RPG Maker VX Ace
DoubleX RMVXA Basic ATB Bar
Introduction
Aids other scripters to learn how atb system addon dependency can be solved
Features
# Sets the actor atb bars to be shown at their sprites instead of the
# status window if ATB_BAR_ACTOR returns true
# It should only return true if the actor sprites are already created
# If ATB_BAR_WIDTH_SWITCH_ID is a natural number, the state of switch with
# id ATB_BAR_WIDTH_SWITCH_ID will be used instead of using ATB_BAR_ACTOR
# The state of switch with id ATB_BAR_WIDTH_SWITCH_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_ACTOR = false
ATB_BAR_WIDTH_SWITCH_ID = 0
# Sets the maximum atb bar width as ATB_BAR_W
# If ATB_BAR_W_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_W_VAR_ID will be used instead of using ATB_BAR_W
# The value of variable with id ATB_BAR_W_VAR_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_W = 48
ATB_BAR_W_VAR_ID = 0
# Sets the atb bar height as ATB_BAR_H
# If ATB_BAR_H_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_H_VAR_ID will be used instead of using ATB_BAR_H
# The value of variable with id ATB_BAR_H_VAR_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_H = 12
ATB_BAR_H_VAR_ID = 0
# Sets the atb bar x offset from the battler sprite as ATB_BAR_X
# If ATB_BAR_X_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_X_VAR_ID will be used instead of using ATB_BAR_X
# The value of variable with id ATB_BAR_X_VAR_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_X = -12
ATB_BAR_X_VAR_ID = 0
# Sets the atb bar y offset from the battler sprite as ATB_BAR_Y
# If ATB_BAR_Y_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_Y_VAR_ID will be used instead of using ATB_BAR_Y
# The value of variable with id ATB_BAR_Y_VAR_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_Y = -8
ATB_BAR_Y_VAR_ID = 0
# Sets the atb bar z position as ATB_BAR_Z
# If ATB_BAR_Z_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_Z_VAR_ID will be used instead of using ATB_BAR_Z
# The value of variable with id ATB_BAR_Z_VAR_ID should remain the same
# during the same battle to ensure proper atb bar displays
ATB_BAR_Z = 125
ATB_BAR_Z_VAR_ID = 0
# Sets the atb back bar color 1 as ATB_BACK_COLOR1
# If ATB_BACK_COLOR1_VAR_ID is a natural number, the value of variable with
# id ATB_BACK_COLOR1_VAR_ID will be used instead of using ATB_BACK_COLOR1
# The value of variable with id ATB_BACK_COLOR1_VAR_ID should remain the
# same during the same battle to ensure proper atb back bar color displays
ATB_BACK_COLOR1 = 15
ATB_BACK_COLOR1_VAR_ID = 0
# Sets the atb back bar color 2 as ATB_BACK_COLOR2
# If ATB_BACK_COLOR2_VAR_ID is a natural number, the value of variable with
# id ATB_BACK_COLOR2_VAR_ID will be used instead of using ATB_BACK_COLOR2
# The value of variable with id ATB_BACK_COLOR2_VAR_ID should remain the
# same during the same battle to ensure proper atb back bar color displays
ATB_BACK_COLOR2 = 15
ATB_BACK_COLOR2_VAR_ID = 0
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
# 1. Open the script editor and put this script into an open slot between | # DoubleX RMVXA Basic ATB and Main, save to take effect. |
Version History
# v1.00b(GMT 0900 9-9-2015): | # 1. Fixed drawing the actor sprite atb bars and window atb bars together | # 2. Fixed not updating the atb bar positions when their offsets changes | # 3. Little RGSS3 scripting proficiency's needed to fully utilize the script| # v1.00a(GMT 0900 22-8-2015): | # 1. 1st version of this script finished |
Credits & Thanks
DoubleX(Optional)
Terms & Conditions
# You shall keep this script's Script Info part's contents intact | # You shalln't claim that this script is written by anyone other than | # DoubleX or his aliases | # None of the above applies to DoubleX or his aliases |
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DoubleX
[b]Updates[/b]
[code]# v1.00b(GMT 0900 9-9-2015): |
# 1. Fixed drawing the actor sprite atb bars and window atb bars together |
# 2. Fixed not updating the atb bar positions when their offsets changes |
# 3. Little RGSS3 scripting proficiency's needed to fully utilize the script|[/code]