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[转载发布] DoubleX RMMV Popularized ATB Compatibility

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    2026-7-12 04:10
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    灌水之王

    发表于 3 天前 | 显示全部楼层 |阅读模式
    Note
    This plugin's available for commercial use

    Purpose
    Fixes DoubleX RMMV Popularized ATB compatibility issues

    Games using this plugin
    None so far

    Action Sequences
    Spoiler                Code:       
    1. *    # DoubleX RMMV Popularized ATB Core                           
    2. *      1. atb val: Target Typing, Operator Value                  
    3. *         - Use Operator to assign Value to the atb value of targets included
    4. *           by Target Typing, which can be any Target Typing supported by
    5. *           Action Sequences that targets battlers not cooling down
    6. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    7. *           by, subtract by, multiply by, divide by or modulo by respectively
    8. *      2. atb val %: Target Typing, Operator Value                 
    9. *         - Use Operator to assign Value% of the maximum atb value to the atb
    10. *           value of targets included by Target Typing, which can be any
    11. *           Target Typing supported by Action Sequences that targets battlers
    12. *           not cooling down                                       
    13. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    14. *           by, subtract by, multiply by, divide by or modulo by respectively
    15. *      3. reset atb val: Target Typing                             
    16. *         - Resets the atb value of targets included by Target Typing, which
    17. *           can be any Target Typing supported by Action Sequences, to the
    18. *           maximum atb value in delay fill mode and 0 if otherwise
    19. *      4. reset atb: Target Typing                                 
    20. *         - Clears all actions of targets included by Target Typing, which
    21. *           can be any Target Typing supported by Action Sequences
    22. *    # DoubleX RMMV Popularized ATB Charge                        
    23. *      1. charge val: Target Typing, Operator Value               
    24. *         - Use Operator to assign Value to the charge value of targets
    25. *           included by Target Typing, which can be any Target Typing
    26. *           supported by Action Sequences that targets battlers charging
    27. *           actions                                               
    28. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    29. *           by, subtract by, multiply by, divide by or modulo by respectively
    30. *      2. charge val %: Target Typing, Operator Value            
    31. *         - Use Operator to assign Value% of the maximum atb value to the
    32. *           charge value of targets included by Target Typing, which can be
    33. *           any Target Typing supported by Action Sequences that targets
    34. *           battlers charging actions                             
    35. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    36. *           by, subtract by, multiply by, divide by or modulo by respectively
    37. *    # DoubleX RMMV Popularized ATB Cooldown                       
    38. *      1. cooldown val: Target Typing, Operator Value            
    39. *         - Use Operator to assign Value to the cooldown value of targets
    40. *           included by Target Typing, which can be any Target Typing
    41. *           supported by Action Sequences that targets battlers cooling down
    42. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    43. *           by, subtract by, multiply by, divide by or modulo by respectively
    44. *      2. cooldown val %: Target Typing, Operator Value           
    45. *         - Use Operator to assign Value% of the maximum atb value to the
    46. *           cooldown value of targets included by Target Typing, which can be
    47. *           any Target Typing supported by Action Sequences that targets
    48. *           battlers cooling down                                 
    49. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    50. *           by, subtract by, multiply by, divide by or modulo by respectively
    51. *    # DoubleX RMMV Popularized ATB Countdown                     
    52. *      1. countdown clock: Target Typing, Operator Value State     
    53. *         - Use operator to assign Value to the number of frames as the
    54. *           countdown clock of state with id State for targets included by
    55. *           Target Typing, which can be any any Target Typing supported by
    56. *           Action Sequences that targets battlers having said state
    57. *         - The fps is assumed to be always 60                     
    58. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    59. *           by, subtract by, multiply by, divide by or modulo by respectively
    60. *      2. countdown freeze: Target Typing, Flag State            
    61. *         - Assign Flag, which is either true or false, to set whether the
    62. *           countdown clock of state with id State is frozen for targets
    63. *           included by Target Typing, which can be any any Target Typing
    64. *           supported by Action Sequences that targets battlers having said
    65. *           state                                                
    66. *    # DoubleX RMMV Popularized ATB Delay                        
    67. *      1. delay frame: Target Typing, Operator Value               
    68. *         - Use Operator to assign Value to the number of frames as delay for
    69. *           targets included by Target Typing, which can be any Target Typing
    70. *           supported by Action Sequences                        
    71. *         - The fps is assumed to be always 60                     
    72. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    73. *           by, subtract by, multiply by, divide by or modulo by respectively
    74. *    # DoubleX RMMV Popularized ATB Reset                        
    75. *      1. reset val: Target Typing, Operator Value                 
    76. *         - Use Operator to assign Value to the atb reset value for targets
    77. *           included by Target Typing, which can be any Target Typing
    78. *           supported by Action Sequences                        
    79. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    80. *           by, subtract by, multiply by, divide by or modulo by respectively
    81. *      2. reset val %: Target Typing, Operator Value               
    82. *         - Use Operator to assign Value% of the maximum atb value to the atb
    83. *           reset value for targets included by Target Typing, which can be
    84. *           any Target Typing supported by Action Sequences      
    85. *         - Operator can be either =, +, -, *, / or %, meaning set to, add
    86. *           by, subtract by, multiply by, divide by or modulo by respectively
    复制代码






    Addressed Plugins
    Spoiler*    # (v1.05a+)Yanfly Engine Plugins - Battle Artificial Intelligence Core
    *      1. The last action in the enemy AI priority list will still be
    *         executed even when no actions in the list fulfill their conditions
    *         - Reference tag: YEP_BattleAICore_ClearInvalidAIActions
    *         - Extended BattleManager.add_patb_action_battler and
    *           Game_Enemy.prototype.setAIPattern to clear all those invalid
    *           actions
    *         - This fix might cause some other compatibility issues with some
    *           other plugins extending or rewriting makeActions
    *    # (v1.04a+)Yanfly Engine Plugins - Battle Engine Extension -
    *      Animated Sideview Enemies
    *      1. The ATB bars in DoubleX RMMV Popularized ATB Bar are needlessly
    *         mirrored as well when mirroring animated sideview enemies
    *         - Reference tag: YEP_X_AnimatedSVEnemies_UnmirrorMirroredATBBars
    *         - Extended Window_Patb_Bar.prototype.updateBar to mirror the ATB
    *           bars again if their parents are mirrored
    *         - This fix might cause minor performance issues on low-end mobiles
    *    # (v1.02a+)Yanfly Engine Plugins - Target Extension - Selection Control
    *      1. The enemy window freezes when the current inputable actor becomes
    *         not inputable
    *         - Reference tag: YEP_X_SelectionControl_StopUnlockingEnemyWindow
    *         - Extended Scene_Battle.prototype.close_patb_selection_windows to
    *           stop closing the enemy window upon the aforementioned event
    *      2. (v1.02b+)The currently inputable actor changes when picking targets
    *         - Reference tag: YEP_X_SelectionControl_NewStatusWindowIndex
    *         - Added get property patb_index in Window_BattleStatus
    *         - Extended Window_BattleStatus.prototype.select to use a new
    *           variable to store the index that are not affected by selecting
    *           targets
    *         - Extended Window_BattleEnemy.prototype.hide and
    *           Window_BattleEnemy.prototype.select to select targets without
    *           changing the new index
    *    # (v1.01a+)MOG_BattleHud:
    *      1. The ATB bar doesn't gather any DoubleX RMMV Popularized ATB data
    *         - Reference tag: MOG_BattleHud_PATB_Data
    *         - Rewritten Battle_Hud.prototype.update_at to support cooldown too
    *         - Extended Battle_Hud.prototype.at, Battle_Hud.prototype.max_at,
    *           Battle_Hud.prototype.cast_at, Battle_Hud.prototype.cast_max_at
    *           and Battle_Hud.prototype.is_casting to support atb and charge
    *         - Added Battle_Hud.prototype.cooldown_at,
    *           Battle_Hud.prototype.cooldown_max_at,
    *           Battle_Hud.prototype.is_cooling_down and
    *           Battle_Hud.prototype.is_max_cooldown to support cooldown
    *      2. (v1.01b+) The actor window isn't fully shown
    *         - Reference tag: MOG_BattleHud_Actor_Window
    *         - Removed Scene_Battle.prototype.update_patb_window_positions to
    *           let MOG_BattleHud handle the actor window position
    *      3. (v1.02b+)The original status window will be shown when the current
    *         inputable actor becomes not inputable
    *         - Reference tag: MOG_BattleHud_StopShowingStatusWindow
    *         - Extended Scene_Battle.prototype.close_patb_selection_windows to
    *           stop showing the status window upon the aforementioned event
    *    # Yanfly Engine Plugins - Battle Engine Core:
    *      1. All battler actions are recreated upon starting actor inputs
    *         - Reference tag: YEP_BattleEngineCore_StopRecreateAction
    *         - Stopped calling BattleManager.createActions when patb's effective
    *      2. Valid actions don't execute at all
    *         - Reference tag: YEP_BattleEngineCore_HandleNewPhases
    *         - Extended BattleManager.can_update_patb_process to handle new
    *           phases added by Yanfly Engine Plugins - Battle Engine Core
    *      3. The battler's atb's reset right after executing 1 action already
    *         - Reference tag: YEP_BattleEngineCore_StopAllActsEnd
    *         - Stopped calling Game_Battler.prototype.on_all_patb_acts_end when
    *           the battler still has actions
    *      4. Skills/Items targeting all/random allies/enemies are confirmed
    *         before the target selection's complete
    *         - Reference tag: YEP_BattleEngineCore_StopConfirmAllRandomSelection
    *         - Removed all Game_Action.prototype.confirm_patb_item contents
    *         - (v1.00c+) Stopped this fix when Select Help Window is false
    *      5. Right now wait_cond_code full and force run atb are still
    *         functioning as act
    *         - Due to BattleManager.can_update_patb_process to handle new phases
    *           added by Yanfly Engine Plugins - Battle Engine Core
    *      6. (v1.00e+) Subsequent actions of an all-selection one all wrongly
    *         mark all party/troop members
    *         - Reference tag: YEP_BattleEngineCore_StopWrongAllSelections
    *         - Extended Scene_Battle.prototype.select_next_patb_command to stop
    *           marking actions as all selections
    *      7. (v1.03b+) The sprite of the currently inputable actor will return
    *         to its home position when any action performs its finish sequence
    *         - Reference tag: YEP_BattleEngineCore_StopInputableActorReturnHome
    *         - Extended Game_Battler.prototype.spriteReturnHome to disable this
    *           function for the currently inputable actor
    *      8. (v1.03c+) The target help window remains when the actor's dead
    *         - Reference tag: YEP_BattleEngineCore_CloseInvalidTargetHelpWindow
    *         - Added Window_Help.prototype.deselect and extended
    *           Scene_Battle.prototype.patb_selection_windows to close the stale
    *           help window
    *      9. (v1.03d+) The skill/item target help window doesn't show
    *         - Reference tag: YEP_BattleEngineCore_ShowHelpWindow
    *         - Extended commandSkill, commandItem, selectActorSelection and
    *           selectActorSelection to explicitly open the help window
    *      10. (v1.03d+) The selection and help window lost info after refresh
    *         - Reference tag: YEP_BattleEngineCore_UpdateSelectionHelpWindow
    *         - Extended refresh_patb_windows to reselect the selection windows
    *           and update their respective help windows
    *      11. (v1.03e+) The <= patb reset: val> notetag always reset the ATB
    *          value to 0
    *          - Reference tag: YEP_BattleEngineCore_StopSubjectOnAllActsEnd
    *          - Extended BattleManager.endAction to stop calling onAllActionsEnd
    *            twice for the action execution subject
    *      12. (v1.03f+) The visuals of action sequences of actor sprites will be
    *          reset when there are other inputable actors
    *          - Reference tag: YEP_BattleEngineCore_StopRefreshBattlerMotion
    *          - Rewritten Game_Battler.prototype.requestMotionRefresh to stop
    *            refreshing the motions of battler sprites when executing the
    *            action sequences




    Video

    https://www.youtube.com/embed/aoBI3DaE3g8

    Prerequisites
    Plugins:
    1. DoubleX RMMV Popularized ATB Core
    Abilities:
    1. Nothing special

    Instructions
    Place this plugin below all DoubleX RMMV Popularized ATB addons

    Terms Of Use
    You shall keep this plugin's Plugin Info part's contents intact
    You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases
    None of the above applies to DoubleX or his/her aliases

    Changelog
    Spoiler*      v1.05a(GMT 0600 26-12-2022):
    *      1. Compatible With Yanfly Engine Plugins - Battle Artificial
    *         Intelligence Core
    *      v1.04a(GMT 0500 1-1-2022):
    *      1. Compatible With Yanfly Engine Plugins - Battle Engine Extension -
    *         Animated Sideview Enemies
    *      v1.03f(GMT 0700 23-6-2021):
    *      1. Fixed the visuals of the action sequences of actor sprites being
    *         reset when other actors are inputable bug
    *      v1.03e(GMT 0700 19-6-2020):
    *      1. Fixed the <= patb reset: val> notetag always resetting the ATB to 0
    *         with Yanfly Engine Plugins - Battle Engine Core bug
    *      v1.03d(GMT 0300 14-5-2020):
    *      1. Fixed target cursor disappearing when the windows' refreshed
    *      2. Fixed skill/item/target help window not showing after it's closed
    *      v1.03c(GMT 0400 28-4-2020):
    *      1. Fixed not closing the target help window when the actor's dead with
    *         Yanfly Engine Plugins - Battle Engine Core enabled
    *      v1.03b(GMT 0200 7-9-2017):                                    
    *      1. Fixed returning the sprite of the currently inputable actor to its
    *         home position when an action performs its finish sequence   
    *         compatiblity issue                                          
    *      v1.03a(GMT 0400 27-8-2017):                                 
    *      1. Supports Action Sequences in                             
    *         Yanfly Engine Plugins - Battle Engine Core               
    *      2. Fixed more changing currently inputable actor with      
    *         Yanfly Engine Plugins - Target Extension - Selection Control
    *         compatibility issues                                    
    *      v1.02b(GMT 1400 26-8-2017):                              
    *      1. Fixed showing status window with MOG_BattleHud compatility issue
    *      2. Fixed changing currently inputable actor with         
    *         Yanfly Engine Plugins - Target Extension - Selection Control
    *         compatibility issue                                   
    *      v1.02a(GMT 1400 13-8-2017):                             
    *      1. Compatible with                                    
    *         Yanfly Engine Plugins - Target Extension - Selection Control
    *      v1.01b(GMT 0400 11-8-2017):                           
    *      1. Fixed the wrong actor window position bug when using skills/items
    *         on party members                                   
    *      v1.01a(GMT 0500 10-8-2017):                       
    *      1. Compatible with MOG_BattleHud                 
    *      v1.00e(GMT 1200 5-8-2017):                  
    *      1. Fixed the next action incorrectly highlighting all members in the
    *         same party/troop after using an party/troop targeting skill/item
    *      v1.00d(GMT 1500 11-8-2016):                  
    *      1. In sync with the latest DoubleX RMMV Popularized ATB Core version
    *      v1.00c(GMT 1400 9-8-2016):                  
    *      1. Fixed skills/items not needing selections not working when
    *         Select Help Window in Yanfly Engine Plugins - Battle Engine Core is
    *         set as false                              
    *      v1.00b(GMT 0400 16-7-2016):                  
    *      1. PATB Hotkey supports selecting inputable actors via touch input
    *         when Yanfly Engine Plugins - Battle Engine Core is used with
    *         Visual Actor Select being set as true as well
    *         Mouse Over applies to PATB Hotkey as well
    *      v1.00a(GMT 1600 12-4-2016):                  
    *      1. 1st version of this plugin finished




    Download Link
    DoubleX RMMV Popularized ATB Compatibility


    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-popularized-atb-compatibility.60360/
    天天去同能,天天有童年!
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