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.