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> Tankentai ATB Problems
Farmerwithshotgu...
post Nov 4 2011, 12:51 AM
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I was messing with my script just now, and then all of a sudden, the party leader's ATB gauge started moving WAY faster than everyone else's. He'd get two turns for every one everybody else got. His agility is roughly the same as everyone else's so that can't be the problem.

I tried deleting the script and readding it, but that didn't do anything.



Also, he is the only combatant who doesn't start the fight and reset after action with a completely empty gauge (but this has always been a problem).


Help please?


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Farmerwithshotgu...
post Nov 4 2011, 04:00 PM
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Uh... heheh. Silly me. It seems it was an agility that was causing the problem. I must have set his starting level higher without realizing it.



The second problem still exists though, so if anyone could help me with that, I'd appreciate it.


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Deividdo
post Nov 4 2011, 04:46 PM
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How fast are the gauges filling up? Is there any chance it's moving so quickly it just seems like it's not starting at zero? When I first started messing with the Tankentai ATB, the battlers were racing through the gauge like mad. I fixed all of this and actually made a separate speed stat, because I didn't like agility being used for evasion AND turn count.

At any rate, I tested out my current project with the ATB and it's working just fine. Did you modify the code at all?

(One discaimer: I am using the XP version of Tankentai, and I'm not sure how different the versions are.)

This post has been edited by Deividdo: Nov 4 2011, 04:47 PM
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Farmerwithshotgu...
post Nov 4 2011, 04:57 PM
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I already fixed the former problem, but now I need the other problem fixed. One of my actors, [001] specifically, has an ATB gauge that starts out about 1/4 full. After he takes an action, it goes back to 1/4 rather than being completely empty. All other actors have gauges that start empty and go back to empty after acting. I've tried messing with a few things in the script, but nothing works.


Here's my script. I couldn't figure the problem out, but maybe someone else can.

CODE
#==============================================================================
# ■ Active Time Battle Configurations [1.2c]
#         Only for RPG Tankentai Sideview Battle System                  
#------------------------------------------------------------------------------
#  Original Script by:
#               Enu (http://rpgex.sakura.ne.jp/home/)
#  English Localization by:
#               Mr. Bubble
#  Contributors & Special Thanks:
#               Moonlight, mark paul, CrimsonSeas, Mithran
#               (See [Credits] for more information)
#==============================================================================

$imported = {} if $imported == nil
$imported["TankentaiATB"] = true

#==============================================================================
# ■ module N02
#------------------------------------------------------------------------------
#  Active Time Battle Configurations
#==============================================================================
module N02
#--------------------------------------------------------------------------
# ++ Battle Start ATB Gauge Settings
#--------------------------------------------------------------------------
  # Actor initial ATB Gauge value(%).
  ATB_BASE_ACTOR = 0
  # Enemy initial ATB Gauge value(%).
  ATB_BASE_ENEMY = 0
  # Random base value(%) added to initial gauge. Applies to both actor and enemy.
  ATB_BASE_ADD = 0
#--------------------------------------------------------------------------
# ++ ATB Type Settings (Only applies if ATB_CUSTOMIZE = false)
#--------------------------------------------------------------------------
  # true: Gauges are active while selecting Party Commands. (Fight and Escape)
  ATB_PARTY_COMMAND_WAIT = false
  # true: Gauges are active while selecting Actor Commands.
  ATB_COMMAND_WAIT = true
  # true: Gauges are active while selecting targets.
  ATB_TARGET_WAIT = true
  # true: Gauges are active while selecting Items/Skills.
  ATB_SELECT_WAIT = false
  # true: Gauges are active while actions are being executed/processed.
  ATB_ACTION_WAIT = false
#--------------------------------------------------------------------------
# ++ Gauge Control Input Settings
#--------------------------------------------------------------------------
  # true: Pressing Shift will boost gauge speed x4.
  ATB_SHIFT_BOOST = true
  # true: Pressing Ctrl will force gauges to rise if inactive.
  ATB_CTRL_ACTIVE = true
  # true: Pressing Alt will force gauges to stop if active.
  ATB_ALT_WAIT = true
#--------------------------------------------------------------------------
# ++ Overall ATB Gauge Speed (Only applies if ATB_CUSTOMIZE = false)
#--------------------------------------------------------------------------
  # 1 = Slowest; 5 = Comfortable; 10 = Average; 20 = Faster; 500 = Whoa!
  ATB_SPEED = 5
#--------------------------------------------------------------------------
# ++ ATB Standard Speed Calculation Settings
#--------------------------------------------------------------------------
  # This setting determines the standard speed calculation you define below.  
  # Please note this only determines the base factor for battle speed
  # and the general "feel" of battle speed.
  # AGI will still be a factor for individual gauge speed.
  #  0: Fixed Value
  #  1: Battler with the highest AGI
  #  2: Battler with the lowest AGI
  #  3: Average AGI of all battlers
  ATB_BASE_SPEED = 3
  # Applies only if ATB_BASE_SPEED = 0; Comparative speed of battler gauges
  # will be compared to the value defined here.
  ATB_ABSOLUTE_SPEED = 50
#--------------------------------------------------------------------------
# ++ Pre-emptive and Surprise Attacks - Gauge Penalty Settings
#--------------------------------------------------------------------------
  # Penalty to ATB gauge in pre-emptive and surprise attack encounters. (0~100)
  ATB_BACKATTACK = 25
#--------------------------------------------------------------------------
# ++ Escape Failure - Gauge Penalty Settings
#--------------------------------------------------------------------------
  # Penalty to ATB gauge for failing to escape battle. (0~100)
  ATB_RUN_NG = 25
#--------------------------------------------------------------------------
# ++ Battle Turn Count Settings
#--------------------------------------------------------------------------
  #  0: 1 Turn passes when the number of actions executed equals the number of
  #     battler's present.
  #  1: 1 Turn passes when the number of actions executed equals half the number
  #     of battlers present.
  #  2: 1 Turn passes after any battler executes an action.
  ATB_TURN_COUNT = 0
#--------------------------------------------------------------------------
# ++ Slip Damage (Poison/Regeneration) POP Timing Settings
#--------------------------------------------------------------------------
  #  0: Slip damage is applied each time the afflicted battler takes action.
  #  1: Slip damage is applied to all afflicted after each turn.
  ATB_SLIP_DAMAGE = 0
#--------------------------------------------------------------------------
# ++ Incapacitated Gauge Reset Setting
#--------------------------------------------------------------------------
  # Gauge reset value(%) when revived from Incapacitated state. Can be negative.
  ATB_DEAD_COUNT = 5
#--------------------------------------------------------------------------
# ++ Finished Action Gauge Reset Settings
#--------------------------------------------------------------------------
  # Define gauge reset value(%) after finishing an action.
  ATB_ATTACK_RESET =  0   # Normal Attack
  ATB_GUARD_RESET  =  0   # Guard
  ATB_SKILL_RESET  =  0   # Skill
  ATB_ITEM_RESET   =  0   # Item
  ATB_NONACT_RESET =  0   # No Action
#--------------------------------------------------------------------------
# ++ Enemy ATB Gauge Default Display Settings
#--------------------------------------------------------------------------
  # Determines the default visibility of enemy gauges in battle.
  # To set up gauge visibility individually for each enemy, refer to
  # Enemy ATB Gauge Individual Display Settings at the bottom of this script.
  ATB_ENEMY_ON = false
#--------------------------------------------------------------------------
# ++ Gauge Visibility During Actions Settings
#--------------------------------------------------------------------------
  # Determines whether ATB gauge is visible when the actor/enemy is
  # executing an action.
  ATB_ACTION_ACTOR_OFF = false # Actor
  ATB_ACTION_ENEMY_OFF =  true # Enemy
#--------------------------------------------------------------------------
# ++ ATB Gauge Position Settings
#--------------------------------------------------------------------------
  # X-axis is automatically inverted for back attacks.
  #                  X-axis  Y-axis
  ATB_POSITION_ACTOR = [ -45, 5] # Actors
  ATB_POSITION_ENEMY = [  0, 20] # Enemies
  # true: Actor's ATB gauge is set according to ATB_PARTY_POSITION coordinates.
  #       (Above setting is ignored.)
  # false: Battler's ATB gauge is set according to actor's start position.
  #        ATB_POSITION_ACTOR and ATB_POSITION_ENEMY is distance the gauge is
  #        from battler's start position.
  ATB_POSITION_HPWINDOW = true
#--------------------------------------------------------------------------
# ++ Actor ATB Gauge Positions (Applies only if ATB_POSITION_HPWINDOW = true)
#--------------------------------------------------------------------------
  # Individual Positions: Actor 1   Actor 2   Actor 3   Actor 4        
  #                       X  Y,     X  Y,     X  Y,     X  Y
  ATB_PARTY_POSITION = [[158,318],[158,342],[158,366],[158,390],[158,424],[158,456]]
  # Please remember to add/remove coordinates whenever you change MAX_MEMBER
  # Extra coordinates have been added, but do not adversely affect your game
  # if you use less than 6. If you use more than 6, extra coordinates must be added.
#--------------------------------------------------------------------------
# ++ ATB Gauge Graphic Settings
#--------------------------------------------------------------------------
  # These settings are related to the gauge images in the System folder.
  #
  # "atb_bar": Used when waiting.
  # "act_bar": Used when charging.
  # "atb_bar_active": Displays when gauge is full.
  # "atb_bar_skin": Gauge skin.
  # It is recommended to make all 4 gauges images the same size.
  # In order for the bar skin to be utilized correctly, bar images
  # with transparent width pixels can be excluded.
  #
  # Width, in pixels, of "atb_bar" and "act_bar" images that is actually
  # utilized.  Exclude any transparent/unused pixels on the left and right sides
  # of those bar images.
  # Numbers that divide into 1000 with no remainders work best.
  ATB_WIDTH = 50
  # Gauge bars' excluded pixels.  Refers to the amount of transparent/unused
  # pixels on the left and right sides of the "atb_bar" and "act_bar" images
  # that are excluded from usage.
  ATB_SPACE = 2
#--------------------------------------------------------------------------
# ++ ATB Gauge (Blue Gauge) Sound Effect When Full
#--------------------------------------------------------------------------
  #                 Pitch  Vol. SE File name
  ATB_MAX_SOUND01 = [150,  70, "Decision2"]
#--------------------------------------------------------------------------
# ++ ACT Gauge (Red Gauge) Sound Effect When Full
#--------------------------------------------------------------------------
  #                 Pitch  Vol. SE File name
  ACT_MAX_SOUND01 = [150,  70, "Chime2"]
#--------------------------------------------------------------------------
# ++ Switch Actor Command Sound Effect
#--------------------------------------------------------------------------
  #                 Pitch  Vol. SE File name
  NEXT_SOUND01    = [135,  70, "Miss"]
#--------------------------------------------------------------------------
# ++ ATB User Customization Settings
#--------------------------------------------------------------------------
  # In-game dynamic ATB customization can be accessed from the player's menu.
  #
  ATB_CUSTOMIZE = false
  # Name for ATB options.
  ATB_CUSTOMIZE_NAME = "ATB Options"
  # Text in Help Window at the top of ATB Options scene.
  ATB_CUSTOMIZE_HELP = "Use the directional keys to select options."
  # Menu name for ATB mode.
  ATB_MODE_NAME = "Battle Mode"
  # The three ATB modes below should be aligned properly in the editor window.
  # When a number in the ATB Mode array (0~4) is set to true, the scene
  # will be designated Active; false will designate Wait.
  #
  # [0]Party Command Selection  [1]Actor Command Selection
  # [2]Target Selection  [3]Skill/Item Selection   [4]Battle Actions
  #
  #           Mode Name         [0]     [1]     [2]     [3]     [4]
  ATB_MODE1 = ["Wait",         false,   true,   true,  false,  false,]
  ATB_MODE2 = ["Active",       false,   true,   true,   true,  false,]
  ATB_MODE3 = ["Hyper-Active",  true,   true,   true,   true,   true,]
  # Description in Help Window for ATB modes defined above.
  ATB_MODE1_HELP = "Gauges stop while selecting skills and items."
  ATB_MODE2_HELP = "Gauges do not stop while selecting skills and items."
  ATB_MODE3_HELP = "Gauges are always active, no matter what."
  # Default mode in a New Game: [0]MODE1 [1]MODE2 [2]MODE3
  ATB_NEWGAME_MODE = 0
  
  # Battle Speed Settings  
  # Menu name for ATB speed.
  ATB_SPEED_NAME = "Battle Speed"
  # Help window comment for Battle Speed
  ATB_SPEED_HELP = "Larger numbers increase battle speed."
  # The number above (1~9) represents the speed value below respectively.
  # The speed setting above (ATB_SPEED) is ignored here.
  #
  #                [1]   [2]   [3]   [4]   [5]   [6]   [7]   [8]   [9]
  ATB_SPEED_MODE = [  1,    2,    4,    6,   10,    20,   40,  100,  500]
  # Default speed mode and cursor position for a New Game.
  ATB_NEWGAME_SPEED = 3
#--------------------------------------------------------------------------
# ++ ATB-Specific Force Action Settings
#--------------------------------------------------------------------------
  # true: Force Actions consume the battler's gauge.
  # false: Force Actions does not consume the battler's gauge.
  FORCE_ACTION_CONSUME_GAUGE = false
  # true: Forced actions increase the turn count.
  # false: Forced actions will not increase turns (as in 1.1f and earlier)
  FORCE_ACTION_INCREASE_TURN = false
#--------------------------------------------------------------------------
# ++ Old Version Compatibility
#--------------------------------------------------------------------------
  # It is not recommended that you edit these unless you know what they
  # are for.
  WORD_STATE_DISPLAY = N01::WORD_STATE_DISPLAY
  HP_DISPLAY = N01::HP_DISPLAY
  ACTOR_DISPLAY = N01::ACTOR_DISPLAY
  WORD_NORMAL_STATE = N01::WORD_NORMAL_STATE
  ENEMY_NON_DISPLAY = N01::ENEMY_NON_DISPLAY
  STATE_NON_DISPLAY = N01::STATE_NON_DISPLAY
end
module RPG
#==============================================================================
# * module RPG
#------------------------------------------------------------------------------
#  Skill Settings
#==============================================================================
  class Skill
#--------------------------------------------------------------------------
# ++ Skill Charge Time Settings
#--------------------------------------------------------------------------  
# You can define how long a skill needs to be charged up before being used.
# For magic spells with chanting time, etc.
#
# when 1  <- Skill ID              
#                                
#            A,  B, C,  D  # See descriptions below
#   return [ 0, 50, 0, ""]        
# end
#
#
# A> Standard: Base AGI calculation used for charge time.
#  0: Fixed Value
#  1: Battler with the highest AGI
#  2: Battler with the lowest AGI
#  3: Average AGI of all battlers
#  4: Battler's own AGI
#
# B> Required Gauge(%): The amount of charge time, in percent, that is needed.
#  200% will be twice the amount the battler normally needs for full ATB gauge.
#  10% will be 1/10 of what the battler needs for a full ATB gauge.
#  0% is instant.
#          
# C> Fixed Value: Only used if Standard is set to 0. Used in charge time
#  calculation as if the battler has the AGI of what you define.
#
# D> Charging ACTION Sequence: ACTION sequence that is used while charging the
#  skill.  ACTIONS for this should be defined in the SBS Configuration script.
#  If "", then no ACTION sequence is used while charging.
#
# Notetag: <charge: type, gauge%, fixed value)
#          To assign an action sequence while charging, use
#          <charge action: key>
#          The charge action: notetag does not work unless there is a
#          charge: notetag included as well.
  def charge
    case @id
    when 59
      return [ 4, 40, 0, "CHARGING"]
    end
    # Default charge time and charging sequence for all unassigned Skill IDs.
    return [ 4, 10, 0, "CHARGING"]
  end  
#--------------------------------------------------------------------------
# ++ Skill Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after executing a skill. (0~100)
#
# Notetag: <recharge: value%>
  def recharge
    case @id
    when 1 # Skill ID
      return 30
    end
    # Default gauge reset value for all unassigned Skill IDs.
    return N02::ATB_SKILL_RESET
  end
#--------------------------------------------------------------------------
# ++ ATB Union Skills Settings
#--------------------------------------------------------------------------
# When defining skill IDs in the square brackets, remember to use commas.
#
#           [98, 99],
#
# Here, you can specify Skill IDs that are used for combination attacks, etc.  
# These are triggered when any of the defined combination IDs are used.  
# For the combination to execute, all required actors must have a full ATB
# gauge.  If an actor becomes Incapacitated before executing the union skill,
# the attack is canceled.
#
# The actor who has the first ID in the array is considered the active battler.  
# This means that damage is based and done off this actor alone.  For example,
# Ralphrika Attack's damage is based off the actor who has skill ID 98.  When
# any skill ID for the combination is used, all required actors will go into
# "Prepare" mode and other actions are not possible until canceled or completed.
  def union_action
    return [
    
    [ 98,  99], # Ralphrika Attack
    [100, 101, 102, 103], # RTP Union
    [111, 112], # Flamus/Fire Blessing
    
    []]
  end
end
#==============================================================================
# * module RPG
#------------------------------------------------------------------------------
#  Item Settings
#==============================================================================
class Item
#--------------------------------------------------------------------------
# ++ Item Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an item requires before being used.
#
# Notetag: <charge: type, gauge%, fixed value)
#          To assign an action sequence while charging, use
#          <charge action: key>
#          The charge action: notetag does not work unless there is a
#          charge: notetag included as well.
  def charge
    case @id
    when 1
      return [ 4, 20, 0, ""]
    end
    # Default charge time and charging sequence for all unassigned Item IDs.
    return [ 4, 0, 0, ""]
  end
#--------------------------------------------------------------------------
# ++ Item Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after using an item. (0~100)
#
# Notetag: <recharge: value%>
  def recharge
    case @id
    when 1
      return 0
    end
    # Default gauge reset value for all unassigned Item IDs.
    return N02::ATB_ITEM_RESET
  end
end
#==============================================================================
# * module RPG
#------------------------------------------------------------------------------
#  State Settings
#==============================================================================
class State
#--------------------------------------------------------------------------
# ++ State Gauge Damage Settings
#--------------------------------------------------------------------------
# When afflicted by the defined state, damage will be done to the battler's
# ATB gauge based on the battler's maximum gauge possible. (-100~-1)  If gauge
# is damaged while charging, the action being charged is cancelled.  Gauge
# damage is only applied once when the state is applied.  It is recommended
# to use State Efficiency ratings as game balance for gauge damage states.
# If a State Removal Effect in a Sideview sequence is used, the state's
# Priority rating will be set to 0 for the duration.
#
# Positive values(%) will fill up gauges instead. (1~100)
#
# Notetag: <atb damage: value%>
  def atb_damage
    # Default gauge damage for all unassigned State IDs.
    return 0
  end
#--------------------------------------------------------------------------
# ++ State Gauge Damage Limit Settings
#--------------------------------------------------------------------------
# true: State Gauge Damage as defined above can cause gauges to
#       exceed below 0.
#
# For example, if a battler's gauge is damaged to a negative value such as -25,
# then battler will require 125% of its normal gauge for a full gauge.
#
# Notetag: <atb minus damage> OR <-atb minus damage>
#          Prefixing with an minus sign (-) will always return false.
#          Otherwise, using the regular tag make it true.
  def atb_minus_damage
    # Default gauge damage setting for all unassigned State IDs.
    return false
  end
#--------------------------------------------------------------------------
# ++ State Charge Time Bonus Settings
#--------------------------------------------------------------------------
# Define a value(%) that adds to all charge times when battler has a state.
# This will only affect charge gauges (red gauges).
#
# Values added to the charge time are additive. This means that if
# the charge time is 0% and the charge bonus is 15% then the total
# charge time will be 15%. This will affect ALL actions with a charge time
# such as skills, items, weapons, and unarmed attacks.
#
# Negative values decreases charge time.
# Positive values increases charge time.
# Charge bonus effects are cumulative and additive.
#
# Notetag: <charge bonus: value%>
  def charge_bonus
    # Default charge bonus for all unassigned State IDs.
    return 0
  end
end  
#==============================================================================
# * module RPG
#------------------------------------------------------------------------------
#  Weapon Settings
#==============================================================================
class Weapon
#--------------------------------------------------------------------------
# ++ Weapon Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time a weapon requires before being used.
# When wielding two weapons, average charge time between the two will be used
# and Weapon 1's charging sequence will take precedence.
#
# Notetag: <charge: type, gauge%, fixed value)
#          To assign an action sequence while charging, use
#          <charge action: key>
#          The charge action: notetag does not work unless there is a
#          charge: notetag included as well.
  def charge
    case @id
    when 2 # Weapon ID
      return [ 4, 0, 0, ""]
    end
    # Default charge time and charging sequence for all unassigned Weapon IDs
    return [ 4, 0, 0, ""]
  end
#--------------------------------------------------------------------------
# ++ Weapon Charge Time Bonus Settings
#--------------------------------------------------------------------------
# Define a value(%) that adds to all charge times when holding a weapon.
# This will only affect charge gauges (red gauges).
#
# Values added to the charge time are additive. This means that if
# the charge time is 0% and the charge bonus is 15% then the total
# charge time will be 15%. This will affect ALL actions with a charge time
# such as skills, items, weapons, and unarmed attacks.
#
# Negative values decreases charge time.
# Positive values increases charge time.
# Charge bonus effects are cumulative and additive.
# When wielding two weapons, average value is used.
#
# Notetag: <charge bonus: value%>
  def charge_bonus
    case @id
    when 1 # Weapon ID
      return 0
    end
    # Default charge time bonus for all unassigned Weapon IDs.
    return 0
  end
#--------------------------------------------------------------------------
# ++ Weapon Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after using the defined
# equipped weapon. (0~100)
#
# Only takes effect after a normal attack with the equipped weapon. No effect
# with Item and Skill use.  When wielding two weapons, average value is used.
#
# Notetag: <recharge: value%>
  def recharge
    case @id
    when 1 # Weapon ID
      return 20
    end
    # Default gauge reset value for all unassigned Weapon IDs.
    return N02::ATB_ATTACK_RESET
  end
#--------------------------------------------------------------------------
# ++ Weapon Battle Start Gauge Adjustment Settings
#--------------------------------------------------------------------------
# Define a value(%) that will adjust initial gauge when equipped with
# specified weapon. (-100~100)
#
# Values can be negative.   Equipped items with similar effect are cumulative.
# When wielding two weapons, average value is used.
#
# Notetag: <atb base: value%>
  def atb_base
    case @id
    when 1 # Weapon ID
      return 0
    end
    # Default initial gauge adjustment for all unassigned Weapons IDs.
    return 0
  end
end
#==============================================================================
# * module RPG
#------------------------------------------------------------------------------
#  Armor Settings
#==============================================================================
class Armor
#--------------------------------------------------------------------------
# ++ Armor Charge Time Bonus Settings
#--------------------------------------------------------------------------
# Define a value(%) that adds to all charge times when wearing armor.
# This will only affect charge gauges (red gauges).
#
# Values added to the charge time are additive. This means that if
# the charge time is 0% and the charge bonus is 15% then the total
# charge time will be 15%. This will affect ALL actions with a charge time
# such as skills, items, weapons, and unarmed attacks.
#
# Negative values decreases charge time.
# Positive values increases charge time.
# Charge bonus effects are cumulative and additive.
#
# Notetag: <charge bonus: value%>
  def charge_bonus
    case @id
    when 1 # Armor ID
      return 0 # Bonus
    end
    # Default charge time bonus for all unassigned Armor IDs.
    return 0
  end
#--------------------------------------------------------------------------
# ++ Armor Battle Start Gauge Adjustment Settings
#--------------------------------------------------------------------------
# Define a value(%) that will adjust initial gauge when equipped with
# specified armor. (-100~100)
#
# Values can be negative.  Equipped items with similar effects are cumulative.
#
# Notetag: <atb base: value%>
  def atb_base
    case @id
    when 1 # Armor ID
      return 0
    end
    # Default initial gauge adjustment for all unassigned Armor IDs.
    return 0
  end
end
end
#==============================================================================
# * Game_Actor
#------------------------------------------------------------------------------
#  Actor Settings
#==============================================================================
class Game_Actor < Game_Battler
#--------------------------------------------------------------------------
# ++ Actor Unarmed Attack - Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an unarmed attack requires before being used.
  def charge
    case @actor_id
    when 1 # Actor ID
      return [ 4, 0, 0, ""]
    end
    # Default charge time and battler animation for all unassigned Actor IDs.
    return [ 4, 0, 0, ""]
  end
#--------------------------------------------------------------------------
# ++ Actor Unarmed Attack - Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after an unarmed attack. (0~100)
#
# Only takes effect after using an unarmed normal attack. No effect with Item,
# Skill and Weapon use.
  def recharge
    case @actor_id
    when 1 # Actor ID
      return 20
    end
    # Default gauge reset value for all unassigned Actor IDs.
    return N02::ATB_ATTACK_RESET
  end
#--------------------------------------------------------------------------
# ++ Actor Battle Start - ATB Gauge Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will be set to at the start of battle. (0~100)
# This will override the ATB_BASE_ACTOR default setting.
  def atb_base
    case @actor_id
    when 1 # Actor ID
      return 30
    end
    # Default battle start gauge for all unassigned Actor IDs.
    return N02::ATB_BASE_ACTOR
  end
#--------------------------------------------------------------------------
# ++ Actor ATB Gauge - Display Settings
#--------------------------------------------------------------------------
# true: Gauge is displayed in battle.
# false: Gauge is always hidden.
  def atb_on
    case @actor_id
    when 1 # Actor ID
      return true
    end
    # Default gauge display for all unassigned Actor IDs.
    return true
  end
end  
#==============================================================================
# * Game_Enemy
#------------------------------------------------------------------------------
#  Enemy Settings
#==============================================================================
class Game_Enemy < Game_Battler
#--------------------------------------------------------------------------
# ++ Enemy Unarmed Attack - Charge Time Settings
#--------------------------------------------------------------------------
# Please refer to Skill Charge Time Settings as the same rules apply here.
#
# Define an amount of charge time an unarmed attack requires before being used.
#
# Notetag: <charge: type, gauge%, fixed value)
#          To assign an action sequence while charging, use
#          <charge action: key>
#          The charge action: notetag does not work unless there is a
#          charge: notetag included as well.
  def charge
    case @enemy_id
    when 1 # Enemy ID
      return [ 4, 20, 0, ""]
    end
    # Default charge time and battler animation for all unassigned Enemy IDs.
    return [ 4, 0, 0, ""]
  end
#--------------------------------------------------------------------------
# ++ Enemy Unarmed Attack - Gauge Reset Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will reset to after an unarmed attack. (0~100)
#
# Only takes effect after using an unarmed normal attack. No effect with
# Skill or Weapon use.
#
# Notetag: <recharge: value%>
  def recharge
    case @enemy_id
    when 1 # Enemy ID
      return 20
    end
    # Default gauge reset value for all unassigned Enemy IDs.
    return N02::ATB_ATTACK_RESET
  end
#--------------------------------------------------------------------------
# ++ Enemy Battle Start - ATB Gauge Settings
#--------------------------------------------------------------------------
# Define a value(%) the gauge will be set to at the start of battle. (0~100)
# This will override the ATB_BASE_ENEMY default setting.
#
# Notetag: <atb base: value%>
  def atb_base
    case @enemy_id
    when 1 # Enemy ID
      return 10
    end
    # Default battle start gauge for all unassigned Enemy IDs.
    return N02::ATB_BASE_ENEMY
  end
#--------------------------------------------------------------------------
# ++ Enemy ATB Gauge - Individual Display Settings
#--------------------------------------------------------------------------
# true: Gauge is displayed in battle.
# false: Gauge is always hidden.
# Individual settings will override the ATB_ENEMY_ON setting.
#
# Notetags: <atb gauge> OR <-atb gauge>
#          Prefixing with an minus sign (-) will always return false.
#          Otherwise, using the regular tag will return true
  def atb_on
    case @enemy_id
    when 1 # Enemy ID
      return true unless !N02::ATB_ENEMY_ON # Idiot-proof code
    end
    # Default gauge display for all unassigned Enemy IDs.
    return N02::ATB_ENEMY_ON
  end
end



I haven't messed with anything below the ATB-Specific Force Action Settings.


__________________________
This straw hat is...


...so facinating...
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