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]