Code:
#==============================================================================|
# ** Script Info |
#------------------------------------------------------------------------------|
# * Script Name |
# DoubleX RMVXA Basic ATB Delay |
#------------------------------------------------------------------------------|
# * Functions |
# Aids other scripters to learn how a basic atb system addon can be written |
#------------------------------------------------------------------------------|
# * Terms Of Use |
# 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 |
#------------------------------------------------------------------------------|
# * Prerequisites |
# Scripts: |
# 1. DoubleX RMVXA Basic ATB |
# Abilities: |
# 1. Nothing special |
#------------------------------------------------------------------------------|
# * 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. |
#------------------------------------------------------------------------------|
# * Links |
# Script Usage 101: |
# 1. forums.rpgmakerweb.com/index.php?/topic/32752-rmvxa-script-usage-101/ |
# 2. rpgmakervxace.net/topic/27475-rmvxa-script-usage-101/ |
# How to write an atb system script: |
# 1. http://rpgmaker.net/articles/1127/ |
# This script: |
# 1. http://pastebin.com/BnZZ0npB |
# Video: |
# 1. https://www.youtube.com/watch?v=EASgWfV_Nxs |
# Mentioned Patreon Supporters: |
# https://www.patreon.com/posts/71738797 |
#------------------------------------------------------------------------------|
# * Authors |
# DoubleX |
#------------------------------------------------------------------------------|
# * Changelog |
# v1.00a(GMT 0400 9-8-2015): |
# 1. 1st version of this script finished |
#==============================================================================|
($doublex_rmvxa ||= {})[:BATB_Delay] = "v1.00a"
#==============================================================================|
# ** Script Configurations |
# You only need to edit this part as it's about what this script does |
#------------------------------------------------------------------------------|
module DoubleX_RMVXA
module BATB_Delay
# 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
#==============================================================================|
# ** Script Implementations |
# You need not edit this part as it's about how this script works |
#------------------------------------------------------------------------------|
# * Script Support Info: |
# 1. Prerequisites |
# - Basic atb concept and default RMVXA battle system knowledge |
# - Some RGSS3 scripting proficiency to fully comprehend this script |
# 2. Method documentation |
# - The 1st part describes why this method's rewritten/aliased for |
# rewritten/aliased methods or what the method does for new methods |
# - The 2nd part describes what the arguments of the method are |
# - The 3rd part informs which version rewritten, aliased or created this|
# method |
# - The 4th part informs whether the method's rewritten or new |
# - The 5th part describes how this method works for new methods only, |
# and describes the parts added, removed or rewritten for rewritten or |
# aliased methods only |
# Example: |
# #--------------------------------------------------------------------------| |
# # Why rewrite/alias/What this method does | |
# #--------------------------------------------------------------------------| |
# # *argv: What these variables are |
# # &argb: What this block is |
# def def_name(*argv, &argb) # Version X+; Rewrite/New |
# # Added/Removed/Rewritten to do something/How this method works |
# def_name_code |
# # |
# end # def_name |
#------------------------------------------------------------------------------|
#--------------------------------------------------------------------------|
# Helper methods simplifying the uses of the configuration values |
#--------------------------------------------------------------------------|
def self.invocation_speed_scale
return INVOCATION_SPEED_SCALE if INVOCATION_SPEED_SCALE_VAR_ID <= 0
$game_variables[INVOCATION_SPEED_SCALE_VAR_ID]
end # invocation_speed_scale
def self.max_atb_val
MAX_ATB_VAL_VAR_ID > 0 ? $game_variables[MAX_ATB_VAL_VAR_ID] : MAX_ATB_VAL
end # max_atb_val
def self.reset_atb_val
return RESET_ATB_VAL if RESET_ATB_VAL_VAR_ID <= 0
$game_variables[RESET_ATB_VAL_VAR_ID]
end # reset_atb_val
def self.start_atb_val
return START_ATB_VAL if START_ATB_VAL_VAR_ID <= 0
$game_variables[START_ATB_VAL_VAR_ID]
end # start_atb_val
def self.atb_overlay_color1
return ATB_OVERLAY_COLOR1 if ATB_OVERLAY_COLOR1_VAR_ID <= 0
$game_variables[ATB_OVERLAY_COLOR1_VAR_ID]
end # atb_overlay_color1
def self.atb_overlay_color2
return ATB_OVERLAY_COLOR2 if ATB_OVERLAY_COLOR2_VAR_ID <= 0
$game_variables[ATB_OVERLAY_COLOR2_VAR_ID]
end # atb_overlay_color2
end # BATB_Delay
end # DoubleX_RMVXA
if $doublex_rmvxa[:BATB]
class << BattleManager # Edit
#----------------------------------------------------------------------------|
# Gets rid of the conflicting batb features |
#----------------------------------------------------------------------------|
def process_escape # Rewrite
@batb_can_esc && process_escape_batb # Rewritten
end # process_escape
end # BattleManager
class Game_BattlerBase # Edit
#----------------------------------------------------------------------------|
# Uses the atb decrement mechanics and open atb value scale instead |
#----------------------------------------------------------------------------|
def batb_start(start) # Rewrite
# Rewritten
@batb_val += DoubleX_RMVXA::BATB_Delay.start_atb_val
return if DoubleX_RMVXA::BATB.atb_start_mode == 0
return if start == :surprise && actor? || start == :preempt && enemy?
@batb_val = (@batb_val * ((param_max(6) - agi) * 1.0 / param_max(6))).to_i
make_actions if @batb_val <= 0
#
end # batb_start
end # Game_BattlerBase
#------------------------------------------------------------------------------|
# * Gets rid of the conflicting batb features and uses the batb delay ones |
#------------------------------------------------------------------------------|
class Game_Battler < Game_BattlerBase # Edit
#----------------------------------------------------------------------------|
# New public instance variable |
#----------------------------------------------------------------------------|
attr_reader :last_batb_inputable # The action inputability flag
#----------------------------------------------------------------------------|
# Gets rid of the atb fill mode and uses the atb decrement mechanics instead|
#----------------------------------------------------------------------------|
def batb_start(start) # Rewrite
@batb_val_change = true
# Rewritten
@last_batb_inputable = false
return @batb_val = DoubleX_RMVXA::BATB_Delay.start_atb_val unless movable?
if start == :preempt && actor? || start == :surprise && enemy?
@batb_val = 0
return make_actions
end
#
super(start)
end # batb_start
#----------------------------------------------------------------------------|
# Gets rid of the atb fill mode and uses the atb decrement mechanics instead|
#----------------------------------------------------------------------------|
def batb_update # Rewrite
# Rewritten
return if restriction > 3
if @batb_val > 0
@batb_val_change = @batb_val != @batb_val -= batb_rate
elsif @last_batb_inputable && @actions.all? { |act| act.batb_confirm }
@batb_val_change = @batb_val != @batb_val -= batb_speed
@last_batb_inputable = false
end
return unless @batb_val <= 0
@batb_val = 0
make_actions if @actions.empty?
#
end # batb_update
#----------------------------------------------------------------------------|
# Gets rid of the atb fill mode and uses integer instead of floating points |
#----------------------------------------------------------------------------|
def batb_rate # Rewrite
# Rewritten
return agi if DoubleX_RMVXA::BATB.atb_rate_code == 0
(agi * (agi * 1.0 / BattleManager.batb_avg_agi)).to_i
#
end # batb_rate
#----------------------------------------------------------------------------|
# Uses the atb decrement mechanics and open atb value scale instead |
#----------------------------------------------------------------------------|
def reset_batb_val(reset = true) # Rewrite
# Rewritten
if reset
@batb_val += DoubleX_RMVXA::BATB_Delay.reset_atb_val
@batb_val_change = true
end
@last_batb_inputable = false
#
clear_actions
BattleManager.action_battlers.delete(self)
BattleManager.clear_actor if actor? && BattleManager.actor == self
end # reset_batb_val
#----------------------------------------------------------------------------|
# Marks that this battler becomes able to input actions as well |
#----------------------------------------------------------------------------|
alias make_actions_batb_delay make_actions
def make_actions
make_actions_batb_delay
@last_batb_inputable = true # Added
end # make_actions
#----------------------------------------------------------------------------|
# Ensures battlers added after the battle will have correct inputable flag |
#----------------------------------------------------------------------------|
alias on_battle_end_batb_delay on_battle_end
def on_battle_end
on_battle_end_batb_delay
@last_batb_inputable = false # Added
end # on_battle_end
#----------------------------------------------------------------------------|
# Gets rid of the party escape speed and uses the invocation speed scale |
#----------------------------------------------------------------------------|
alias batb_speed_delay batb_speed
def batb_speed
# Rewritten
batb_speed_delay * DoubleX_RMVXA::BATB_Delay.invocation_speed_scale
#
end # batb_speed
end # Game_Battler
#------------------------------------------------------------------------------|
# * Displays the atb bars with overlay colors if they're overlaid as well |
#------------------------------------------------------------------------------|
class Window_BattleStatus < Window_Selectable # Edit
# rect: The atb bar's rect
# actor: The atb bar's owner
# display_tp: The tp bar display flag
def draw_batb_bar(rect, actor, display_tp) # Rewrite
display_tp ? (x, w = rect.x + 184, 36) : (x, w = rect.x + 160, 60)
# Rewritten
colors = set_batb_bar_colors(actor.batb_val)
max = DoubleX_RMVXA::BATB_Delay.max_atb_val
batb_val = actor.batb_val > max ? max : actor.batb_val
draw_gauge(x, rect.y, w, batb_val * 1.0 / max, colors[0], colors[1])
#
change_color(system_color)
draw_text(x, rect.y, 30, line_height, DoubleX_RMVXA::BATB.atb_bar_text)
actor.batb_val_change = false
end # draw_batb_bar
# batb_val: The atb value
def set_batb_bar_colors(batb_val) # New
if batb_val <= DoubleX_RMVXA::BATB_Delay.max_atb_val
batb = DoubleX_RMVXA::BATB
return [text_color(batb.atb_bar_color1), text_color(batb.atb_bar_color2)]
end
delay = DoubleX_RMVXA::BATB_Delay
[text_color(delay.atb_overlay_color1), text_color(delay.atb_overlay_color2)]
end # set_batb_bar_colors
end # Window_BattleStatus
class Scene_Battle < Scene_Base # Edit
#----------------------------------------------------------------------------|
# Uses the atb decrement mechanics and battler action inputable flag instead|
#----------------------------------------------------------------------------|
def process_action # Rewrite
return if scene_changing?
return process_batb_act(true) if @subject
esc = BattleManager.batb_esc
BattleManager.action_battlers.each { |battler|
next if esc && battler.actor?
next if battler.batb_val > 0 || battler.last_batb_inputable # Rewritten
@subject = battler
process_batb_act
@subject = nil
}
end # process_action
end # Scene_Battle
#------------------------------------------------------------------------------|
else
# Informs users that they didn't place BATB above this script
msgbox("To use DoubleX RMVXA Basic ATB Delay, put it below:\n" +
"DoubleX RMVXA Basic ATB\nbut above Main")
end
#==============================================================================|