Introduction

Aids other scripters to learn how atb system addon dependency can be solved

Features


    # Sets the actor atb bars to be shown at their sprites instead of the
    # status window if ATB_BAR_ACTOR returns true
    # It should only return true if the actor sprites are already created
    # If ATB_BAR_WIDTH_SWITCH_ID is a natural number, the state of switch with
    # id ATB_BAR_WIDTH_SWITCH_ID will be used instead of using ATB_BAR_ACTOR
    # The state of switch with id ATB_BAR_WIDTH_SWITCH_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_ACTOR = false
    ATB_BAR_WIDTH_SWITCH_ID = 0
 
    # Sets the maximum atb bar width as ATB_BAR_W
    # If ATB_BAR_W_VAR_ID is a natural number, the value of variable with id
    # ATB_BAR_W_VAR_ID will be used instead of using ATB_BAR_W
    # The value of variable with id ATB_BAR_W_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_W = 48
    ATB_BAR_W_VAR_ID = 0
 
    # Sets the atb bar height as ATB_BAR_H
    # If ATB_BAR_H_VAR_ID is a natural number, the value of variable with id
    # ATB_BAR_H_VAR_ID will be used instead of using ATB_BAR_H
    # The value of variable with id ATB_BAR_H_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_H = 12
    ATB_BAR_H_VAR_ID = 0
 
    # Sets the atb bar x offset from the battler sprite as ATB_BAR_X
    # If ATB_BAR_X_VAR_ID is a natural number, the value of variable with id
    # ATB_BAR_X_VAR_ID will be used instead of using ATB_BAR_X
    # The value of variable with id ATB_BAR_X_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_X = -12
    ATB_BAR_X_VAR_ID = 0
 
    # Sets the atb bar y offset from the battler sprite as ATB_BAR_Y
    # If ATB_BAR_Y_VAR_ID is a natural number, the value of variable with id
    # ATB_BAR_Y_VAR_ID will be used instead of using ATB_BAR_Y
    # The value of variable with id ATB_BAR_Y_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_Y = -8
    ATB_BAR_Y_VAR_ID = 0
 
    # Sets the atb bar z position as ATB_BAR_Z
    # If ATB_BAR_Z_VAR_ID is a natural number, the value of variable with id
    # ATB_BAR_Z_VAR_ID will be used instead of using ATB_BAR_Z
    # The value of variable with id ATB_BAR_Z_VAR_ID should remain the same
    # during the same battle to ensure proper atb bar displays
    ATB_BAR_Z = 125
    ATB_BAR_Z_VAR_ID = 0
 
    # Sets the atb back bar color 1 as ATB_BACK_COLOR1
    # If ATB_BACK_COLOR1_VAR_ID is a natural number, the value of variable with
    # id ATB_BACK_COLOR1_VAR_ID will be used instead of using ATB_BACK_COLOR1
    # The value of variable with id ATB_BACK_COLOR1_VAR_ID should remain the
    # same during the same battle to ensure proper atb back bar color displays
    ATB_BACK_COLOR1 = 15
    ATB_BACK_COLOR1_VAR_ID = 0
 
    # Sets the atb back bar color 2 as ATB_BACK_COLOR2
    # If ATB_BACK_COLOR2_VAR_ID is a natural number, the value of variable with
    # id ATB_BACK_COLOR2_VAR_ID will be used instead of using ATB_BACK_COLOR2
    # The value of variable with id ATB_BACK_COLOR2_VAR_ID should remain the
    # same during the same battle to ensure proper atb back bar color displays
    ATB_BACK_COLOR2 = 15
    ATB_BACK_COLOR2_VAR_ID = 0

Video

The Script

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.                 |

Version History

Spoiler (click here)

Credits & Thanks

DoubleX(Optional)

Terms, Conditions & License

#    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                       |

Attribution 3.0 Unported

You must attribute the work in the manner specified by the author or licensor. Commerical use allowed.

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About the Author

Comments

176 Posts
1,748 Points

DoubleX  said 9th September 2015

Updates

#    v1.00b(GMT 0900 9-9-2015):                                                |
#    1. Fixed drawing the actor sprite atb bars and window atb bars together   |
#    2. Fixed not updating the atb bar positions when their offsets changes    |
#    3. Little RGSS3 scripting proficiency's needed to fully utilize the script|

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