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 CTB: Count Time Battle
#2
CTB'S SETUP CONTROLS
This system uses the same configuration layout as RTAB as the system was developed as an Conditional Turn alternate to RTAB.

One of the mysteries of the system 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 CTB's behavior.

[SIZE="1"]NOTE: If used in conjunction with Minto's RTAB Configuration System, edit the atb_setup there instead as it bypasses the one in CTAB itself.[/SIZE]


[SIZE="4"]speed[/SIZE]
Normally set to 150 in the script, this value determines the speed that CTB 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.


[SIZE="4"]@active[/SIZE] and [SIZE="4"]@action[/SIZE]
Given that this system is a conditional battle system, the system doesn't stay 'active' while you are making a decision... These values (as far as I'm aware) are not used by the system.


[SIZE="4"]@anime_wait[/SIZE]
This is a simple 'true / false' value that determines if the system waits until the RMXP Battle animation is done.


[SIZE="4"]@damage_wait[/SIZE]
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?).


[SIZE="4"]@after_wait[/SIZE]
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.


[SIZE="4"]@enemy_speed[/SIZE]
This value controls how fast or slow an enemy reacts in the system when it is their turn to attack. The higher the number, the longer the delay before they make their move and the lower the number, the quicker the action. A value of 1 makes their reactions practically instantaneous.


[SIZE="4"]@force[/SIZE]
Now THIS is related to the Cooperative Skills script and the Skill Casting Time Counter script... haven't gotten it figured out yet.


[SIZE="4"]@drive[/SIZE]
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.

[SIZE="1"]NOTE: Distracting and buggy when using Minkoff's Animated Battler. I recommend turning it off.[/SIZE]


[SIZE="4"]@scroll_time[/SIZE]
Used in conjunction with the "Camera" system, it controls how FAST the Point-Of-View Camera Angle changes.


[SIZE="4"]@zoom_rate[/SIZE]
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.

[SIZE="1"]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.[/SIZE]



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
CTB: Count Time Battle - by cogwheel - 03-04-2008, 06:01 AM
CTB: Count Time Battle - by cogwheel - 03-04-2008, 06:06 AM

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