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[Review]DoubleX RMVXA Basic ATB Delay

DoubleX

Just a nameless weakling
Member

Purpose
Aids other scripters to learn how a basic atb system script can be written

Configurations
Code:
    # 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

Games Using This Script
None so far

Video
http://www.youtube.com/watch?v=EASgWfV_Nxs

Prerequisites
Scripts:
1. DoubleX RMVXA Basic ATB:
http://www.arpgmaker.com/viewtopic.php?f=11&t=78855
Abilities:
1. Little RGSS3 scripting proficiency to fully utilize this script

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

Instructions
1. Open the script editor and put this script into an open slot between Materials and Main, save to take effect.

Authors
DoubleX

Changelog
Code:
#    v1.00a(GMT 0400 9-8-2015):                                                |

#    1. 1st version of this script finished                                    |

Download Link
http://pastebin.com/BnZZ0npB
 

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