RTAB: Real Time Active Battle
#2
RTAB'S SETUP CONTROLS
Frankly, everyone asks for a feature or modification to RTAB, only to find out that it's been there all along.

One of the mysteries of RTAB was how to set it up. Since it was originally in Japanese, very few people examined the section called atb_setup. But, it IS understandably where you configure RTAB's behavior.

NOTE: If used in conjunction with Minto's RTAB Configuration System, edit the atb_setup there instead as it bypasses the one in RTAB itself.


@speed
Normally set to 150 in the script, this value determines the speed that RTAB operates. It's based on how many ticks it cycles through before processing any event or delay. In essence, the HIGHER the number, the SLOWER it gets. While 150 is an average speed, 300 would take twice as long.


@active
This value controls the behavior of RTAB... if the system actually 'pauses' if the Action Selection/Actor_Command_Window is active. Basically, it breaks down like this:

0: Doesn't pause at all during the player's turn
1: Pauses when in the "Skill" or "Item" screen
2: Pauses also when targetting an enemy or ally
3: Even pauses during the regular Battle Command window

Normally, this has been set to 1 so it DOES pause, but only when the Items or Skills window is shown. But if you set it to 3, it'll pause when the ATB bar fills and it becomes your turn to... do anything.


@action
This value controls the behavior of RTAB... if the action a battler performs is delayed by another battler. This means that you can control if all actions occur simultaneously, or if a hero or enemy has to wait until the damage pop is done... or the like. Basically, it breaks down like this:

0: Actions can be performed just as long as the battler isn't incapacitated.
1: Battler temporarily frozen during a damage pop.
2: Battler paused during an opponent battler's turn.
3: Battler paused altogether until it is his/her turn.

Normally, this has been set to 0 so it doesn't pause the battlers at all.


@anime_wait
This is a simple 'true / false' value that determines if the system waits until the RMXP Battle animation is done.


@damage_wait
This value sets up how long the system pauses after the damage displays. As it is set to 10 (or 10 frames), it has a tendency to be paused for about 1/4th a second (as it's 40 frames a second... right?).


@after_wait
This feature makes the system 'pause' after the battle is won or lost. Let's look at the default:
@after_wait = [80, 0]
This sets up the system to pause itself 80 frames (or 2 seconds) after the heroes lose the fight, and it pauses a whole... zero... frames before it goes to the battle status window, just before it goes back to the field menu.


@enemy_speed
Controls how fast it takes for the enemy to attack. The enemy's speed, like the game's speed (see speed above) is slowed down with larger values. So while 40 is the normal enemy speed, a value of 80 slows 'em down to take twice as long to attack.


@force
Now THIS is related to the Cooperative Skills script and the Skill Casting Time Counter script... haven't gotten it figured out yet.


@drive
This controls the "Camera" system. When turned to false, it'll behave like any other combat system, but when it's true, the "Camera" POV will zoom in on the battler in action.

NOTE: Distracting and buggy when using Minkoff's Animated Battler. I recommend turning it off.


@scroll_time
Used in conjunction with the "Camera" system, it controls how FAST the Point-Of-View Camera Angle changes.


@zoom_rate
Now THIS is an interesting feature. It adjusts the size of the battlers based on their vertical position on the screen. Originally intended for use without Minkoff's Animated Battlers script, it only adjusts the size of enemy battlers.... dang it. The first value in the brackets indicates the scale/size of the enemy closest to the top of the screen, while the 2nd value in the brackets indicates the scale.size of the enemy closest to the bottom. If both values are the same... you won't see a difference between like images.

NOTE: The value of 1 (no scaling in size) must be entered with decimal points as such: 1.0. Also, values below 1 must also have decimals like: 0.8.



REMEMBER: If used in conjunction with Minto's RTAB Configuration System, edit the atb_setup there instead as it bypasses the one in RTAB itself.
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Messages In This Thread
RTAB: Real Time Active Battle - by cogwheel - 03-04-2008, 06:23 AM
RTAB: Real Time Active Battle - by cogwheel - 03-04-2008, 06:28 AM

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