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[转载发布] DoubleX RMVXA Basic ATB Bar

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    2026-7-12 04:10
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    灌水之王

    发表于 2026-8-1 09:42:09 | 显示全部楼层 |阅读模式
    Note


            For scripters going to learn from this script, reading how to write an atb system script first can help quite a lot.


    Purpose


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


    Script Calls

    Spoiler 




    #  * Battle manipulations                                                      |
    #    1. batb_offset_change = true                                              |
    #       - Notifies that the atb bars' x or y offsets are changed               |






    Configurations

    Spoiler 




        # 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_ACTOR_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






    Games Using This Script


            None so far


    Video










    Prerequisites


            Scripts:


            1. DoubleX RMVXA Basic ATB


            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 DoubleX RMVXA Basic ATB and Main, save to take effect.


    Authors Notes


            None so far


    FAQ


            None so far


    Authors


            DoubleX


    Changelog

    Spoiler 




    #    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|
    #    v1.00a(GMT 0900 22-8-2015):                                               |
    #    1. 1st version of this script finished                                    |






    (DoubleX)BATB Bar v1.00b.rar


    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-basic-atb-bar.43959/

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