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RPG Maker VX Ace    Posted August 9, 2015 by DoubleX

DoubleX RMVXA Basic ATB Delay

Introduction

Aids other scripters to learn how a basic atb system addon can be written

Features

# Sets the scale applied to the skill/item's invocation speed
    # The sum of all inputted skills/items' invocation speeds, multiplied by
    # this scale, will be subtracted from the battler's atb value right after
    # that battler finished inputting all that battler's action slots
    # If INVOCATION_SPEED_SCALE_VAR_ID is a natural number, the value of
    # variable with id INVOCATION_SPEED_SCALE_VAR_ID will be used instead of
    # using INVOCATION_SPEED_SCALE
    # The value of variable with id INVOCATION_SPEED_SCALE_VAR_ID should remain
    # the same during the same battle to ensure proper invocation speed scaling
    INVOCATION_SPEED_SCALE = 10
    INVOCATION_SPEED_SCALE_VAR_ID = 0

    # Sets the maximum atb value displayed on the atb bars
    # If the actual atb value's greater than this, the atb bar's overlaid
    # If MAX_ATB_VAL_VAR_ID is a natural number, the value of variable with id
    # MAX_ATB_VAL_VAR_ID will be used instead of using MAX_ATB_VAL
    # The value of variable with id MAX_ATB_VAL_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar display
    MAX_ATB_VAL = 60000
    MAX_ATB_VAL_VAR_ID = 0

    # Sets the atb value added when the battler's atb's reset
    # If RESET_ATB_VAL_VAR_ID is a natural number, the value of variable with id
    # RESET_ATB_VAL_VAR_ID will be used instead of using RESET_ATB_VAL
    RESET_ATB_VAL = 60000
    RESET_ATB_VAL_VAR_ID = 0

    # Sets the maximum atb value at the start of a battle
    # If START_ATB_VAL_VAR_ID is a natural number, the value of variable with id
    # START_ATB_VAL_VAR_ID will be used instead of using START_ATB_VAL
    START_ATB_VAL = 60000
    START_ATB_VAL_VAR_ID = 0

    # Sets the 1st atb bar overlay color as text color ATB_OVERLAY_COLOR1
    # It'll be used when the atb bar's overlaid
    # If ATB_OVERLAY_COLOR1_VAR_ID is a natural number, the value of variable
    # with id ATB_OVERLAY_COLOR1_VAR_ID will be used instead of using
    # ATB_OVERLAY_COLOR1
    # The value of variable with id ATB_OVERLAY_COLOR1_VAR_ID should remain the
    # same during the same battle to ensure proper atb bar color displays
    ATB_OVERLAY_COLOR1 = 19
    ATB_OVERLAY_COLOR1_VAR_ID = 0

    # Sets the 2nd atb bar overlay color as text color ATB_OVERLAY_COLOR2
    # It'll be used when the atb bar's overlaid
    # If ATB_OVERLAY_COLOR2_VAR_ID is a natural number, the value of variable
    # with id ATB_OVERLAY_COLOR2_VAR_ID will be used instead of using
    # ATB_OVERLAY_COLOR2
    # The value of variable with id ATB_OVERLAY_COLOR2_VAR_ID should remain the
    # same during the same battle to ensure proper atb bar color displays
    ATB_OVERLAY_COLOR2 = 26
    ATB_OVERLAY_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

#    v1.00a(GMT 0400 9-8-2015):                                                |
#    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

  • Posted about 10 years ago

  • Engine
    RPG Maker VX Ace
  • Category
    Custom Battle Scripts
  • License
    Attribution 3.0 Unported
  • Version
    v1.00a

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