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同能RPG制作大师 › 附件中心 › 同能RM技术讨论区 › RPG Maker VA 讨论区 › DoubleX RMVXA Enhanced YSA Battle System: Classical ATB-1.jpg

DoubleX RMVXA Enhanced YSA Battle System: Classical ATB-1.jpg

 

DoubleX RMVXA Enhanced YSA Battle System: Classical ATB:
Patches
(DoubleX)ECATB Base Formula(Possibly hurts code performance but frees you from copying the same <ecatb rate: RX> to every battler)

Spoiler: Note
Even though it's indeed a complete script, I still decided to call its 1st version a testing version, as it's the 1st time I write such a massive script(8500+ lines) with such a huge user settings region(2400+ lines), and the user scripting proficiency demand is so high that I want to know how can I make it more user-friendly by listening to user feedbacks.
Right now I'm especially worrying about:
1. If the instructions aren't helpful enough
2. If this script's too hard for even an user with decent scripting knowledge to use
3. If the user settings region is too big
4. If the user's control and freedom aren't enough
5. If this script's too unperformant
Spoiler: Introduction
Back on last year's September, I've begun to think of rewriting the CATB system entirely. I thought "Maybe the rewrite should bundle everything into a single package, as right now the CATB isn't in this way and some users may prefer the former."
As I began working on it, I realized my desired style's quite different from Yami's. For instance, I prefer methods with no more than 10 lines(although a few of mines still breached this limit), while Yami clearly doesn't mind the long methods(up to 60+ lines afaik). The style difference led to more and more redesign and refactoring, to the point that this script might seem to be completely different from CATB, even though this script's core skeleton's still quite similar to CATB's.
I learned a lot during this 7 months(although the actual time I've put is about 7 full weeks), and I want to know how much I've improved. So I used this script as a test. I want to give users as many control and freedom as possible while still keeping this script as user-friendly as possible. That's an extremely tough balance for me to work with and right now I'm not satisfied with this yet. So I want to listen to user feedbacks to see how can I get a better balance.
Finally, I want to emphasize that Yami deserves all the credits, and I'm still going to support CATB as some users may prefer the CATB's easy-to-use and modular addons style.
Purpose
Be an enhanced version of YSA-CATB with bug fixes and addons integrated

Spoiler: Features
                Ruby:       


Spoiler: Possibly upcoming features
                Ruby:       


Games Using This Script
None so far

Compatibility Fix
DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Compatibility

Spoiler: Screenshots

Spoiler: Video
Demo
Coming Soon

Tutorial
DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Tutorial

Spoiler: Prerequisites
Scripts:
Yanfly Engine Ace - Ace Battle Engine
Abilities:
1. Solid understanding of the basic active time battle concept
2. Solid understanding of the RMVXA notetag and script call usages
3. Decent RGSS3 scripting proficiency to fully utilize this script
Spoiler: Terms Of Use
                Ruby:       


Spoiler: Instructions
                Ruby:       


Spoiler: Author's Notes
1. Using Yanfly Engine Ace - Ace Core Engine as well is highly recommended as it fixes the force action bug of this script and improve the atb percent and action points display in the actor atb bars.
2. Using Yanfly Engine Ace - Buff & State Manager is highly recommended as it displays the states' remaining turns.
3. Using Yanfly Engine Ace - Skill Cost Manager is highly recommended as it can display the skills/items' action point requirements by adding AC0 in front of ACX used by those skills/items and using <custom cost: skill.ecatb_act_cost[@actor]>.
4. Using Cidiomar's Input as well is highly recommended as it lets users set custom keymaps, which is useful for features using keyboard inputs.
5. Using DoubleX RMVXA Dynamic Data is highly recommemded as it lets you change the notetag values on the fly.
    - ecatb_note_strings[note] is an accessor letting you store your new notetag values of notetag note.
    - reset_ecatb_notes(note) applies the above changes.
6. Using DoubleX RMVXA State Counters is highly recommended as it displays the enemy countdown states
7. Using DoubleX RMVXA State Triggers is highly recommended as the CATB Clear Addon and some features of the CATB Countdown Addon are outsourced to that script
8. This is an advanced complicated script, meaning testings are likely needed to comprehend the use of every configuration of this script.
9. This script can run using the default settings but you're still highly recommended to comprehend all user settings of this script.
10. This script checks and corrects most configuration(but not notetag) values, but you're still highly recommended to validate every configuration(and notetag) values themselves.
11. Using too many notetags and/or complicated configuration settings and/or notetag values can cause severe performance issues.
Spoiler: FAQ
                Ruby:       


Spoiler: Authors
                Ruby:       


Spoiler: Changelog
                Ruby:       


Download Link
DoubleX RMVXA Enhanced YSA Battle System: Classical ATB


本贴来自国际rpgmaker官方论坛作者:DoubleX处,因国际论坛即将永久关站,为了存档多年珍贵资料,署名转载到本论坛存档,由于官方帖子为英文原帖,需要中文翻译请点击论坛顶部切换语言为中文就可以将帖子翻译成中文浏览,方便大家随时查看,原文地址:https://forums.rpgmakerweb.com/threads/doublex-rmvxa-enhanced-ysa-battle-system-classical-atb.38722/
DoubleX RMVXA Enhanced YSA Battle System: Classical ATB-1.jpg
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