # DoubleX RMMV Popularized ATB Cooldown                                 
 *      1. cooldown val: Target Typing, Operator Value                        
 *         - Use Operator to assign Value to the cooldown value of targets    
 *           included by Target Typing, which can be any Target Typing        
 *           supported by Action Sequences that targets battlers cooling down 
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      2. cooldown val %: Target Typing, Operator Value                      
 *         - Use Operator to assign Value% of the maximum atb value to the    
 *           cooldown value of targets included by Target Typing, which can be
 *           any Target Typing supported by Action Sequences that targets     
 *           battlers cooling down                                            
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *    # DoubleX RMMV Popularized ATB Countdown                                
 *      1. countdown clock: Target Typing, Operator Value State               
 *         - Use operator to assign Value to the number of frames as the      
 *           countdown clock of state with id State for targets included by   
 *           Target Typing, which can be any any Target Typing supported by   
 *           Action Sequences that targets battlers having said state         
 *         - The fps is assumed to be always 60                               
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      2. countdown freeze: Target Typing, Flag State                        
 *         - Assign Flag, which is either true or false, to set whether the   
 *           countdown clock of state with id State is frozen for targets     
 *           included by Target Typing, which can be any any Target Typing    
 *           supported by Action Sequences that targets battlers having said  
 *           state                                                            
 *    # DoubleX RMMV Popularized ATB Delay                                    
 *      1. delay frame: Target Typing, Operator Value                         
 *         - Use Operator to assign Value to the number of frames as delay for
 *           targets included by Target Typing, which can be any Target Typing
 *           supported by Action Sequences                                    
 *         - The fps is assumed to be always 60                               
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *    # DoubleX RMMV Popularized ATB Reset                                    
 *      1. reset val: Target Typing, Operator Value                           
 *         - Use Operator to assign Value to the atb reset value for targets  
 *           included by Target Typing, which can be any Target Typing        
 *           supported by Action Sequences                                    
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively
 *      2. reset val %: Target Typing, Operator Value                         
 *         - Use Operator to assign Value% of the maximum atb value to the atb
 *           reset value for targets included by Target Typing, which can be  
 *           any Target Typing supported by Action Sequences                  
 *         - Operator can be either =, +, -, *, / or %, meaning set to, add   
 *           by, subtract by, multiply by, divide by or modulo by respectively

 

Addressed Plugins

*    # (v1.02a+)Yanfly Engine Plugins - Target Extension - Selection Control 
 *      1. The enemy window freezes when the current inputable actor becomes  
 *         not inputable                                                      
 *         - Reference tag: YEP_X_SelectionControl_StopUnlockingEnemyWindow   
 *         - Extended Scene_Battle.prototype.close_patb_selection_windows to  
 *           stop closing the enemy window upon the aforementioned event      
 *      2. (v1.02b+)The currently inputable actor changes when picking targets
 *         - Reference tag: YEP_X_SelectionControl_NewStatusWindowIndex       
 *         - Added get property patb_index in Window_BattleStatus             
 *         - Extended Window_BattleStatus.prototype.select to use a new       
 *           variable to store the index that are not affected by selecting   
 *           targets
 *         - Extended Window_BattleEnemy.prototype.hide and                   
 *           Window_BattleEnemy.prototype.select to select targets without    
 *           changing the new index                                           
 *    # (v1.01a+)MOG_BattleHud:                                               
 *      1. The ATB bar doesn't gather any DoubleX RMMV Popularized ATB data   
 *         - Reference tag: MOG_BattleHud_PATB_Data                           
 *         - Rewritten Battle_Hud.prototype.update_at to support cooldown too 
 *         - Extended Battle_Hud.prototype.at, Battle_Hud.prototype.max_at,   
 *           Battle_Hud.prototype.cast_at, Battle_Hud.prototype.cast_max_at   
 *           and Battle_Hud.prototype.is_casting to support atb and charge    
 *         - Added Battle_Hud.prototype.cooldown_at,                          
 *           Battle_Hud.prototype.cooldown_max_at,                            
 *           Battle_Hud.prototype.is_cooling_down and                         
 *           Battle_Hud.prototype.is_max_cooldown to support cooldown         
 *      2. (v1.01b+) The actor window isn't fully shown                       
 *         - Reference tag: MOG_BattleHud_Actor_Window                        
 *         - Removed Scene_Battle.prototype.update_patb_window_positions to   
 *           let MOG_BattleHud handle the actor window position               
 *      3. (v1.02b+)The original status window will be shown when the current 
 *         inputable actor becomes not inputable                              
 *         - Reference tag: MOG_BattleHud_StopShowingStatusWindow             
 *         - Extended Scene_Battle.prototype.close_patb_selection_windows to  
 *           stop showing the status window upon the aforementioned event     
 *    # Yanfly Engine Plugins - Battle Engine Core:                           
 *      1. All battler actions are recreated upon starting actor inputs       
 *         - Reference tag: YEP_BattleEngineCore_StopRecreateAction           
 *         - Stopped calling BattleManager.createActions when patb's effective
 *      2. Valid actions don't execute at all                                 
 *         - Reference tag: YEP_BattleEngineCore_HandleNewPhases              
 *         - Extended BattleManager.can_update_patb_process to handle new     
 *           phases added by Yanfly Engine Plugins - Battle Engine Core       
 *      3. The battler's atb's reset right after executing 1 action already   
 *         - Reference tag: YEP_BattleEngineCore_StopAllActsEnd               
 *         - Stopped calling Game_Battler.prototype.on_all_patb_acts_end when 
 *           the battler still has actions                                    
 *      4. Skills/Items targeting all/random allies/enemies are confirmed     
 *         before the target selection's complete                             
 *         - Reference tag: YEP_BattleEngineCore_StopConfirmAllRandomSelection
 *         - Removed all Game_Action.prototype.confirm_patb_item contents     
 *         - (v1.00c+) Stopped this fix when Select Help Window is false      
 *      5. Right now wait_cond_code full and force run atb are still          
 *         functioning as act                                                 
 *         - Due to BattleManager.can_update_patb_process to handle new phases
 *           added by Yanfly Engine Plugins - Battle Engine Core              
 *      6. (v1.00e+) Subsequent actions of an all-selection one all wrongly   
 *         mark all party/troop members                                       
 *         - Reference tag: YEP_BattleEngineCore_StopWrongAllSelections       
 *         - Extended Scene_Battle.prototype.select_next_patb_command to stop 
 *           marking actions as all selections                                
 *      7. (v1.03b+) The sprite of the currently inputable actor will return  
 *         to its home position when any action performs its finish sequence  
 *         - Reference tag: YEP_BattleEngineCore_StopInputableActorReturnHome 
 *         - Extended Game_Battler.prototype.spriteReturnHome to disable this 
 *           function for the currently inputable actor

Video

The Code

License Terms

Attribution 3.0 Unported - You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

Instructions

Place this plugin below all DoubleX RMMV Popularized ATB addons

Version History

 *      v1.03b(GMT 0200 7-9-2017):                                            
 *      1. Fixed returning the sprite of the currently inputable actor to its 
 *         home position when an action performs its finish sequence          
 *         compatiblity issue                                                 
 *      v1.03a(GMT 0400 27-8-2017):                                           
 *      1. Supports Action Sequences in                                       
 *         Yanfly Engine Plugins - Battle Engine Core                         
 *      2. Fixed more changing currently inputable actor with                 
 *         Yanfly Engine Plugins - Target Extension - Selection Control       
 *         compatibility issues                                               
 *      v1.02b(GMT 1400 26-8-2017):                                           
 *      1. Fixed showing status window with MOG_BattleHud compatility issue   
 *      2. Fixed changing currently inputable actor with                      
 *         Yanfly Engine Plugins - Target Extension - Selection Control       
 *         compatibility issue                                                
 *      v1.02a(GMT 1400 13-8-2017):                                           
 *      1. Compatible with                                                    
 *         Yanfly Engine Plugins - Target Extension - Selection Control       
 *      v1.01b(GMT 0400 11-8-2017):                                           
 *      1. Fixed the wrong actor window position bug when using skills/items  
 *         on party members                                                   
 *      v1.01a(GMT 0500 10-8-2017):                                           
 *      1. Compatible with MOG_BattleHud                                      
 *      v1.00e(GMT 1200 5-8-2017):                                            
 *      1. Fixed the next action incorrectly highlighting all members in the  
 *         same party/troop after using an party/troop targeting skill/item   
 *      v1.00d(GMT 1500 11-8-2016):                                           
 *      1. In sync with the latest DoubleX RMMV Popularized ATB Core version  
 *      v1.00c(GMT 1400 9-8-2016):                                           
 *      1. Fixed skills/items not needing selections not working when         
 *         Select Help Window in Yanfly Engine Plugins - Battle Engine Core is
 *         set as false                                                       
 *      v1.00b(GMT 0400 16-7-2016):                                           
 *      1. PATB Hotkey supports selecting inputable actors via touch input    
 *         when Yanfly Engine Plugins - Battle Engine Core is used with       
 *         Visual Actor Select being set as true as well                      
 *         Mouse Over applies to PATB Hotkey as well                          
 *      v1.00a(GMT 1600 12-4-2016):                                           
 *      1. 1st version of this plugin finished

Credits & Thanks

DoubleX(Optional)

Terms & Conditions

*      You shall keep this plugin's Plugin Info part's contents intact       
 *      You shalln't claim that this plugin's written by anyone other than    
 *      DoubleX or his aliases                                                
 *      None of the above applies to DoubleX or his aliases

Comments (10)

  • [b]Updates[/b]
    [code] * v1.00b(GMT 0400 16-7-2016):
    * 1. PATB Hotkey supports selecting inputable actors via touch input
    * when Yanfly Engine Plugins – Battle Engine Core is used with
    * Visual Actor Select being set as true as well
    * Mouse Over applies to PATB Hotkey as well [/code]

  • [b]Updates[/b]
    [code] * v1.00c(GMT 1400 9-8-2016):
    * 1. Fixed skills/items not needing selections not working when
    * Select Help Window in Yanfly Engine Plugins – Battle Engine Core is
    * set as false [/code]

  • [b]Updates[/b]
    [code]
    * v1.00e(GMT 1200 5-8-2017):
    * 1. Fixed the next action incorrectly highlighting all members in the
    * same party/troop after using an party/troop targeting skill/item [/code]

  • [b]Updates[/b]
    [code] * v1.02b(GMT 1400 26-8-2017):
    * 1. Fixed showing status window with MOG_BattleHud compatility issue
    * 2. Fixed changing currently inputable actor with
    * Yanfly Engine Plugins – Target Extension – Selection Control
    * compatibility issue
    [/code]

  • [b]Updates[/b]
    [code] * v1.03a(GMT 0400 27-8-2017):
    * 1. Supports Action Sequences in
    * Yanfly Engine Plugins – Battle Engine Core
    * 2. Fixed more changing currently inputable actor with
    * Yanfly Engine Plugins – Target Extension – Selection Control
    * compatibility issues
    [/code]

    [b]Action Sequences[/b]
    [code] * # DoubleX RMMV Popularized ATB Core
    * 1. atb val: Target Typing, Operator Value
    * – Use Operator to assign Value to the atb value of targets included
    * by Target Typing, which can be any Target Typing supported by
    * Action Sequences that targets battlers not cooling down
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 2. atb val %: Target Typing, Operator Value
    * – Use Operator to assign Value% of the maximum atb value to the atb
    * value of targets included by Target Typing, which can be any
    * Target Typing supported by Action Sequences that targets battlers
    * not cooling down
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 3. reset atb val: Target Typing
    * – Resets the atb value of targets included by Target Typing, which
    * can be any Target Typing supported by Action Sequences, to the
    * maximum atb value in delay fill mode and 0 if otherwise
    * 4. reset atb: Target Typing
    * – Clears all actions of targets included by Target Typing, which
    * can be any Target Typing supported by Action Sequences
    * # DoubleX RMMV Popularized ATB Charge
    * 1. charge val: Target Typing, Operator Value
    * – Use Operator to assign Value to the charge value of targets
    * included by Target Typing, which can be any Target Typing
    * supported by Action Sequences that targets battlers charging
    * actions
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 2. charge val %: Target Typing, Operator Value
    * – Use Operator to assign Value% of the maximum atb value to the
    * charge value of targets included by Target Typing, which can be
    * any Target Typing supported by Action Sequences that targets
    * battlers charging actions
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * # DoubleX RMMV Popularized ATB Cooldown
    * 1. cooldown val: Target Typing, Operator Value
    * – Use Operator to assign Value to the cooldown value of targets
    * included by Target Typing, which can be any Target Typing
    * supported by Action Sequences that targets battlers cooling down
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 2. cooldown val %: Target Typing, Operator Value
    * – Use Operator to assign Value% of the maximum atb value to the
    * cooldown value of targets included by Target Typing, which can be
    * any Target Typing supported by Action Sequences that targets
    * battlers cooling down
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * # DoubleX RMMV Popularized ATB Countdown
    * 1. countdown clock: Target Typing, Operator Value State
    * – Use operator to assign Value to the number of frames as the
    * countdown clock of state with id State for targets included by
    * Target Typing, which can be any any Target Typing supported by
    * Action Sequences that targets battlers having said state
    * – The fps is assumed to be always 60
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 2. countdown freeze: Target Typing, Flag State
    * – Assign Flag, which is either true or false, to set whether the
    * countdown clock of state with id State is frozen for targets
    * included by Target Typing, which can be any any Target Typing
    * supported by Action Sequences that targets battlers having said
    * state
    * # DoubleX RMMV Popularized ATB Delay
    * 1. delay frame: Target Typing, Operator Value
    * – Use Operator to assign Value to the number of frames as delay for
    * targets included by Target Typing, which can be any Target Typing
    * supported by Action Sequences
    * – The fps is assumed to be always 60
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * # DoubleX RMMV Popularized ATB Reset
    * 1. reset val: Target Typing, Operator Value
    * – Use Operator to assign Value to the atb reset value for targets
    * included by Target Typing, which can be any Target Typing
    * supported by Action Sequences
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively
    * 2. reset val %: Target Typing, Operator Value
    * – Use Operator to assign Value% of the maximum atb value to the atb
    * reset value for targets included by Target Typing, which can be
    * any Target Typing supported by Action Sequences
    * – Operator can be either =, +, -, *, / or %, meaning set to, add
    * by, subtract by, multiply by, divide by or modulo by respectively[/code]

  • [b]Updates[/b]
    [code] * v1.03b(GMT 0200 7-9-2017):
    * 1. Fixed returning the sprite of the currently inputable actor to its
    * home position when an action performs its finish sequence
    * compatiblity issue
    [/code]

Leave a Reply

DoubleX

  • Posted about 7 years ago

  • Engine
    RPG Maker MV
  • Category
    Custom Battle Scripts
  • License
    Attribution 3.0 Unported
  • Version
    v1.03b

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