RPG Maker MV
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)
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DoubleX
[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]
DoubleX
[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]
DoubleX
[b]Updates[/b]
[code] * v1.00d(GMT 1500 11-8-2016):
* 1. In sync with the latest DoubleX RMMV Popularized ATB Core version [/code]
DoubleX
[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]
DoubleX
[b]Updates[/b]
[code] * v1.01a(GMT 0500 10-8-2017):
* 1. Compatible with MOG_BattleHud [/code]
DoubleX
[b]Updates[/b]
[code] * v1.01b(GMT 0400 11-8-2017):
* 1. Fixed the wrong actor window position bug when using skills/items
* on party members
[/code]
DoubleX
[b]Updates[/b]
[code] * v1.02a(GMT 1400 13-8-2017):
* 1. Compatible with
* Yanfly Engine Plugins – Target Extension – Selection Control
[/code]
DoubleX
[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]
DoubleX
[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]
DoubleX
[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]