Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.
My goal for this plugin is to make a battle system that is easy to understand and balance, and fast to play. One of my disappointments with the default battle system is how you need to process each actor's input before the actions are performed. This makes things feel sluggish. In addition, you could not adjust your tactics during the turn in response to how the battle was developing. I have noticed that some people have found difficulty balancing or understanding the turn mechanics in CTB and ATB scripts, so I believe the more predictable nature of this ITB script may be appreciated.
This script itself was based off of Yanfly's CTB script.
As mentioned in the script documentation, please remember to credit them should you use the script.
Set the battle type to itb in Yanfly's Battle Engine Core.
Set under Yanfly plugins.
You MUST turn Dynamic Actions off if you're using YEP Battle AI Core!
I should note that you shouldn't be using anything less than 100% for Action Times+ trait in states. You can, but it'll be considered 100% by the plugin. The reason for this is that I need to keep track of the action times+ states with every action, so having less than 100% is not very compatible. If you want a chance to add an extra action, apply that to the state itself (from skill/item effect) rather than the trait.
Compatibility
There's a good chance that this plugin is not very compatible with other plugins that either alter or are based off of a different turn structure. If you spot incompatibility and would like me to introduce either a compatibility patch or intergration of what that plugin offered, let me know.
Future Updates
I'd like to have the visible turn order also predict the new turn order when hovering over skills that would alter it.
Be able to have skills that have be charged up for x amount of turns before use.
Be able to have team-up skills that require two or more actors to use.