Version: 3.0
Introduction
This script transforms the Group Turns Based Battle System (aka DBS) into a CTB Condition Turns/Timer System. A description of how the system works can be found here.
Screenshots
Ok, create a new project. now goto the database and test play. It looks like that except there are gradient bars on the hp sp, the state has been removed in place for another one. There's your screenshot.
Demo
http://www.rmxp.org/forums/downloads.php?do=file&id=6
Script
:'''( <- the families
Instructions
Okay I am going to make this as clear as possible
Initial Directions
- First Download the Demo via the Download Manager
- Get Winzip, Ultimatezip, or some other crazy program to open zip files, and install it.
- Find the downloaded file
- Right Click on the file and select Extract or Open your Unzipping program and Extract the files from the archive
- Open RPG Maker XP if you haven't already
- Open the Project File
- Copy Each Script from the demo or paste them all into one script and add that, I only have it in multiple script form for organization.
- Setup the Gradient Bars if you want
- Find the Setup Portion of the CTB Battle System Script
- Get yourself a snack
Now I am going to explain this a second time, the code in the setup is already commented once with the instructions, but I'm going to explain it again code by code
System Options
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Code:
#-------------------------------------------------------------------------- # * The Speed of the System in Frames #-------------------------------------------------------------------------- Speed = 100
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Code:
#-------------------------------------------------------------------------- # * How the Speed is Based # 0: Current_Action.Speed 1: Agility #-------------------------------------------------------------------------- Base_Speed = 0
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Code:
#-------------------------------------------------------------------------- # * At Gain # 0: Random 1: Steady #-------------------------------------------------------------------------- At_Gain = 1
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Code:
#-------------------------------------------------------------------------- # * At Max #-------------------------------------------------------------------------- At_Max = 65536
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Code:
#-------------------------------------------------------------------------- # * Full At Se # syntax - RPG::AudioFile.new(filename, volume, pitch) #-------------------------------------------------------------------------- Full_At_Se = RPG::AudioFile.new("033-Switch02")
Action Cost Setup
This section of the setup defines the cost, which is how much the bars go down after acting the values here are to be given as percentages (0-100)
This section of the setup defines time to wait before the action is made. The values here are to be given in frames.
Its setup the same way as the Action_Costs the hashes work the same way except for different names refer to the corresponding entry in he Acton cost setup for more information
FAQThis section of the setup defines the cost, which is how much the bars go down after acting the values here are to be given as percentages (0-100)
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Actors # syntax - actor_id => cost #-------------------------------------------------------------------------- Action_Attack_Actor = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Weapons # syntax - weapon_id => cost (Do not setup 0) #-------------------------------------------------------------------------- Action_Attack_Weapon = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Attack for Enemies # syntax - enemy_id => cost #-------------------------------------------------------------------------- Action_Attack_Enemy = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Defend (Percentage) #-------------------------------------------------------------------------- Action_Defend = 50
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Code:
#-------------------------------------------------------------------------- # * Action Cost Escape (Percentage) #-------------------------------------------------------------------------- Action_Escape = 75
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Code:
#-------------------------------------------------------------------------- # * Action Cost Wait (Percentage) #-------------------------------------------------------------------------- Action_Wait = 25
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Code:
#-------------------------------------------------------------------------- # * Action Cost Per Skill # syntax - skill_id => cost #-------------------------------------------------------------------------- Action_Skill = {}
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Code:
#-------------------------------------------------------------------------- # * Action Cost Per Item # syntax - item_id => cost #-------------------------------------------------------------------------- Action_Item = {}
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Code:
#-------------------------------------------------------------------------- # * Default Action Cost #-------------------------------------------------------------------------- Action_Default = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost To Attack #-------------------------------------------------------------------------- Action_Attack = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost For Using A Skill #-------------------------------------------------------------------------- Action_Skill.default = 100
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Code:
#-------------------------------------------------------------------------- # * Default Cost For Using An Item #-------------------------------------------------------------------------- Action_Item.default = 100
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Code:
#-------------------------------------------------------------------------- # * Do Not Touch Unless you know what you are doing #-------------------------------------------------------------------------- Action_Attack_Actor.default = Action_Attack Action_Attack_Enemy.default = Action_Attack
This section of the setup defines time to wait before the action is made. The values here are to be given in frames.
Its setup the same way as the Action_Costs the hashes work the same way except for different names refer to the corresponding entry in he Acton cost setup for more information
Awaiting Question
Compatibility
SDK 2.0 compliant
requires Method and Class Library V1.5 or greater
requires Animated Gradient Bars which requires Window Sprites
Credits and Thanks
Kurisu and Raziel for betatesting
Raziel for catching 1 bug
Mea for catching 2 bugs
Raven for catching 2 bugs
Skyla for indirectly requesting
Author's Notes
I have not been receiving bug reports yet I see people going oh saying oh that script has a bug. Stop destroying the little scripter-nonscripter communication system. this is one of my pet peeves now. When reporting bugs please tell the type of the error and whats on the line the error appeared on, or just the screenshot of the error. SO REPORT BUGS AND GET A COOKIE.
I am open to suggestions for future versions, if you have something you'd like to say then post and I'll consider it.