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[转载发布] DoubleX RMMV Superlative ATB

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    2026-7-12 04:10
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    灌水之王

    发表于 4 天前 | 显示全部楼层 |阅读模式
    Note
    While this plugin's already fully functional, there are still many more modules to be implemented, so the feature set isn't complete yet.

    Purpose
    To be the most flexible, performant and powerful ATB system framework with the greatest amount of freedom while being user-friendly

    Introduction
                    Code:       
    1. *    1. This plugin aims to be the most flexible, performant and powerful
    2. *       ATB system with the greatest amount of freedom for users to fulfill
    3. *       as many functional needs as they want in as many ways as they want
    4. *    2. You may want to treat this as a nano ATB framework as part of the
    5. *       system's written by you via parameters/configurations/notetags/calls
    6. *    3. Almost every parameters and notetags can be written as direct
    7. *       JavaScript, thus giving you the maximum amount of control over them
    8. *    4. (VERY ADVANCED)You can even change most of those JavaScript codes
    9. *       written by you on the fly(and let your players do so with a system
    10. *       settings plugin), but you should only do so if you really know what
    11. *       you're truly doing
    复制代码


    Spoiler: Video
    [/quote]

    Games using this plugin
    None so far

    Spoiler: Finished Modules[quote]                Code:       
    1. *      1. Core Module
    2. *         - Lets you enable and disable this plugin on the fly
    3. *         - Lets you define the battle turn in terms of number of actions
    4. *           executed, or frames/seconds elapsed
    5. *         - Lets you set the maximum ATB value of each battler
    6. *         - Lets you set some states to have their turn counts updated right
    7. *           before the battler involved executes actions
    8. *      2. (v0.03a+)Bar Module
    9. *         - Lets you show the battler ATB bars on the battler sprites
    10. *         - Lets you show the actor ATB bars attached to the status window
    11. *      3. (v0.01a+)Hotkey Module
    12. *         - Lets you set some hotkeys to change the currently selected
    13. *           inputable actors
    14. *      4. (v0.02a+)Wait Module
    15. *         - Lets you set the ATB frame update wait conditions
    16. *         - Lets you show the ATB frame update force status
    17. *         - Lets you set some hotkeys to forcibly run/stop the ATB frame
    18. *           updates
    19. *         - Lets you show some clickable command windows behaving like the
    20. *           aforementioned hotkeys
    21. *      5. (v0.04a+)Charge Module
    22. *         - Lets you set some skills/items to need to be charged before being
    23. *           executed
    24. *         - Lets you set some hotkeys to cancel the action being charged(this
    25. *           applies to those not needing charging as well if the players
    26. *           cancel fast enough)
    27. *         - Lets you set some hotkeys to force the action charge so it can be
    28. *           executed before the charge's full or overcharged beyond the
    29. *           maximum charge value
    30. *      6. (v0.05a+)Cooldown Module
    31. *         - Lets you set some skills/items to cause the battler involved need
    32. *           to be cooled down after executing those skills/items
    33. *         - Lets you set some hotkeys to cancel the the battler cooldown
    34. *      7. (v0.12a+)Countdown Module
    35. *          - Lets you set some states to have their turn count updated based
    36. *            on the number of frames/seconds elapsed, with additional effects
    37. *            triggered upon each turn count update
    38. *      8. (v0.13a+)CTB Module
    39. *          - Lets you change toggle the battle system between ATB and CTB on
    40. *            the fly and even during the same battle(you can actually set a
    41. *            hotkey to do that in battle)
    42. *      9. (v0.15a+)Delay Module
    43. *         - Lets you set the amount of delay between becoming able to input
    44. *           actions and actually inputting them for battlers can't have their
    45. *           actions inputted by the player(enemies and actors with auto
    46. *           battle or confusion)
    47. *      10. (v0.06a+)Event Module
    48. *          - Lets you set some additional events to be triggered upon
    49. *            important timings inthe ATB system
    50. *      11. (v0.14a+)Order Module
    51. *         - Lets you show the ATB values of all battlers in the same ATB bar
    52. *         - Lets you show the battler action ordering in the CTB system style
    53. *           (You should only use this with the full wait mode unless you
    54. *           really know what you're truly doing)
    55. *      12. (v0.10a)Rate Module
    56. *          - Lets you set the ATB, charge and cooldown fill rate for each
    57. *            battler
    58. *      13. (v0.07a+)Reset Module
    59. *          - Lets you set the ATB value of each battler right after that
    60. *            battler has executed an action and becomes out of virtual action
    61. *            slots
    62. *      14. (v0.08a+)Speed Module
    63. *          - Lets you set the action execution priority among all battlers
    64. *            being able to execute actions(it likely means next to nothing in
    65. *            the full wait mode)
    66. *      15. (v0.09a+)Start Module
    67. *          - Lets you set the starting ATB value upon normal, preemptive and
    68. *            surprise battle starts
    69. *      16. (v0.11a+)Turn Module
    70. *          - Lets you show the progress of the current battle turn
    复制代码


    Spoiler: Addressed Foreign Plugins
                    Code:       
    1. *    # MOG_BattleHud:
    2. *      In general, this plugin should be placed above the SATB implementation
    3. *      plugin unless actual test results prove the otherwise
    4. *      1. The ATB bar doesn't gather any DoubleX RMMV Superlative ATB data
    5. *         - Reference tag: MOG_BattleHud_SATBData
    6. *         - Extended Battle_Hud.prototype.at and Battle_Hud.prototype.max_at
    7. *           to support the current and maximum ATB values of battlers
    8. *         - Disabled Battle_Hud.is_casting without the Charge Module enabled
    9. *         - (v0.03a+)Edited Battle_Hud.prototype.update_at to show the
    10. *           ATB cooldown ATB as well
    11. *         - (v0.03a+)Added Battle_Hud.prototype.is_cooldown to check if the
    12. *           battler's cooling down
    13. *      2. The original status window will be shown when the current inputable
    14. *         actor becomes not inputable
    15. *         - Reference tag: MOG_BattleHud_StopShowingStatusWindow
    16. *         - Extended
    17. *           DoubleX_RMMV.SATB.Scene_Battle.new._deselectOpenStatusWin to stop
    18. *           showing the status window upon the aforementioned event
    19. *      3. The actor window isn't fully shown
    20. *         - Reference tag: MOG_BattleHud_Actor_Window
    21. *         - Removed DoubleX_RMMV.SATB.Scene_Battle.new._updateActorWinPos to
    22. *           let MOG_BattleHud handle the actor window position
    23. *    # (v0.04a+)SEK_ChangeActor:
    24. *      In general, this plugin should be placed just above the SATB
    25. *      compatibility plugin unless actual test results prove the otherwise
    26. *      1. The ATB of all actors are reset when swapping actors and the actor
    27. *         input window won't update properly after swapping actors
    28. *         - Reference tag: SEK_ChangeActor_StopRemoveAddAllPartyMems
    29. *         - Rewritten Game_Party.prototype.swap to stop removing/adding
    30. *           actors that aren't involving in the swapping
    31. *      2. The actor being swapped in starts charging instantly without
    32. *         inputting an action first
    33. *         - Reference tag: SEK_ChangeActor_StopJumpNextCmd
    34. *         - Disabled Scene_Battle.prototype.jumpNextCommand when this
    35. *           plugin's enabled
    36. *      3. The party command window doesn't show when upon cancel changing
    37. *         actors after displaying a game message
    38. *         - Reference tag: SEK_ChangeActor_SetupPartyCmdWin
    39. *         - Extended Scene_Battle.onChangeCancel to setup the party command
    40. *           window instead of just activating it
    41. *      4. The change window corrupts the selection index whenever a battler
    42. *         refreshes(execute actions, be hit, have states removed, etc)
    43. *         - Reference tag: SEK_ChangeActor_FixDirectIndexSet0
    44. *         - Extended Window_ChangeList.prototype.drawItem to restores the
    45. *           selection before being corrupted
    46. *      5. The input windows including the changing window don't refresh, hide
    47. *         or show as expected when the ATB frame update isn't full wait
    48. *         - Reference tag: SEK_ChangeActor_RefreshInputWins
    49. *         - Extended Scene_Battle.prototype.refreshSATBInputWins,
    50. *           Scene_Battle.prototype.onChangeOk,
    51. *           DoubleX_RMMV.SATB.Scene_Battle.new._isWinWithNoInputtingActorActive,
    52. *           DoubleX_RMMV.SATB.Scene_Battle.new._closeDeactivatePartyCmdWin,
    53. *           DoubleX_RMMV.SATB.Scene_Battle.new._displayWinWithNoInputtingActor
    54. *           and DoubleX_RMMV.SATB.Scene_Battle.new._hideSelectionWins to
    55. *           refresh, hide and show the right input windows at the right time
    56. *    # Yanfly Engine Plugins - Battle Engine Core:
    57. *      In general, this plugin should be placed above the SATB implementation
    58. *      plugin unless actual test results prove the otherwise
    59. *      1. No actions can be executed in the 1st turn
    60. *         - Reference tag: YEP_BattleEngineCore_Stop1stTurnCheck
    61. *         - Extended BattleManager.getNextSubject to remove the turn count
    62. *           check
    63. *      2. Valid actions don't execute at all
    64. *         - Reference tag: YEP_BattleEngineCore_HandleNewPhases
    65. *         - Extended BattleManager.updateSATBAct to handle new action
    66. *           sequence phases added by
    67. *           Yanfly Engine Plugins - Battle Engine Core
    68. *      3. Actors with more than 1 virtual action slots can only act once
    69. *         - Reference tag: YEP_BattleEngineCore_AddNewActPhases
    70. *         - Extended BattleManager.endAction to stop calling onAllActionsEnd
    71. *           for the action execution subject
    72. *         - Extended DoubleX_RMMV.SATB.BattleManager.new._isActPhase to
    73. *           regard new action sequence phases as action phase
    74. *      4. All battler actions are recreated upon starting actor inputs
    75. *         - Reference tag: YEP_BattleEngineCore_StopRecreateAction
    76. *         - Stopped calling BattleManager.createActions when SATB's effective
    77. *      5. The sprite of the currently inputable actor will return to its home
    78. *         position when any action performs its finish sequence
    79. *         - Reference tag: YEP_BattleEngineCore_StopInputableActorReturnHome
    80. *         - Extended Game_Battler.prototype.spriteReturnHome to disable this
    81. *           function for the currently inputable actor
    82. *      6. (v0.01a+)New inputting actors can't be selected by touching the
    83. *         actor sprite unlike what happens when selecting actor or enemy
    84. *         targets
    85. *         - Reference tag: YEP_BattleEngineCore_TouchActorChangeSelected
    86. *         - Extended startPartyCommandSelection to fallback to the default
    87. *           rather than the extended YEP_BattleEngineCore version
    88. *         - Both Mouse Over and Visual Actor Select should be on to have this
    89. *           new inputable actor selection effect
    90. *      7. The inputting actor has the wrong pose during party escape attempts
    91. *         - Reference tag: YEP_BattleEngineCore_PartyCmdSelectStopNextCmd
    92. *         - Extended startPartyCommandSelection to fallback to the default
    93. *           rather than the extended YEP_BattleEngineCore version
    94. *      8. The selection and help window lost info after refresh
    95. *         - Reference tag: YEP_BattleEngineCore_UpdateSelectionHelpWindow
    96. *         - Extended refreshSATBInputWins to reselect the selection windows
    97. *           and update their respective help windows
    98. *      9. The target help window remains when the actor's dead
    99. *         - Reference tag: YEP_BattleEngineCore_CloseInvalidTargetHelpWindow
    100. *         - Extended
    101. *           DoubleX_RMMV.SATB.Scene_Battle.new._deactivateHideSelectionWins
    102. *           to close the stale help window
    103. *      10.(v0.02a+) The targets are wrongly shown as selected after inputting
    104. *          a skill selecting all targets
    105. *          - Reference tag: YEP_BattleEngineCore_ClearTargetSelections
    106. *          - Extended DoubleX_RMMV.SATB.Scene_Battle.new._selectNextCmd to
    107. *            clear the stale target selections
    复制代码


    Spoiler: Upcoming Modules
                    Code:       
    1. *      1. Exchange Module
    2. *         - Lets you set some skills/items to exchange the charging
    3. *           skill/item of the targets with the cooldown of the action
    4. *           exeuction subject triggering the exchange
    5. *         - This can apply to skills/items with multiple targets but the
    6. *           setup can be very complicated and convoluted this way
    7. *      2. Status Module
    8. *         - Shows the charge, cooldown, action cost and ATB reset settings
    9. *           for each skill/item in battle and outside battle
    10. *         - Shows the ATB statues for each actor in the actor status window
    11. *           outside battle
    12. *      3. Action Module
    13. *         - Lets you set the number of virtual action slots needed for
    14. *           skills/items
    15. *         - Lets you demands players to input all the virtual action slots at
    16. *           once before executing them all as a batch
    17. *         - Lets you set how the virtual action slots are gained(gain all
    18. *           upon a single full ATB or gain 1 upon each full ATB then empties
    19. *           the ATB afterwards until the number of virtual action slots
    20. *           reaches the limited specified by Action Times+)
    21. *         - Lets you abandon the concept of virtual action slots altogether
    22. *           and base the action cost in the form of subtracting the battler
    23. *           ATB value
    24. *      4. Combo Module
    25. *         - Lets you set some charging skills/items made by different
    26. *           battlers to form a new combo skills under certain conditions
    27. *      5. Escape Module
    28. *         - Lets you set the conditions allowing party escape attempt
    29. *         - Lets you set the charging requirements for the party escape
    30. *           attempt
    31. *         - Lets you set the cooldown requirements for the failed party
    32. *           escape attempt
    33. *         - Lets you set the cost for failed party escape attempts
    34. *      6. Overload Module
    35. *         - Lets you sets the ATB value of battlers to be beyond their
    36. *           maximum, but it'll slowly drop until it's dropped to its maximum
    37. *      7. Pool Module
    38. *         - Lets you bind some battlers to share the same ATB pool
    39. *      8. Unison Module
    40. *         - Lets you set some skills/items to be unison ones
    复制代码


    Spoiler: Possibly Upcoming Modules
                    Code:       
    1. *      1. Type Module
    2. *         - Lets you have multiple ATB bars for each battler
    3. *         - THIS MODULE MUST BE THE LAST MODULE TO BE DONE AS IT'LL CHANGE
    4. *           JUST ABOUT EVERYTHING IN THIS PLUGIN AND THUS AFFECTS ALMOST
    5. *           EVERYTHING IN EVERY OTHER MODULE
    复制代码


    Spoiler: Todo
                    Code:       
    1. *      1. Adds _isSaveParamNotes
    2. *      2. Fixes the actor command window not selecting the last command when
    3. *         it becomes able to be shown again bug
    4. *      3. Allows party escape attempts when executing actions
    5. *      4. Lets players cancels actor cooldown by clicking the actor sprite
    6. *      5. Lets players cancels actor charge by clicking the actor sprite
    7. *      6. Lets players forces actor charge by long pressing the actor sprite
    8. *      7. Lets you set some skills to demand a set period to charge up before
    9. *         they become usable actions that can be inputted by battlers
    10. *      8. Lets you set some skills to demand a set period to cool down before
    11. *         they become usable actions that can be inputted by battlers again
    12. *      9. Adds a parameter for each sprite/window class to be called per
    13. *         frame so you can control which parameter cache to be
    14. *         enabled/disabled
    15. *      10. Fixes the discrete order battler sprite position bugs when the
    16. *          battler changes again before the current position changes are
    17. *          complete
    18. *      11. Fixes the autobattle actor freezed charge/cooldown with the Delay
    19. *          module enabled
    20. *      12. Fixes the compatibility issues/bugs when the CTB Module interacts
    21. *          with SEK_ChangeActor
    复制代码


    Spoiler: Inherited Behaviors From The Default RMMV Battle System
                    Code:       
    1. *      Action Speed:
    2. *      1. The battlers that are ready to execute actions will be pushed into
    3. *         the First-In-First-Out action execution queue, which is sorted by
    4. *         the speed of the action to be executed by the battlers descendingly
    5. *      2. To ensure battlers with extremely slow actions can still execute
    6. *         them, the action speed of all battlers in the action execution
    7. *         queue will be added by the 2000(the maximum action speed in the
    8. *         default RMMV editor) divided by the number of battlers in that
    9. *         queue, meaning that the longer the battler's in the queue, the more
    10. *         such action speed bonuses will be received by that battler, so that
    11. *         battler will be placed more and more up front in the queue
    12. *      3. All these can be changed in the Speed Module
    13. *      Action Times+(Not fully applicable with the Action Module enabled):
    14. *      1. Every battler always has at most 1 real action slot, meaning that
    15. *         each battler can only input 1 action at a time
    16. *      2. A battler also has at most the number of virtual action slots equal
    17. *         to the number of action slots with Action Times+ in the default
    18. *         RMMV battle system
    19. *      3. When a battler's no virtual action slot and becomes able to input
    20. *         actions, Action Times+ will be used to determine the new number of
    21. *         virtual action slots
    22. *      4. When a battler has finished executing an action, the number of
    23. *         virtual action slot will be reduced by 1. If that battler still has
    24. *         virtual action slots, then the ATB value of that battler won't be
    25. *         reduced(technically, it's reduced by an extremely small amount) and
    26. *         can immediately input actions again(unless the ATB value's changed
    27. *         by some other reasons like battler script calls); If that battler
    28. *         has no more virtual action slots, then the ATB value of that
    29. *         battler will be cleared to become 0 or remain unchanged if it was
    30. *         negative
    31. *      Party Escape(Not fully applicable with the Action and/or Escape Module
    32. *      enabled):
    33. *      1. Each actor will have his/her/its virtual action slot reduced by 1
    34. *         upon a failed party escape attempt, as if it were just another
    35. *         normnal action costing 1 virtual action slot
    36. *      2. However, failed escape attempts won't increase the battle turn
    37. *         clock counter even if its unit is the number of actions executed
    38. *      Agility(Not fully applicable with the Rate Module enabled):
    39. *      1. The fill rate of the battler ATB value will be multiplied by the
    40. *         agility of that battler divided by the average of those of all
    41. *         battlers in the battle
    42. *      States With Removal Timing As Action End(Not fully applicable with the
    43. *      Countdown Module enabled):
    44. *      1. The turn counter of such states will be reduced by 1 when the
    45. *         battler owning these states have just finished executing an action
    46. *      States With Removal Timing As Turn End(Not fully applicable with the
    47. *      Countdown Module enabled):
    48. *      1. The turn counter of such states will be reduced by 1 when the
    49. *         battle turn counter increases by 1(i.e., the current turn ends)
    50. *      Buff Turns Are Updated Upon Turn End Rather Than Action End
    51. *      Battler ATB Value With Preemptive Battle Start(Not fully applicable
    52. *      with the Start Module enabled):
    53. *      1. The actor ATB value will be immediately fully filled while those of
    54. *         enemies will be immediately empty
    55. *      Battler ATB Value With Surprise Battle Start(Not fully applicable with
    56. *      the Start Module enabled):
    57. *      1. The enemy ATB value will be immediately fully filled while those of
    58. *         actors will be immediately empty
    59. *      Battler ATB Value With Normal Battle Start(Not fully applicable with
    60. *      the Start Module enabled):
    61. *      1. The ATB value of all battlers will be immediately empty
    62. *      Battlers Becoming Hidden/Unmovable
    63. *      1. Their ATB values will be reset to 0 if they're not negative before
    64. *      2. Their number of virtual action slots will be reset to 0
    复制代码


    Spoiler: Current Technical Limitations
                    Code:       
    1. *      1. The ATB frame update can never be run when either of the following
    2. *         conditions are met:
    3. *         - The battle's starting, aborting or ending
    4. *         - The game message's showing in the battle
    5. *         - The battle event's running
    6. *         Violating any of these conditions might outright crash the game
    7. *      2. Party escape's always disabled when either of the following
    8. *         conditions are met:
    9. *         - The battler sprites/action animations are animating/playing
    10. *         - The log window's displaying messages
    11. *         - Battlers are executing actions
    12. *         - The game message's showing in the battle
    13. *         Violating any of these conditions might outright crash the game
    14. *         (Actually it should also be disabled when battle event's running
    15. *         but trying to enforce this's itself a current technical limitation)
    16. *      3. Only 1 actor can input actions at a time
    17. *         - Violating this, if possible to be compatible with this plugin,
    18. *           would be implemented with a separate plugin
    19. *      4. Only 1 battler can execute actions at a time
    20. *         - Violating this, if possible to be compatible with this plugin,
    21. *           would be implemented with a separate plugin
    22. *      5. A battler can only execute 1 action at a time
    23. *         - Violating this, if possible to be compatible with this plugin,
    24. *           would be implemented with a separate plugin
    25. *      6. Having too many effective notetags full of nondeterministic results
    26. *         will lead to severe performance issues especially on android device
    27. *      7. Having too many effective notetags calling extremely long functions
    28. *         will lead to the save files being too big
    29. *      8. In extremely rare cases, the actor action inputting commands might
    30. *         be temporarily unresponsive for a very short time(It's to prevent
    31. *         crashing the game instead in really weird cases I've truly faced)
    32. *      9. Projects using this plugin with full active ATB mode and Bar Module
    33. *         enabled can be hard to maintain 60FPS on mobile phones that aren't
    34. *         especially powerful
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    Spoiler: Author Notes
                    Code:       
    1. *      1. DoubleX RMMV Superlative ATB aims to give extreme control and
    2. *         freedom to users by making it as flexible as I can with as little
    3. *         damage to user-friendliness as I can
    4. *      2. The configuration plugin is generally for more advanced uses, as
    5. *         most ordinary cases should be covered by parameters and notetags
    6. *      3. This is an advanced complex plugin, meaning that you're expected to
    7. *         use the default parameters and configuration values first to be
    8. *         familiar with playing the demo of this plugin before changing any
    9. *         of those values and/or using any notetags
    10. *      4. You might have to use some script calls in RMMV and some of those
    11. *         provided by this plugin to realize some of the more advanced uses
    12. *      5. If you want to keep things easy, simple and small, you may want to
    13. *         use DoubleX RMMV Popularized ATB instead
    14. *      6. If you want to run battle tests, you must open the configuration
    15. *         plugin js file directly to setup everything that has to be setup
    16. *         upon battle test start by changing the contents of the function
    17. *         SATB.onSetupBattleTest
    18. *         (It's especially useful when some parameters/notetags use some
    19. *         game switches/variables which must all have their corresponding
    20. *         values manually assigned first)
    21. *      7. (Advanced)You might have to have a basic knowledge on what the
    22. *         implementation plugin does in general to fully utilize this plugin
    23. *         in intended ways and solid understanding on how this implementation
    24. *         plugin works in details to fully utilize this plugin with creative
    25. *         and unintended uses
    26. *      8. (Advanced)You might have to read some new variables/functions to
    27. *         have a basic knowledge on what they do in general in order to
    28. *         realize some intended cases
    29. *      9. (Advanced)You might have to dig into the mechanisms of some new
    30. *         variables/functions to have a solid underatanding on how they work
    31. *         alone in details in order to realize some unintended usages
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    Spoiler: FAQ
                    Code:       
    1. *    Q1. What's the main differences between DoubleX RMMV Popularized ATB and
    2. *        this plugin?
    3. *    A1. There are at least 2 main differences:
    4. *        - The former uses the core addon approach, meaning that the core
    5. *          plugin, which is mandatory, will only have all the essential
    6. *          features, and each addon plugin, which is optional, will only have
    7. *          each set of extra features. This is useful when many users only
    8. *          use a small amount of the feature set provided by
    9. *          DoubleX RMMV Popularized ATB.
    10. *          On the other hand, the latter uses the single plugin approach,
    11. *          meaning that all the feature implementations will be included in a
    12. *          single plugin, even though unit tests and compatibility fixes will
    13. *          still be separate plugins. This is useful when many users use a
    14. *          large amount of the feature set provided by this plugin.
    15. *        - The former aims to be easy, simple and small while still being
    16. *          reasonably powerful for both users and ATB system plugin
    17. *          learners, while the latter aims to be the most flexible and
    18. *          powerful ATB system plugin ever by giving users the deepest and
    19. *          widest amount of control and freedom ever, thus making it much,
    20. *          much more demanding for both users and ATB system plugin learners.
    21. *    Q2. May you please make this plugin less demanding? The sheer number of
    22. *        parameters/configurations/notetags, most demanding Javascript
    23. *        function contents as values, are extremely overwhelming for less
    24. *        capable users. It's just far from being user-friendly enough.
    25. *    A2. While it's clearly my fault that makes this plugin so hard to use,
    26. *        I've already tried my best while still preserving the flexibility
    27. *        and power of thie plugin by maintaining the depth and width of
    28. *        control and freedom available for users.
    29. *        As for the sheer number of parameters/configurations/notetags, this
    30. *        plugin aims to include everything in a single plugin, which is
    31. *        preferred for some users.
    32. *        In case this plugin's really too hostile, you may want to use
    33. *        DoubleX RMMV Popularized ATB, which is much easier, simpler and
    34. *        smaller while still being reasonably powerful, instead. Also, it
    35. *        breaks each set of features into 1 plugin, meaning that you won't
    36. *        have to face a sheer number of parameters/configurations/notetags
    37. *        there.
    38. *        Alternatively, you can ask for help if you still want to use this
    39. *        plugin, if the demo doesn't provide enough help already.
    40. *    Q3. Why the Core Module itself doesn't show the ATB value of any
    41. *        battler and why doesn't it let players change among inputable
    42. *        actors? All these are essential UX features. Without them, using
    43. *        just the Core Module can only result in a fully broken ATB system.
    44. *        (Well, not being able to change the ATB wait conditions sucks too)
    45. *    A3. It's because these features aren't technically essential to run an
    46. *        ATB system plugin, nor they're behaviors inherited from the default
    47. *        RMMV battle system(It doesn't let you change the input sequence nor
    48. *        show the actual action execution sequence). All these features that
    49. *        are missing in the Core Module are covered in the Bar Module and
    50. *        Hotkey Module(The similar logic applies to the Wait Module). That's
    51. *        why only these 3 optional modules are enabled by default(All the
    52. *        other optional modules are disabled so you don't have to deal with
    53. *        so many modules all at once before being familiar with this plugin).
    54. *    Q4. Why the Bar Module doesn't use notetags? Isn't it going against the
    55. *        very goal of this plugin?
    56. *    A4. It's because it's very unlikely that anyone will need to use such
    57. *        notetags. If I added them anyway, the sheer number of notetags that
    58. *        almost no one's going to use would be too much of a nuance and
    59. *        clutter for users to access the functionalities that they really
    60. *        want. In case such notetags are indeed needed, I'll implement the
    61. *        needed ones, and perhaps one day all those notetags would be done.
    62. *    Q5. (Advanced)Why the caching mechanism's so complicated and convoluted
    63. *        in this plugin? It's extremely costly and troublesome to work around
    64. *        when I've some unintended and creative uses of this plugin.
    65. *    A5. It's because this plugin explicitly allows many effective notetags
    66. *        to be used in the same frame, which can cause significant lag and
    67. *        fps drop if the end result's not cached, epsecially when the
    68. *        functions called by those notetags are computationally expensive.
    69. *        This plugin's to balance among multiple key aspects, so I'm sorry
    70. *        that your use cases have to be at least slightly sacrificed for
    71. *        performance stability and ease of use for intended and ordinary use
    72. *        cases, which are likely much more common and important. That's the
    73. *        main reason why decent RMMV plugin development proficiency is needed
    74. *        to fully utilize this plugin with creative and unintended uses.
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    Spoiler: Prerequisites
                    Code:       
    1. *      Abilities:
    2. *      1. Nothing special for most ordinary cases
    3. *         (No capability on Javascript ES5 experience but can still make
    4. *         reasonable guesses on readable novice codes up to 100 LoC scale)
    5. *      2. Little RMMV plugin development proficiency for more advanced uses
    6. *         (Elementary Javascript ES5 exposures being able to write beginner
    7. *         codes up to 300LoC scale)
    8. *      3. Some RMMV plugin development proficiency to fully utilize this
    9. *         plugin in intended ways
    10. *         (Basic knowledge on what RMMV plugin development does in general
    11. *         with several easy, simple and small plugins written without
    12. *         nontrivial bugs up to 1000 LoC scale but still being inexperienced)
    13. *      4. Decent RMMV plugin development proficiency to fully utilize this
    14. *         plugin with creative and unintended uses
    15. *         (Solid understanding on how RMMV plugin development works on its
    16. *         own in details with dozens of tolerable quality plugins written
    17. *         without nontrivial bugs with some up to 3000 LoC scale and being
    18. *         experienced)
    19. *      Knowledge:
    20. *      1. Basic knowledge on what the default RMMV editor does in general
    21. *      2. Basic knowledge on what the default RMMV battle system does in
    22. *         general on the user level
    23. *      3. Basic knowledge on what an ATB system does in general
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    Spoiler: Terms Of Use
                    Code:       
    1. *      1. Commercial use's always allowed and crediting me's always optional.
    2. *      2. You shall keep this plugin's Plugin Info part's contents intact.
    3. *      3. You shalln't claim that this plugin's written by anyone other than
    4. *         DoubleX or my aliases. I always reserve the right to deny you from
    5. *         using any of my plugins anymore if you've violated this.
    6. *      4. If you repost this plugin directly(rather than just linking back),
    7. *         you shall inform me of these direct repostings. I always reserve
    8. *         the right to request you to edit those direct repostings.
    9. *      5. CC BY 4.0, except those conflicting with any of the above, applies
    10. *         to this plugin, unless you've my permissions not needing follow so.
    11. *      6. I always reserve the right to deny you from using this plugin
    12. *         anymore if you've violated any of the above.
    复制代码


    Spoiler: Instructions
                    Code:       
    1. *      1. If you want to edit configurations instead of parameters, you must
    2. *         open the configuration plugin js file to access those
    3. *         configurations
    4. *      2. If you want to keep the current parameter values in the plugin
    5. *         manager upon using a newer parameter plugin version, you can rename
    6. *         the newer one of the parameter plugin to be that of the older one
    7. *      3. If you wish to use DoubleX RMMV Superlative ATB Unit Test, place it
    8. *         right below DoubleX RMMV Superlative ATB Implementation
    复制代码


    Spoiler: Contributors
                    Code:       
    1. *      Authors:
    2. *      1. DoubleX
    3. *      Plugin Development Collaborators:
    4. *      - None So Far
    5. *      Bug Reporters:
    6. *      - None So Far
    7. *      Compatibility Issue Raisers:
    8. *      - None So Far
    9. *      Feature Requesters:
    10. *      - None So Far
    复制代码


    Spoiler: Changelog
                    Code:       
    1. *      Parameters:
    2. *      - v0.15b(GMT 1400 3-Dec-2020):
    3. *        1. You no longer have to edit the value of
    4. *           DoubleX_RMMZ.Superlative_ATB_Parameters_File when changing the
    5. *           parameter plugin file name
    6. *      - v0.15a(GMT 0700 18-Aug-2020):
    7. *        1. Finished the Delay Module
    8. *        2. Added didDelayCounterEnd
    9. *      - v0.14a(GMT 1400 17-Aug-2020):
    10. *        1. Finished the Order Module
    11. *        2. Lets you set the font face, text color and align, opacity and
    12. *           windowskin for all news windows in this plugin
    13. *        3. Removed all useless text padding parameters for all new windows
    14. *           in this plugin
    15. *      - v0.13a(GMT 1400 26-Jul-2020):
    16. *        1. Finished the CTB module
    17. *        2. Added didFillCoreATB, didFillChargeATB and didFillCooldownATB
    18. *      - v0.12a(GMT 1400 25-Jul-2020):
    19. *        1. Finished the countdown module
    20. *        2. Added didDecreaseCountdownStateTurn and
    21. *           didIncreaseCountdownStateTurn in the event module
    22. *      - v0.11a(GMT 1300 23-Jul-2020):
    23. *        1. Finished the turn module
    24. *      - v0.10a(GMT 0900 23-Jul-2020):
    25. *        1. Finished the rate module
    26. *      - v0.09a(GMT 1400 22-Jul-2020):
    27. *        1. Finished the start module
    28. *      - v0.08a(GMT 0900 21-Jul-2020):
    29. *        1. Finished the speed module
    30. *      - v0.07a(GMT 1400 20-Jul-2020):
    31. *        1. Finished the reset module
    32. *      - v0.06a(GMT 0700 19-Jul-2020):
    33. *        1. Finished the event module
    34. *        2. Added more parameters for attaching actor ATB bars to the status
    35. *           window in the bar module
    36. *      - v0.05a(GMT 1000 27-Jun-2020):
    37. *        1. Finished the cooldown module
    38. *      - v0.04a(GMT 1500 19-Jun-2020):
    39. *        1. Finished the charge module
    40. *        2. Added _isBarVisibleNoteChainingRule and
    41. *           _isBarVisibleNotePriorities parameters in the bar module
    42. *      - v0.03a(GMT 1400 15-Jun-2020):
    43. *        1. Finished the bar module
    44. *      - v0.02a(GMT 1200 14-Jun-2020):
    45. *        1. Finished the wait module
    46. *      - v0.01a(GMT 1500 13-Jun-2020):
    47. *        1. Finished the hotkey module
    48. *      - v0.00a(GMT 1500 12-Jun-2020):
    49. *        1. Finished the core module
    50. *      Configurations:
    51. *      - v0.15a(GMT 0700 18-Aug-2020):
    52. *        1. Finished the Delay Module
    53. *        2. Added didDelayCounterEnd
    54. *      - v0.14a(GMT 1400 17-Aug-2020):
    55. *        1. Finished the Order Module
    56. *        2. Lets you set the font face, text color and align, opacity and
    57. *           windowskin for all news windows in this plugin
    58. *        3. Removed all useless text padding parameters for all new windows
    59. *           in this plugin
    60. *      - v0.13a(GMT 1400 26-Jul-2020):
    61. *        1. Finished the CTB module
    62. *        2. Added didFillCoreATB, didFillChargeATB and didFillCooldownATB
    63. *      - v0.12a(GMT 1400 25-Jul-2020):
    64. *        1. Finished the countdown module
    65. *        2. Added didDecreaseCountdownStateTurn and
    66. *           didIncreaseCountdownStateTurn in the event module
    67. *      - v0.11a(GMT 1300 23-Jul-2020):
    68. *        1. Finished the turn module
    69. *      - v0.10a(GMT 0900 23-Jul-2020):
    70. *        1. Finished the rate module
    71. *      - v0.09a(GMT 1400 22-Jul-2020):
    72. *        1. Finished the start module
    73. *      - v0.08a(GMT 0900 21-Jul-2020):
    74. *        1. Finished the speed module
    75. *      - v0.07a(GMT 1400 20-Jul-2020):
    76. *        1. Finished the reset module
    77. *      - v0.06a(GMT 0700 19-Jul-2020):
    78. *        1. Finished the event module
    79. *        2. Added more parameters for attaching actor ATB bars to the status
    80. *           window in the bar module
    81. *      - v0.05b(GMT 0200 13-Jul-2020):
    82. *        1. Corrected the documentations of thie configuration plugin
    83. *      - v0.05a(GMT 1000 27-Jun-2020)
    84. *        1. Finished the cooldown module
    85. *      - v0.04a(GMT 1500 19-Jun-2020):
    86. *        1. Finished the charge module
    87. *      - v0.03a(GMT 1400 15-Jun-2020):
    88. *        1. Finished the bar module
    89. *        2. Corrected the documentations of the Wait Module parameters
    90. *      - v0.02a(GMT 1200 14-Jun-2020):
    91. *        1. Finished the wait module
    92. *        2. Corrected the documentations of the Hotkey Module parameters
    93. *      - v0.01a(GMT 1500 13-Jun-2020):
    94. *        1. Finished the hotkey module
    95. *        2. Corrected the documentations of the Core Module parameters
    96. *      - v0.00a(GMT 1500 12-Jun-2020):
    97. *        1. Finished the core module
    98. *      Implementations:
    99. *      - v0.15b(GMT 0300 7-Dec-2020):
    100. *        1. Fixed the wrong this of the following Array prototype methods:
    101. *           i. fastFilter
    102. *           ii. fastMap
    103. *           iii. filterMap
    104. *           iv. mapFilter
    105. *           v. mapReduce
    106. *           vi. mapSome
    107. *        2. Fixed the x and y positions and opacity update bugs for discrete
    108. *           order battler sprites
    109. *      - v0.15a(GMT 0700 18-Aug-2020):
    110. *        1. Finished the Delay Module
    111. *        2. Added didDelayCounterEnd
    112. *      - v0.14a(GMT 1400 17-Aug-2020):
    113. *        1. Finished the Order Module
    114. *        2. Lets you set the font face, text color and align, opacity and
    115. *           windowskin for all news windows in this plugin
    116. *        3. Removed all useless text padding parameters for all new windows
    117. *           in this plugin
    118. *        4. Fixed mono chaining rules not working bug
    119. *      - v0.13a(GMT 1400 26-Jul-2020):
    120. *        1. Finished the CTB module
    121. *        2. Added didFillCoreATB, didFillChargeATB and didFillCooldownATB
    122. *      - v0.12a(GMT 1400 25-Jul-2020):
    123. *        1. Finished the countdown module
    124. *        2. Added didDecreaseCountdownStateTurn and
    125. *           didIncreaseCountdownStateTurn in the event module
    126. *        3. Battle turn clock second unit counter's stored in seconds instead
    127. *           of milliseconds
    128. *      - v0.11a(GMT 1300 23-Jul-2020):
    129. *        1. Finished the turn module
    130. *      - v0.10a(GMT 0900 23-Jul-2020):
    131. *        1. Finished the rate module
    132. *      - v0.09a(GMT 1400 22-Jul-2020):
    133. *        1. Finished the start module
    134. *      - v0.08a(GMT 0900 21-Jul-2020):
    135. *        1. Finished the speed module
    136. *      - v0.07a(GMT 1400 20-Jul-2020):
    137. *        1. Finished the reset module
    138. *        2. Fixed the corrupt notetag cache bug involving latestSkillItem
    139. *        3. Fixed the notetag cache invalidation not working at all bug
    140. *      - v0.06a(GMT 0700 19-Jul-2020):
    141. *        1. Finished the event module
    142. *        2. Added more parameters for attaching actor ATB bars to the status
    143. *           window in the bar module
    144. *        3. Plugin commands now support battler names with spaces
    145. *      - v0.05b(GMT 0200 13-Jul-2020):
    146. *        1. Added the ok SE upon successfully starting and ending a forced
    147. *           ATB charge
    148. *        2. Fixed the battle turn clock overflow crashing the game bug
    149. *        3. Fixed removing an actor not clearing the ATB states bug
    150. *        4. Fixed the cached battle turn clock parameters crashing the game
    151. *           bug
    152. *        5. Fixed not cancelling charges with skills banning cancel charge
    153. *           even when the charge ATB becomes negative bug
    154. *        6. Fixed a battler using a skill/item to add/remove restrictions on
    155. *           that battler not having item for cooldown bug
    156. *        7. Fixed a battler with more than 1 virtual action slots using a
    157. *           skill/item to cause that battler to become auto input still
    158. *           showing the actor command window in full ATB wait mode bug
    159. *        8. Fixed the notetag cache not detecting ATB phase change bug
    160. *        9. Fixed cooldown being instantly finished when the battler's
    161. *           refreshed bug
    162. *        10. Fixed game crashing upon changing actor equip bug
    163. *        11. Fixed a very severe memory leak in the notetag cache, ATB bars
    164. *            and force ATB frame update command and status windows
    165. *        12. Fixed some plugin commands not executing anything bug
    166. *        13. Fixed non actor plugin commands not executing anything bug
    167. *        14. Fixed plugin command expecting Number arguments having String
    168. *            counterparts instead bug
    169. *        15. Extracted the inputable actor business logic to Game_Party from
    170. *            BattleManager
    171. *        16. Increased the effectiveness and efficiency of the ATB bars
    172. *        17. Increased the effectiveness and efficiency of updating actor
    173. *            selections
    174. *      - v0.05a(GMT 1000 27-Jun-2020):
    175. *        1. Finished the cooldown module
    176. *      - v0.04a(GMT 1500 19-Jun-2020):
    177. *        1. Finished the charge module
    178. *        2. Added isBarVisible suffix: entry notetag in the bar module
    179. *        3. Documented what registration works need to be done when adding
    180. *           new parameters and notetags
    181. *        4. Fixed the force run/stop command window not being shown as
    182. *           disabled after pressing respectively hotkeys bug
    183. *        5. Increased the performance of ATB force status and command windows
    184. *           with _isParamFuncCached being on, especially for corresponding
    185. *           parameters being costly to run
    186. *      - v0.03a(GMT 1400 15-Jun-2020):
    187. *        1. Finished the bar module
    188. *        2. Added battler manipulation script call satbActTimes() and
    189. *           canMakeSATBCmds()
    190. *        3. Added sound feedbacks when using force ATB run/stop hoktey and
    191. *           command windows
    192. *        4. Added more visual feedbacks when using force ATB run/stop command
    193. *           windows
    194. *        5. Fixed the force ATB run/stop hotkey still working even when the
    195. *           Wait Module's disabled bug
    196. *        6. Fixed the ATB frame update wait conditions still working even
    197. *           when the Wait Module's disabled bug
    198. *      - v0.02a(GMT 1200 14-Jun-2020):
    199. *        1. Finished the wait module
    200. *      - v0.01a(GMT 1500 13-Jun-2020):
    201. *        1. Finished the hotkey module
    202. *        2. Added battler maniuplation script call fillUpCoreSATB() and
    203. *           coreSATBProportion()
    204. *        3. Fixed the battle turn clock always using all units to end the
    205. *           turn bug
    206. *        4. Fixed the base fill ATB rate and battle turn clock time counter
    207. *           using the render loop fps rather than the game loop fps bug
    208. *           (Graphics._fpsMeter.fps vs SceneManager._deltaTime)
    209. *      - v0.00a(GMT 1500 12-Jun-2020):
    210. *        1. Finished the core module
    211. *      Unit Tests:
    212. *      - v0.15b(GMT 0400 7-Dec-2020):
    213. *        1. Fixed wrong unit test check conditions for the x and y positions
    214. *           and opacity for discrete order battler sprites
    215. *      - v0.15a(GMT 0700 18-Aug-2020):
    216. *        1. Finished the Delay Module
    217. *        2. Added didDelayCounterEnd
    218. *      - v0.14a(GMT 1400 17-Aug-2020):
    219. *        1. Finished the Order Module
    220. *        2. Lets you set the font face, text color and align, opacity and
    221. *           windowskin for all news windows in this plugin
    222. *        3. Removed all useless text padding parameters for all new windows
    223. *           in this plugin
    224. *      - v0.13a(GMT 1400 26-Jul-2020):
    225. *        1. Finished the CTB module
    226. *        2. Added didFillCoreATB, didFillChargeATB and didFillCooldownATB
    227. *      - v0.12a(GMT 1400 25-Jul-2020):
    228. *        1. Finished the countdown module
    229. *        2. Added didDecreaseCountdownStateTurn and
    230. *           didIncreaseCountdownStateTurn in the event module
    231. *        3. Battle turn clock second unit counter's stored in seconds instead
    232. *           of milliseconds
    233. *      - v0.11a(GMT 1300 23-Jul-2020):
    234. *        1. Finished the turn module
    235. *      - v0.10a(GMT 0900 23-Jul-2020):
    236. *        1. Finished the rate module
    237. *        2. Removed some unit tests becoming redundant in this latest version
    238. *      - v0.09a(GMT 1400 22-Jul-2020):
    239. *        1. Finished the start module
    240. *      - v0.08a(GMT 0900 21-Jul-2020):
    241. *        1. Finished the speed module
    242. *        2. Removed a unit test that becomes tautological in latest version
    243. *      - v0.07a(GMT 1400 20-Jul-2020):
    244. *        1. Finished the reset module
    245. *      - v0.06a(GMT 0700 19-Jul-2020):
    246. *        1. Finished the event module
    247. *        2. Added more unit tests in the bar module
    248. *      - v0.05b(GMT 0200 13-Jul-2020):
    249. *        1. Added a test suite that can be executed as a script call
    250. *        2. Added logs with useful information at important timings
    251. *        3. Fixing failed integer checks falsely reported as failed
    252. *           nonnegative integer checks
    253. *        4. In sync with the latest implementation plugin version
    254. *      - v0.05a(GMT 1000 27-Jun-2020):
    255. *        1. Finished the cooldown module
    256. *        2. More useful contents are included in the failed test messages
    257. *      - v0.04a(GMT 1500 19-Jun-2020):
    258. *        1. Finished the charge module
    259. *        2. In sync with the latest implementation plugin version
    260. *      - v0.03a(GMT 1400 15-Jun-2020):
    261. *        1. Finished the bar module
    262. *        2. Added more tests for the wait module
    263. *      - v0.02a(GMT 1200 14-Jun-2020):
    264. *        1. Finished the wait module
    265. *      - v0.01a(GMT 1500 13-Jun-2020):
    266. *        1. Finished the hotkey module
    267. *      - v0.00a(GMT 1500 12-Jun-2020):
    268. *        1. Finished the core module
    269. *      Compatibilities:
    270. *      - v0.05a(GMT 0700 11-Dec-2020):
    271. *        1. Finished the delay module
    272. *        2. Lets players cancels actor cooldown by clicking the actor sprite
    273. *        3. Lets players cancels actor charge by clicking the actor sprite
    274. *      - v0.04a(GMT 0200 13-Jul-2020):
    275. *        1. Addressed compatibility issues with SEK_ChangeActor
    276. *        2. Added more Charge and Cooldown Module action sequences in
    277. *           YEP_BattleEngineCore
    278. *        3. Fixed the Cooldown Module action sequences not implemented in
    279. *           YEP_BattleEngineCore bug
    280. *      - v0.03a(GMT 1000 27-Jun-2020):
    281. *        1. Finished the cooldown module
    282. *        2. Added action sequences from charge module in YEP_BattleEngineCore
    283. *      - v0.02a(GMT 1500 19-Jun-2020):
    284. *        1. Finished the wait module(No nontrivial change has taken place)
    285. *        2. Finished the bar module(No nontrivial change has taken place)
    286. *        3. Finished the charge module
    287. *        4. Added action sequences from charge module in YEP_BattleEngineCore
    288. *        5. Addressed more compatibility issues with YEP_BattleEngineCore
    289. *      - v0.01a(GMT 1500 13-Jun-2020):
    290. *        1. Finished the hotkey module
    291. *        2. Fixed the battle turn clock action counter won't update bug when
    292. *           addressing compatibility issues with
    293. *           Yanfly Engine Plugins - Battle Engine Core
    294. *        3. New inputable actors can be selected by touching those actor
    295. *           sprites
    296. *      - v0.00a(GMT 1500 12-Jun-2020):
    297. *        1. Finished the core module
    298. *      Compatibility Tests:
    299. *      - v0.01a(GMT 0200 13-Jul-2020):
    300. *        1. Finished the hotkey module(No nontrivial change has taken place)
    301. *        2. Finished the wait module(No nontrivial change has taken place)
    302. *        3. Finished the bar module(No nontrivial change has taken place)
    303. *        4. Finished the charge module(No nontrivial change has taken place)
    304. *        5. Finished the cooldown module(No nontrivial change has taken place)
    305. *        6. Added compatibility tests for
    306. *           Yanfly Engine Plugins - Battle Engine Core
    307. *      - v0.00a(GMT 1500 12-Jun-2020):
    308. *        1. Finished the core module
    309. *      Documentations:
    310. *      - v0.15c(GMT 0700 11-Dec-2020):
    311. *        1. Fixed the following wrong documentations:
    312. *           Battler manipulations -
    313. *           i. setDelaySecCounter should be setSATBDelaySecCounter
    314. *           ii. addDelaySecCounter should be addSATBDelaySecCounter
    315. *           iii. multiplyDelaySecCounter should be
    316. *                multiplySATBDelaySecCounter
    317. *           iv. delaySecCounter should be satbDelaySecCounter
    318. *        2. Added the action sequence for the Delay Module in
    319. *           Yanfly Engine Plugins - Battle Engine Core
    320. *        3. Lets players cancels actor cooldown by clicking the actor sprite
    321. *        4. Lets players cancels actor charge by clicking the actor sprite
    322. *      - v0.15b(GMT 0400 7-Dec-2020):
    323. *        1. You no longer have to edit the value of
    324. *           DoubleX_RMMZ.Superlative_ATB_Parameters_File when changing the
    325. *           parameter plugin file name
    326. *        2. Fixed the wrong this of the following Array prototype methods:
    327. *           i. fastFilter
    328. *           ii. fastMap
    329. *           iii. filterMap
    330. *           iv. mapFilter
    331. *           v. mapReduce
    332. *           vi. mapSome
    333. *        3. Fixed the x and y positions and opacity update bugs for discrete
    334. *           order battler sprites
    335. *        4. Fixed wrong unit test check conditions for the x and y positions
    336. *           and opacity for discrete order battler sprites
    337. *      - v0.15a(GMT 0700 18-Aug-2020):
    338. *        1. Finished the Delay Module
    339. *        2. Added didDelayCounterEnd
    340. *      - v0.14a(GMT 1400 17-Aug-2020):
    341. *        1. Finished the Order Module
    342. *        2. Lets you set the font face, text color and align, opacity and
    343. *           windowskin for all news windows in this plugin
    344. *        3. Removed all useless text padding parameters for all new windows
    345. *           in this plugin
    346. *      - v0.13a(GMT 1400 26-Jul-2020):
    347. *        1. Finished the CTB module
    348. *        2. Added didFillCoreATB, didFillChargeATB and didFillCooldownATB
    349. *      - v0.12a(GMT 1400 25-Jul-2020):
    350. *        1. Finished the countdown module
    351. *        2. Added didDecreaseCountdownStateTurn and
    352. *           didIncreaseCountdownStateTurn in the event module
    353. *        3. Battle turn clock second unit counter's stored in seconds instead
    354. *           of milliseconds
    355. *      - v0.11a(GMT 1300 23-Jul-2020):
    356. *        1. Finished the turn module
    357. *      - v0.10a(GMT 0900 23-Jul-2020):
    358. *        1. Finished the rate module
    359. *        2. Removed some unit tests becoming redundant in this latest version
    360. *      - v0.09a(GMT 1400 22-Jul-2020):
    361. *        1. Finished the start module
    362. *      - v0.08a(GMT 0900 21-Jul-2020):
    363. *        1. Finished the speed module
    364. *        2. Removed a unit test that becomes tautological in latest version
    365. *      - v0.07a(GMT 1400 20-Jul-2020):
    366. *        1. Finished the reset module
    367. *      - v0.06a(GMT 0700 19-Jul-2020):
    368. *        1. Finished the event module
    369. *        2. Added more parameters for attaching actor ATB bars to the status
    370. *           window in the bar module
    371. *        3. Plugin commands now support battler names with spaces
    372. *      - v0.05b(GMT 0200 13-Jul-2020):
    373. *        1. Addressed compatibility issues with SEK_ChangeActor
    374. *      - v0.05a(GMT 1000 27-Jun-2020):
    375. *        1. Finished the cooldown module
    376. *      - v0.04a(GMT 1500 19-Jun-2020):
    377. *        1. Finished the charge module
    378. *        2. Added isBarVisible suffix: entry notetag in the bar module
    379. *        3. Added battler manipulation script calls to manipulate the battle
    380. *           turn clock counters
    381. *      - v0.03a(GMT 1400 15-Jun-2020):
    382. *        1. Finished the bar module
    383. *      - v0.02a(GMT 1200 14-Jun-2020):
    384. *        1. Finished the wait module
    385. *      - v0.01a(GMT 1500 13-Jun-2020):
    386. *        1. Finished the hotkey module
    387. *        2. Added battler maniuplation script call coreSATBProportion()
    388. *      - v0.00a(GMT 1500 12-Jun-2020):
    389. *        1. Finished the core module
    复制代码


    Demo


    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-rmmv-superlative-atb.126495/
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