<?xml version="1.0"?>
<rss version="2.0"><channel><title>Completed Scripts/Plugins/etc. Latest Topics</title><link>https://www.rpgmakercentral.com/forum/245-completed-scriptspluginsetc/</link><description>Completed Scripts/Plugins/etc. Latest Topics</description><language>en</language><item><title><![CDATA[Player Turn & Move]]></title><link>https://www.rpgmakercentral.com/topic/15995-player-turn-move/</link><description><![CDATA[
<p><strong><span style="font-size:18px;">Player Turn &amp; Move</span></strong><br /><strong>Version: </strong>1.0<br /><strong>Author:</strong> SirBilly (silentkingdom.com)<br /><strong>Date: </strong>9 June 2013<br /> <br /><strong>Introduction</strong><br />This Script makes your character turn and face the direction to move before moving in the chosen direction just like in the pokemon games.<br /> <br /> <br /><strong>Features</strong></p>
<p>Ability to change delay time.</p>
<p> <br /><strong><span style="font-size:14px;">Screenshot</span></strong><br />none<br /> <br /><br /><strong>How to Use</strong><br /><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Copy into materials, but above main</span></span><br /><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Plug'N'Play, with optional customization</span></span><br /> <br /> <br /><strong>Script</strong><br /><a href="http://silentkingdom.com/rgss3-scripts/SK_Player_Turn_And_Move.txt" rel="external nofollow">Get it here</a></p>
<p> </p>
<p>Script to use with <a href="http://rpgmakervxace.net/topic/1002-khas-pixel-movement/?hl=%2Bpixel+%2Bmovement" rel="external nofollow">Khas Pixel Movement</a>  - <a href="http://silentkingdom.com/rgss3-scripts/SK_Player_Turn_And_Move_KPM.txt" rel="external nofollow">Get it here</a><br />Script to use with <a href="http://rpgmakervxace.net/topic/1309-sapphire-action-system-iv/" rel="external nofollow">Sapphire Action System IV</a>  - <a href="http://silentkingdom.com/rgss3-scripts/SK_Player_Turn_And_Move_SAS.txt" rel="external nofollow">Get it here</a><br /> <br /><span style="font-size:14px;"><strong>Terms of Use</strong></span><br />*  Free to use for both commercial and non-commercial projects.<br /> * Do not claim this as your own.<br /> * Crediting me in the game's credits would be appreciated.</p>
<p> </p>
]]></description><guid isPermaLink="false">15995</guid><pubDate>Mon, 10 Jun 2013 18:46:00 +0000</pubDate></item><item><title>Event Position: Fine Tuning</title><link>https://www.rpgmakercentral.com/topic/3231-event-position-fine-tuning/</link><description><![CDATA[
<p style="text-align:center;"><strong><span style="font-size:14px;">Eventing: Fine Tuning v3.2</span><br />
By V.M.</strong></p>
<strong><span style="font-size:14px;">Introduction</span></strong><br />
You know what's boring? Having to conform to the guidelines set before you!<br />
Really though, this adds a feature to fine tune the x, y position of an event's sprite through a script call in set move route<br /><br />
And now more!!<br />
Now you can set the rotation, hue, zoom, as well as mirror effect or rotation of events!<br />
 <br />
And even more... waypoints and fades and self_switches and more!<br />
And yet more.. like special jump and move commands that just make cutscenes easier<br /><br /><strong><span style="font-size:14px;">Features</span></strong><br />
- Fine tune the x, y position of an event's sprite through a script call<br />
- Set rotation, hue, zoom, mirror effect, or rotation of events as well!<br />
- Set move routes using waypoints<br />
- Easily fade in and out events, change self_switches from within set move route, or randomly teleport<br /><br /><strong><span style="font-size:14px;">Screenshots</span></strong><br />
You should look at these, really <img src="http://forums.rpgmakerweb.com/public/style_emoticons/default/biggrin.png" alt="biggrin.png" /><br /><div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents"><p><br />
Lonely Couple Before:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/BeforeA1-1.png" alt="BeforeA1-1.png" /><br /><br />
Happy Couple After:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/AfterA1.png" alt="AfterA1.png" /><br /><br />
Typical Boring Line Up:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/BeforeB1.png" alt="BeforeB1.png" /><br /><br />
Fine Tuned Boring Line Up:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/AfterB1-2.png" alt="AfterB1-2.png" /><br /><br />
Stupid Stool:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/BeforeC1.png" alt="BeforeC1.png" /><br /><br />
Good Stool:<br /><img src="http://i1175.photobucket.com/albums/r624/SumptuarySpade/AfterC1.png" alt="AfterC1.png" /><br /></p></div>
</div>
<p><br /><br /><strong><span style="font-size:14px;">How to Use</span></strong><br />
Place script in.<br />
In any set move route command, use the script calls listed in the script usage section<br /><br /><strong><span style="font-size:14px;">Demo</span></strong><br />
A project with a single map showing several of the endless uses for this script! Isn't that fancy?<br />
You can download it here: <a href="http://www.mediafire.com/?wuqeqz2hocytrrk" rel="external nofollow">Download</a> (v3.1)<br /><br /><strong><span style="font-size:14px;">Script</span></strong><br />
Convenient Pastebin: <a href="http://pastebin.com/LZAph3gS" rel="external nofollow">Here</a><br /><br /><strong><span style="font-size:14px;">FAQ</span></strong><br />
None At The Moment<br /><br /><strong><span style="font-size:14px;">Credit and Thanks</span></strong><br />
- By V.M. of D.T.<br />
- Free to use in any project with credit given<br /><br /><strong><span style="font-size:14px;">Author's Notes</span></strong><br />
Nothing now.</p>
]]></description><guid isPermaLink="false">3231</guid><pubDate>Sat, 28 Apr 2012 02:23:59 +0000</pubDate></item><item><title>Throw Items away</title><link>https://www.rpgmakercentral.com/topic/2083-throw-items-away/</link><description><![CDATA[
<p></p>
<div style="text-align:center;"><p><span style="font-size:24px;"><strong>Throw Items away v1.0</strong></span></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><strong>by Claimh</strong></p></div>
<p></p>
<p></p>
<p> </p>
<p></p>
<div style="text-align:center;"><p><strong>translated and edited by Albic</strong></p></div>
<p></p>
<p></p>
<p> </p>
<p> </p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Introduction</strong></span></p>
<p>This script allows you to throw items away by pressing "A" in the Item Menu</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Features</strong></span></p>
<p>- You can throw items away</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Screenshots</strong></span></p>
<p>Don't be angry, cause' of the german Names...</p>
<p><img src="http://dl.dropbox.com/u/34828470/throwaway.png" alt="throwaway.png" /></p>
<p> </p>
<p><strong><span style="text-decoration:underline;">How to Use</span></strong></p>
<p>- Paste the script above main</p>
<p> </p>
<p><strong><span style="text-decoration:underline;">Script</span></strong></p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p></p>
<pre class="ipsCode">#==============================================================================
# ~~Throw Items Away~~															 v1.0 (26/03/2012)
#==============================================================================
# Script by:
#		Claimh
#
# Translation by:
#		Albic
#==============================================================================
# Terms of use:
# * You are allowed to use this script in commercial and non-commercial products,
#   but if you use it in a commercial product, you have to send me an e-mail, to
#   let me know to: "albic@spellcraftgaming.net"!
#
# * You are allowed to edit everything for yourself, but you are not allowed to
#   post this script as yours or post it at other websites without permission!
#
# * You have to credit me and Claimh as well!
#
# * You have to have a link to Code Crush:
#   http://www4.plala.or.jp/findias/codecrush/
#=============================================================================


#==============================================================================
# â–  Window_ItemList
#==============================================================================
class Window_ItemList &lt; Window_Selectable
 #--------------------------------------------------------------------------
 # â— Handling processing such as decision and cancellation
 #--------------------------------------------------------------------------
 def process_handling
return unless open? &amp;&amp; active
return call_handler(:append_x)   if handle?(:append_x) &amp;&amp; Input.trigger?(:X)
super
 end
end

#==============================================================================
# â–  Window_ItemNumber
#==============================================================================
class Window_ItemNumber &lt; Window_ShopNumber
 #--------------------------------------------------------------------------
 # â— Open instance variable
 #--------------------------------------------------------------------------
 attr_reader   :number				   # The input quantity
 #--------------------------------------------------------------------------
 # â— Object initialization
 #--------------------------------------------------------------------------
 def initialize
x = (Graphics.width - window_width) / 2
super(x, 200, line_height*2 + 32)
@item = nil
@max = 1
@number = 1
 end
 #--------------------------------------------------------------------------
 # â— Setting of item and maximum quantity
 #--------------------------------------------------------------------------
 def set(item, max)
@item = item
@max = max
@number = 1
refresh
 end
 #--------------------------------------------------------------------------
 # â— Refresh
 #--------------------------------------------------------------------------
 def refresh
contents.clear
contents.draw_text(0, 0, 200, line_height, "Throw away:")
draw_item_name(@item, 4, line_height)
draw_number
 end
 #--------------------------------------------------------------------------
 # â— Y-coordinate of item name display line
 #--------------------------------------------------------------------------
 def item_y
line_height
 end
end


#==============================================================================
# â–  Scene_Item
#==============================================================================
class Scene_Item &lt; Scene_ItemBase
 #--------------------------------------------------------------------------
 # â— Start processing
 #--------------------------------------------------------------------------
 alias start_dump start
 def start
start_dump
create_item_dump_window
 end
 #--------------------------------------------------------------------------
 # â— Compilation of item window
 #--------------------------------------------------------------------------
 alias create_item_window_dump create_item_window
 def create_item_window
create_item_window_dump
@item_window.set_handler(:append_x, method(:on_item_dump))
 end
 #--------------------------------------------------------------------------
 # â— Compilation of item several selective windows
 #--------------------------------------------------------------------------
 def create_item_dump_window
@number_window = Window_ItemNumber.new
@number_window.viewport = @viewport
@number_window.hide
@number_window.set_handler(:ok,	 method(:on_number_ok))
@number_window.set_handler(:cancel, method(:on_number_cancel))
 end
 #--------------------------------------------------------------------------
 # â— Item(You throw away)
 #--------------------------------------------------------------------------
 def on_item_dump
if item_dumpable?
  Sound.play_ok
  @number_window.set(item, max_item)
  @number_window.show.activate
  @item_window.deactivate
else
  Sound.play_buzzer
end
 end
 #--------------------------------------------------------------------------
 # â— Quantity input (decision)
 #--------------------------------------------------------------------------
 def on_number_ok
Sound.play_ok
do_item_dump(@number_window.number)
@number_window.hide
activate_item_window
 end
 #--------------------------------------------------------------------------
 # â— Quantity input (cancellation)
 #--------------------------------------------------------------------------
 def on_number_cancel
Sound.play_cancel
@number_window.hide
activate_item_window
 end
 #--------------------------------------------------------------------------
 # â— Throw away
 #--------------------------------------------------------------------------
 def do_item_dump(number)
$game_party.lose_item(item, number)
 end
 #--------------------------------------------------------------------------
 # â— The decision which throws away the item
 #--------------------------------------------------------------------------
 def item_dumpable?
item.is_a?(RPG::Item) ? !item.key_item? : (!item.nil?)
 end
 #--------------------------------------------------------------------------
 # â— Acquisition of the frequency of possession
 #--------------------------------------------------------------------------
 def max_item
$game_party.item_number(item)
 end
end

</pre>
<div></div>
<p></p>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="text-decoration:underline;">Credit</span></strong></p>
<p>- Albic</p>
<p> </p>
<p> </p>
<p><span style="text-decoration:underline;"><strong>Terms of use</strong></span></p>
<p>- You are not allowed to post this script at any other forum without my AND Claimh's permission</p>
<p> </p>
<p>- You have to credit me and Claimh as well!</p>
<p> </p>
<p>- You have to have a link to Code Crush;</p>
<p>  <a href="http://www4.plala.or.jp/findias/codecrush/" rel="external nofollow">http://www4.plala.or...dias/codecrush/</a></p>
]]></description><guid isPermaLink="false">2083</guid><pubDate>Mon, 26 Mar 2012 19:26:32 +0000</pubDate></item><item><title>Word Wrapping Message Boxes</title><link>https://www.rpgmakercentral.com/topic/6964-word-wrapping-message-boxes/</link><description><![CDATA[
<p>Has anyone ever found it annoying to manually break up text to fit in the message boxes, especially if you start tweaking with the game resolution or the text box sizes? Well, I sure have. It's rather annoying to me that simple word wrapping is beyond the capability of the vx ace engine... but no more for I bring ye, yonder script to solve yon problem! It also adds a few new escape sequences and a optional HTML-like whitespace mode that converts linebreaks to spaces. More features (like possibly a option to get rid of leading/trailing spaces for a line) may come in the future.</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p></p>
<pre class="ipsCode prettyprint">#========================================================================
# ** Word Wrapping Message Boxes, by: KilloZapit
#------------------------------------------------------------------------
# Changes message boxes so it will automatically wrap long lines.
#
# Note: I consider this script to be public domain, and put no
# restrictions on it's use whatsoever. My only request is that
# a link back to the script is provided so more people can
# access it if they want to.
#
# Version the Second:
#   Now strips color codes and icon codes so they don't break words.
#   Also calculates icon width along with text width for words.
# Version the Third:
#   Now also strips delays and other timing related codes.
#   Splits for non-icon control codes before counting icons.
#   Control codes can now break lines in case of font changes.
#   Added some comments to clarify some code.
# Version the Forth:
#   Fixed a small bug that might cause a error when counting icons.
#   Added a small notice for copyright questions.
# Version the Fifth:
#   Added "collapse" mode, which elimanates extra spaces.
#   Can now use "whitespace" mode outside of wordwrap mode if needed.
# Version the Sixth:
#   Fixed problems with collapsed whitespace not wraping words right.
# Version the Seventh:
#   Added option to add a margin to the right hand side of the window.
#------------------------------------------------------------------------
# Also adds the following new escape sequences:
#
# \ww  - Word Wrap: turns word wrap on if it's off
# \nw  - No Wrap: Turns word wrap off
# \ws  - WhiteSpace mode: Converts newlines to spaces (like HTML)
# \nl  - New Line: Preserves hard returns
# \cs  - Collapse whiteSpace: Eliminates extra spaces (also like HTML)
# \pre - PRE-formatted: Preserves spaces
# \br  - line BRake: manual newline for whitespace mode
# \rm  - Right Margin: extra space on the right side of the window
#========================================================================

# Standard config module.
module KZIsAwesome
  module WordWrap

    # change this if you don't want wordwrap on by default.
    DEFAULT_WORDWRAP = true

    # change this if you want white space mode on by default.
    DEFAULT_WHITESPACE = false
   
    # change this if you want white space mode on by default.
    DEFAULT_COLLAPSE = true
    
    # change this to add a right margin to the window.
    DEFAULT_RIGHT_MARGIN = 0

  end
end

class Window_Base &lt; Window
  include KZIsAwesome::WordWrap

  alias_method :initialize_kz_window_base, :initialize
  def initialize(x, y, width, height)
    initialize_kz_window_base(x, y, width, height)
    @wordwrap = DEFAULT_WORDWRAP
    @convert_newlines = DEFAULT_WHITESPACE
    @collapse_whitespace = DEFAULT_COLLAPSE
    @right_margin = DEFAULT_RIGHT_MARGIN
    @lastc = "\n"
  end

  alias_method :process_character_kz_window_base, :process_character
  def process_character(c, text, pos)
    c = ' ' if @convert_newlines &amp;&amp; c == "\n"
    if @wordwrap &amp;&amp; c =~ /[ \t]/
      c = '' if @collapse_whitespace &amp;&amp; @lastc =~ /[\s\n\f]/
      if pos[:x] + get_next_word_size(c, text) &gt; contents.width - @right_margin
        process_new_line(text, pos)
      else
        process_normal_character(c, pos)
      end
      @lastc = c
    else
      @lastc = c
      process_character_kz_window_base(c, text, pos)
    end
  end

  def get_next_word_size(c, text)
    # Split text by the next space/line/page and grab the first split
    nextword = text.split(/[\s\n\f]/, 2)[0]
    if nextword
      icons = 0
      if nextword =~ /\e/i
        # Get rid of color codes and YEA Message system outline colors
        nextword = nextword.split(/\e[oOcC]+\[\d*\]/).join
        # Get rid of message timing control codes
        nextword = nextword.split(/\e[\.\|\^&lt;&gt;!]/).join
        # Split text by the first non-icon escape code
        # (the hH is for compatibility with the Icon Hues script)
        nextword = nextword.split(/\e[^iIhH]+/, 2)[0]
        # Erase and count icons in remaining text
        nextword.gsub!(/\e[iIhH]+\[[\d,]*\]/) do
          icons += 1
          ''
        end if nextword
      end
      wordsize = (nextword ? text_size(c + nextword).width : text_size( c ).width)
      wordsize += icons * 24
    else
      wordsize = text_size( c ).width
    end
    return wordsize
  end

  alias_method :process_escape_character_kz_window_base, :process_escape_character
  def process_escape_character(code, text, pos)
    case code.upcase
    when 'WW'
      @wordwrap = true
    when 'NW'
      @wordwrap = false
    when 'WS'
      @convert_newlines = true
    when 'NL'
      @convert_newlines = false
    when 'CS'
      @collapse_whitespace = true
    when 'PRE'
      @collapse_whitespace = false
    when 'BR'
      process_new_line(text, pos)
      @lastc = "\n"
    when 'RM'
      @right_margin = obtain_escape_param(text)
    else
      process_escape_character_kz_window_base(code, text, pos)
    end
    # Recalculate the next word size and insert line breaks
    # (Needed primarily for font changes)
    if pos[:x] + get_next_word_size('', text) &gt; contents.width
      process_new_line(text, pos)
    end
  end

end</pre>
</div>
</div>
<p> </p>
<p> </p>
<p>Edit: Now up to version SEVEN! Six is afraid of it!)</p>
]]></description><guid isPermaLink="false">6964</guid><pubDate>Tue, 11 Sep 2012 08:18:50 +0000</pubDate></item><item><title>$D13x Teleport</title><link>https://www.rpgmakercentral.com/topic/15317-d13x-teleport/</link><description><![CDATA[
<p></p>
<div style="text-align:center;">
<p><strong><span style="font-size:14px;">$D13x Teleport</span></strong></p>
<br /><strong>Dekita</strong>
</div>
<p></p>
<p><br /><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Introduction</span></strong></span></p>
<p> This script enables a reasonably animated teleportation scene.<br /> Each teleport location can cost gold.<br /> Easy script calls to add/remove each teleport location and<br /> disable/enable each available teleport location.<br /><br /> This script also replicates the "Search" feature from FF10.<br /> This feature allows the player to "search" the map for specific co-ordinates,<br /> if certain co-ordinates are found it will activate/enable a new<br /> location.</p>
<p><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Screenshots</span></strong></span></p>
<p><img src="http://i1259.photobucket.com/albums/ii544/DekitaRPG/TeleSceneImg_zpse3e23b37.png" alt="TeleSceneImg_zpse3e23b37.png" /></p>
<p><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">How to Use</span></strong></span></p>
<p>Place Below "Materials" and above "Main".</p>
<p>Place images in Graphics\\System folder.</p>
<p><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Demo</span></strong></span></p>
<p>No Demo yet...<br /><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Script + Images</span></strong></span></p>
<p><a href="http://dekitarpg.wordpress.com/2013/05/16/d13x-teleport/" rel="external nofollow">LINK</a></p>
<p><br /><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Credit and Thanks</span></strong></span><br />- Dekita / DekitaRPG</p>
<p> </p>
]]></description><guid isPermaLink="false">15317</guid><pubDate>Thu, 16 May 2013 13:23:08 +0000</pubDate></item><item><title>Basic Real Time (System Time)</title><link>https://www.rpgmakercentral.com/topic/3238-basic-real-time-system-time/</link><description><![CDATA[
<p></p>
<div style="text-align:center;">
<p><strong><span style="font-size:14px;">Basic Real Time (System Time) v1.0</span></strong></p>
<p><strong>by V.M.</strong></p>
</div>
<p></p>
<p></p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Introduction</span></strong></span></p>
<p> </p>
<p>Simple module to provide a series of functions and escape characters to incorporate system time into games.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Features</span></strong></span></p>
<p>- Use conditional branches to activate or not based on current date or time</p>
<p>- Incorporate current date or time within message boxes</p>
<p>- Use current date and time within scripts</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">How to Use</span></strong></span></p>
<p>Plug and play and read.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Script</span></strong></span></p>
<p>Convenient Pastebin: <a href="http://pastebin.com/VNJd8HYs" rel="external nofollow">Here</a></p>
<p>Not so convenient but more helpful link here: <a href="http://adf.ly/BZemR" rel="external nofollow">Here</a></p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">FAQ</span></strong></span></p>
<p>None at the moment.</p>
<p> </p>
<p><span style="text-decoration:underline;"><strong><span style="font-size:14px;">Credit and Thanks</span></strong></span></p>
<p>- By V.M. of D.T.</p>
<p>- Free to use in any project with credit given</p>
]]></description><guid isPermaLink="false">3238</guid><pubDate>Sat, 28 Apr 2012 04:48:27 +0000</pubDate></item><item><title>DoubleX_RMMV_RMMZ_Event_Text_Extractor</title><link>https://www.rpgmakercentral.com/topic/43111-doublex_rmmv_rmmz_event_text_extractor/</link><description><![CDATA[
<p>
	<strong>Note</strong>
</p>

<p>
	This plugin works for both RMMV and RMMZ
</p>

<p>
	 
</p>

<p>
	<strong>Purpose</strong>
</p>

<p>
	Lets you extract texts in events/common events/battle events to txt file
</p>

<p>
	 
</p>

<p>
	<strong>Video</strong>
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="113" src="https://www.youtube.com/embed/xDjqmoJAZk4?feature=oembed" width="200"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Games using this plugin</strong>
</p>

<p>
	None so far
</p>

<p>
	 
</p>

<p>
	<strong>Parameters</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln"> * @param fileName
 * @type string
 * @desc Sets the name of the txt file having those extracted texts
 * @default Extracted Event Texts
 *
 * @param filePath
 * @type string
 * @desc Sets the path of the txt file having those extracted texts
 * Leaving it empty means placing the file at project root directory
 * @default</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
	</p>
<p>
		<strong>Prerequisites</strong>
	</p>


<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Abilities:
		</p>

		<p>
			1. Nothing special
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Terms Of Use</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln">*      1. Commercial use's always allowed and crediting me's always optional.
*      2. You shall keep this plugin's Plugin Info part's contents intact.
*      3. You shalln't claim that this plugin's written by anyone other than
*         DoubleX or my aliases. I always reserve the right to deny you from
*         using any of my plugins anymore if you've violated this.
*      4. If you repost this plugin directly(rather than just linking back),
*         you shall inform me of these direct repostings. I always reserve
*         the right to request you to edit those direct repostings.
*      5. CC BY 4.0, except those conflicting with any of the above, applies
*         to this plugin, unless you've my permissions not needing follow so.
*      6. I always reserve the right to deny you from using this plugin
*         anymore if you've violated any of the above.</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
	</p>
<p>
		<strong>Contributors</strong>
	</p>


<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln">*      Authors:
*      1. DoubleX
*      Plugin Development Collaborators:
*      - None So Far
*      Bug Reporters:
*      - None So Far
*      Compatibility Issue Raisers:
*      - None So Far
*      Feature Requesters:
*      - None So Far</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
	</p>
<p>
		<strong>Changelog</strong>
	</p>


<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln"> *      { codebase: "1.4.4", plugin: "v1.00a" }(2022 Apr 15 GMT 1300):
 *      1. 1st version of this plugin finished</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
	</p>
<p>
		<a href="https://github.com/Double-X/DoubleX-RMMZ/blob/master/DoubleX_RMMV_RMMZ_Event_Text_Extractor.js" rel="external nofollow"><strong>Download Link</strong></a>
	</p>


<p>
	<a href="https://github.com/Double-X/DoubleX-RMMZ-Demo" rel="external nofollow"><strong>Demo Link</strong></a>
</p>
]]></description><guid isPermaLink="false">43111</guid><pubDate>Sun, 17 Apr 2022 01:52:38 +0000</pubDate></item><item><title>Theo - Limited Inventory</title><link>https://www.rpgmakercentral.com/topic/24050-theo-limited-inventory/</link><description><![CDATA[
<p style="text-align:center;"><span style="font-family:arial, helvetica, sans-serif;"><strong><span style="font-size:24px;">Limited Inventory</span></strong></span><br />Version : 1.4<br />Type : System add-on</p>
<p style="text-align:center;"> </p>
<p><strong>Introduction :</strong><br />This script allow you to limit your inventory by overall possesed items instead of individual item<br /><br /><strong>Features :</strong></p>
<ul><li>Limit inventory by overall possesed item</li>
<li>Each item may have their own size / weight</li>
<li>You may increase or decrease inventory limit using states or equipment</li>
<li>Ability to discard item in item menu</li>
<li>Define your own formula to determine inventory limit</li>
<li>Penalty for having overburdened like slower movement / disable dash <span style="color:#006400;"><strong>*New</strong></span>
</li>
<li>The rest of features is written in script</li>
</ul><p><strong>Screenshots :</strong><br /></p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents"><p><img src="http://3.bp.blogspot.com/-kuPP_aKGwig/UhDrfPdBbHI/AAAAAAAABMk/ziL9QOiS53I/s400/limited01.jpg" alt="limited01.jpg" /><br /><img src="http://2.bp.blogspot.com/-8449bOTP6Nw/UhDrfR4PbxI/AAAAAAAABMo/t8qOmt1fM2c/s400/limited02.jpg" alt="limited02.jpg" /><br /><img src="http://2.bp.blogspot.com/-RCvyWyy9L7w/UhDsO90jLlI/AAAAAAAABM0/4mNCJbNuZJo/s400/limited03.jpg" alt="limited03.jpg" /></p></div>
</div>
<p><br /> <br /><strong>Script:</strong><br />The script is too long. <a href="https://github.com/theoallen/RGSS3/blob/master/Limited%20Inventory%20(ENG).rb" rel="external nofollow">Grab it here</a><br /> <br /><strong>How to use:</strong><br />Put this script below material but above main<br />If you're using YEA - Shop Option, put it below that script<br />Edit configurations and the notetags as described inside the script<br /><br /><strong>Credit:</strong><br />Credit me as TheoAllen</p>
]]></description><guid isPermaLink="false">24050</guid><pubDate>Tue, 20 May 2014 03:10:43 +0000</pubDate></item><item><title>Army Manager</title><link>https://www.rpgmakercentral.com/topic/16109-army-manager/</link><description><![CDATA[
<p style="text-align:center;"><strong><span style="font-size:14px;">Army Manager - Version 1.0</span><br>
Galv</strong></p>
<strong><span style="font-size:14px;">Introduction</span></strong><br>
A request from Rue, who is making a tactical battle system using Gubid's TBS script. So this script is not designed for standard rpgs. While I don't think there are many TBS games out there, I released this anyway for anyone interested.<br><br><br><strong><span style="font-size:14px;">Features</span></strong><br>
A menu scene designed for use with tactical battle games in mind - used to organise/manage an army of actors. It displays your party members in rows of 6 and allows you to:<br>
- Reposition the actor in the party<br>
- Dismiss actors (cannot dismiss your last actor)<br>
- Go direct to any scene using customizable menu commands (including direct to actor specific scenes like equip and status for the selected actor)<br>
- Disable/enable commands for specific actors (for example, order and dismiss if you want that actor to never be able to move or leave the party)<br>
- Display army name and some other details about the army.<br>
- Show actor/class specific icons (possible uses: male/female icon... or an icon to signify an actor's element). Show equipped weapon icon.<br>
- Call scene with a script call.<br><br><br><strong><span style="font-size:14px;">Screenshots</span></strong><br><img src="http://i217.photobucket.com/albums/cc79/Galveraxe/army-manager_zps32bcc54a.jpg" alt="army-manager_zps32bcc54a.jpg"><img src="http://i217.photobucket.com/albums/cc79/Galveraxe/army-manager2_zps5de79ba2.jpg" alt="army-manager2_zps5de79ba2.jpg"><br><br><br><strong><span style="font-size:14px;">How to Use</span></strong><br>
1. Place script under Materials and above Main.<br>
2. Read script instructions and settings to learn how to use.<br>
3. Make sure to start a new game after adding the script.<br><br><br><strong><span style="font-size:14px;">Script</span></strong><br><a href="http://galvs-scripts.com/galvs-army-manager/" rel="external nofollow">Get it here</a><br><br><br><strong><span style="font-size:14px;">Credit and Thanks</span></strong><br>
- Galv<br>
- Requested by Rue<br><br><br><strong><span style="font-size:14px;">Updates</span></strong><br>
2013-06-15 - Version 1.0 - Released]]></description><guid isPermaLink="false">16109</guid><pubDate>Sat, 15 Jun 2013 06:14:25 +0000</pubDate></item><item><title>Items Class Restriction</title><link>https://www.rpgmakercentral.com/topic/26740-items-class-restriction/</link><description><![CDATA[
<p style="text-align:center;"><span style="font-size:24px;">Szyu's Items Class Restriction</span></p>
<p> </p>
<p><span style="font-size:18px;">Introduction</span></p>
<div>Easily specify items, weapons and armors, which can only be used/equipped by certain classes</div>
<p> </p>
<p> </p>
<p><span style="font-size:18px;">How to Use</span></p>
<div>An item's note have to contain one of these:</div>
<div><pre class="ipsCode prettyprint">
&lt;classes: x&gt; # This will allow specified classes to use this item
&lt;!classes: x&gt; # This will forbit specified classes to use this item</pre></div>
<div>Seperate multiple classes with ','!</div>
<div>Allowed Database Items, which can be restricted by this script:</div>
<div>- Items</div>
<div>- Weapons</div>
<div>- Armors</div>
<div> </div>
<div>If There is none of those tags in the items note, every class is permitted to use or equip this item!</div>
<div> </div>
<div>Same goes wie &lt;actors: x&gt; and &lt;!actors&gt; for restricting items, weapons and armors for actors.</div>
<p> </p>
<p><span style="font-size:18px;">Links</span></p>
<p><a href="http://adf.ly/rYIZm" rel="external nofollow"><span style="font-size:18px;">Pastebin via Adf.ly if you want to support me</span></a><br /><a href="http://pastebin.com/fh3CyaVn" rel="external nofollow">Pastebin direct</a></p>
<p> </p>
<p> </p>
<p><span style="font-size:18px;">Credits</span></p>
<p>Credits to <span style="color:rgb(47,79,79);"><strong>Szyu </strong></span>if you plan to use this script.</p>
<p> </p>
<p><span style="font-size:18px;">Changelog</span></p>
<p>- Fixed problem when the player's party's size is larger than 1</p>
<p>- Added function for restricting by actors</p>
<p>- Fixed bug where actors and classes could use restricted items in battle</p>
]]></description><guid isPermaLink="false">26740</guid><pubDate>Thu, 28 Aug 2014 16:19:29 +0000</pubDate></item><item><title>[CGMZ] Screenshots</title><link>https://www.rpgmakercentral.com/topic/43102-cgmz-screenshots/</link><description><![CDATA[
<p style="text-align:center;">
	<span style="font-size:26px;"><strong>CGMZ Screenshots</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong>By: Casper Gaming</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:12px;"><strong>Last Update: 3/29/2022</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:12px;"><strong>Latest Version: 1.0.0</strong></span>
</p>

<p>
	<span><span style="font-size:18px;">Introduction</span></span>
</p>

<p>
	Lets you take screenshots within the game. Screenshots can capture the game screen and be saved directly to computer or prompted to save at the user's choice location for web-hosted games.
</p>

<p>
	<span><span style="font-size:18px;">Features</span></span>
</p>

<ul>
	<li>
		Capture accurate screenshots of the game window
	</li>
	<li>
		Automatic creation of screenshot files for downloaded games
	</li>
	<li>
		Prompt to download for web-hosted games
	</li>
</ul>

<p>
	<span style="font-size:18px;">Screenshots</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			The following screenshots were taken using the plugin:
		</p>

		<p>
			<img alt="Uh16KNd.png" class="ipsImage" height="624" src="https://i.imgur.com/Uh16KNd.png" width="816" />
		</p>

		<p>
			<img alt="CI3yP0Z.png" class="ipsImage" height="624" src="https://i.imgur.com/CI3yP0Z.png" width="816" />
		</p>

		<p>
			<img alt="uDPzVou.png" class="ipsImage" height="624" src="https://i.imgur.com/uDPzVou.png" width="816" />
		</p>

		<p>
			<img alt="PpOad9J.png" class="ipsImage" height="624" src="https://i.imgur.com/PpOad9J.png" width="816" />
		</p>
	</div>
</div>

<p>
	<span><span style="font-size:18px;">How to Use</span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin.</span></span></span>
</p>

<p>
	<span><span style="font-size:18px;">Plugin</span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Plugin (along with all my other plugins) can be found here: <a href="https://www.caspergaming.com/plugins/cgmz/screenshots" rel="external nofollow">https://www.caspergaming.com/plugins/cgmz/screenshots</a></span></span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Requires CGMZ Core which can be found here: <a href="https://www.caspergaming.com/plugins/cgmz/core/" rel="external nofollow">https://www.caspergaming.com/plugins/cgmz/core/</a></span></span></span>
</p>

<p>
	<span><span style="font-size:18px;">Credit &amp; Terms</span></span>
</p>

<p>
	<a href="https://www.caspergaming.com/terms-of-use/" rel="external nofollow">https://www.caspergaming.com/terms-of-use/</a>
</p>

<p>
	<span style="font-size:18px;">Version Info</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Version 1.0.0:<br />
			- Initial Release
		</p>
	</div>
</div>
]]></description><guid isPermaLink="false">43102</guid><pubDate>Tue, 29 Mar 2022 21:53:39 +0000</pubDate></item><item><title>GD Localization - Simple l18n extension for RMMV</title><link>https://www.rpgmakercentral.com/topic/43101-gd-localization-simple-l18n-extension-for-rmmv/</link><description><![CDATA[
<p>
	Hi all! This is an addon I've been making and maintaining alongside my game. Something I noticed was that RPG Maker is pretty lacking when it comes to localization support - text is scattered across tons of different JSON files and is very tightly integrated with other game data. It makes it tough for a third party to localize, and also ties localization to game data in a way that makes it extremely tough to switch languages without basically switching to a different copy of the game.
</p>

<p>
	So GD Localization resolves this by centralizing all of a game's localization data into simple csv files in the data/lang folder. It makes it simple and easy to edit a game's localizations in any standard spreadsheet app (OpenOffice, Excel, Google Sheets, etc), and also makes it easy to switch languages at runtime (you can switch languages from script commands in an event, and GD Localization also adds a new language option to RPG Maker's built in options window). GD Localization also adds support for localizing image, sound, and video resources too.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><em><strong>Plugin Parameters</strong></em></span>
</p>

<ul>
	<li>
		<em><strong>Directory for language files</strong></em> - this is the directory where language files should be stored, relative to your game's base directory. The default is to put files in /data/lang
	</li>
	<li>
		<em><strong>Directory to search for per-map language files</strong></em> - this is the directory where per-map language files should be stored. They should be named the same as the map's name (NOT its display name) with ".csv" appended (for example, if your map is MAP001, the associated language file would be MAP001.csv and would be put in this directory). The default is to put per-map files in /data/lang/maps
	</li>
	<li>
		<em><strong>Default files to load for localization</strong></em> - A list of default localization files which are loaded immediately on game startup
	</li>
	<li>
		<strong><em>List of supported language codes</em></strong> - A list of language codes which are supported by the game. This is used by the options screen to show a list of languages to choose from.
	</li>
	<li>
		<strong><em>Default language code</em></strong> - The default language to set. The default is "en-us"
	</li>
	<li>
		<strong><em>Key column name</em></strong> - The name of the column to look for localization keys. The default is "Key"
	</li>
	<li>
		<strong><em>Localize image &amp; sound resources</em></strong> - If true, allows images, videos, &amp; sound files to be redirected depending on the current language. The default is "true"
	</li>
	<li>
		<strong><em>Strict error mode</em></strong> - When strict mode is enabled, if any key cannot be located in currently loaded localization files an error will be displayed. Otherwise, the error will be silently logged to the console. The default is "false"
	</li>
</ul>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><em><strong>Usage</strong></em></span>
</p>

<p>
	Anywhere you'd put text which would be displayed to the player (actor names, nicknames, profiles, item names &amp; descriptions, skill messages, event show text, system terms, etc), you can simply put in a token of the form {{PUT_KEY_HERE}}. The localization plugin will search all currently loaded localization data for a row with a key column value of PUT_KEY_HERE, and will substitute that token with the value of the current language column. If the key could not be found, or there is no language column for the current language, it will simply paste in the text PUT_KEY_HERE unless strict mode is enabled (in which case an error will be displayed and the game halted).<br />
	<br />
	You can also parameterize text. For example, if the localized text of PUT_KEY_HERE is "Test message: %1 %2 %3", you can do this: {{PUT_KEY_HERE:"parameter 1" "parameter 2" "parameter 3"}} and each quoted text will be used to replace %1, %2, and %3 respectively.<br />
	<br />
	For image, video, &amp; sound resources, instead of defining an arbitrary key you will put the original path to the resource in the Key column, and put a redirected path in the language column.<br />
	At runtime, calls to load these resources will automatically be redirected to the correct path depending on the selected language.
</p>

<p>
	The format of the localization spreadsheets is simple: the top row of your spreadsheet contains column names, and should at least contain a Keys column as well as one column per language code. I also recommend having a Description column to notate the purpose &amp; context of the text, and a Comment column to notate any other details - for example, MSG_OBTAIN_ITEM might include a comment specifying that %1 is the name of the item that was obtained. Each following row contains a text key which will be replaced, and one translation for each language. See the included example spreadsheets for details.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><em><strong>Installation</strong></em></span>
</p>

<p>
	Download the repository as a ZIP (Code -&gt; Download Zip button) and extract it somewhere. Copy the js/plugins/GDLocalization.js file into your game's plugins folder, then optionally copy the data/lang folder into your game's data folder.
</p>

<p>
	 
</p>

<p>
	<span style="font-size:18px;"><em><strong>Script calls</strong></em></span>
</p>

<p>
	These can be called either from event script calls, or from other plugins
</p>

<pre class="ipsCode prettyprint lang-javascript prettyprinted">
<span class="pln">L18NManager</span><span class="pun">.</span><span class="pln">getLanguage</span><span class="pun">(</span><span class="pln">langCode</span><span class="pun">)</span><span class="pln">       </span><span class="com">// get the current language code</span><span class="pln">
L18NManager</span><span class="pun">.</span><span class="pln">setLanguage</span><span class="pun">(</span><span class="pln">langCode</span><span class="pun">)</span><span class="pln">       </span><span class="com">// set the current language code</span><span class="pln">
L18NManager</span><span class="pun">.</span><span class="pln">getLanguageList</span><span class="pun">()</span><span class="pln">           </span><span class="com">// get the list of supported languages</span><span class="pln">
L18NManager</span><span class="pun">.</span><span class="pln">loadLanguageFile</span><span class="pun">(</span><span class="pln">langFile</span><span class="pun">)</span><span class="pln">  </span><span class="com">// load translations from the given localization file</span><span class="pln">
L18NManager</span><span class="pun">.</span><span class="pln">localizeText</span><span class="pun">(</span><span class="pln">text</span><span class="pun">)</span><span class="pln">          </span><span class="com">// replace special tokens of the form {{KEY}} in the given text with translations fetched from all loaded localization files</span><span class="pln">
L18NManager</span><span class="pun">.</span><span class="pln">localizeResource</span><span class="pun">(</span><span class="pln">url</span><span class="pun">)</span><span class="pln">       </span><span class="com">// return the path to the localized version of the given resource url, or the original url if that resource is not localized or resource localization is disabled</span></pre>

<p>
	 
</p>

<p>
	Anyway, the source code is here in case it's useful! You can do whatever you want, commercial or noncommercial. Attribution is not required, but appreciated!
</p>

<p>
	<a href="https://github.com/GlaireDaggers/GD-Localization-For-RMMV" rel="external nofollow">GD Localization For RMMV</a>
</p>
]]></description><guid isPermaLink="false">43101</guid><pubDate>Sat, 26 Mar 2022 02:32:45 +0000</pubDate></item><item><title>DoubleX RMMV Popularized ATB Clock</title><link>https://www.rpgmakercentral.com/topic/36957-doublex-rmmv-popularized-atb-clock/</link><description><![CDATA[
<p>
	<strong>Note</strong>
</p>

<p>
	This plugin's available for commercial use
</p>

<p>
	 
</p>

<p>
	<strong>Purpose</strong>
</p>

<p>
	Lets users show the battle turn clock, unit and count in battle
</p>

<p>
	 
</p>

<p>
	<strong>Games using this plugin</strong>
</p>

<p>
	None so far
</p>

<p>
	 
</p>

<p>
	<strong>Configurations</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode">

 * @param show_turn_clock_window
 * @desc Setups a window in battle showing the battle turn clock, unit and
 *       count if show_turn_clock_window is set as true
 * @default true
 *
 * @param turn_clock_window_x
 * @desc Sets the x position of the battle turn clock window as
 *       turn_clock_window_x
 * @default 0
 *
 * @param turn_clock_window_y
 * @desc Sets the y position of the battle turn clock window as
 *       turn_clock_window_y
 * @default 168
 *
 * @param turn_clock_window_width
 * @desc Sets the width of the battle turn clock window as
 *       turn_clock_window_width
 * @default 400
 *
 * @param turn_clock_window_height
 * @desc Sets the height of the battle turn clock window as
 *       turn_clock_window_height
 * @default 60
 *
 * @param turn_clock_text_size
 * @desc Sets the size of the text shown in the battle turn clock window as
 *       turn_clock_text_size
 * @default 20
 *
 * @param turn_clock_text_x
 * @desc Sets the x position of the text shown in the battle turn clock window
 *       as turn_clock_text_x
 * @default 0
 *
 * @param turn_clock_text_y
 * @desc Sets the y position of the text shown in the battle turn clock window
 *       as turn_clock_text_x
 * @default -8
 *
 * @param turn_clock_text_act
 * @desc Sets the text showing that the clock unit's action as
 *       turn_clock_text_act
 * @default Action
 *
 * @param turn_clock_text_sec
 * @desc Sets the text showing that the clock unit's second as
 *       turn_clock_text_sec
 * @default Frame
 *
 * @param turn_clock_text_unavailable
 * @desc Sets the text showing that the clock unit's unavailable as
 *       turn_clock_text_unavailable
 * @default Stopped
 *
 * @param turn_clock_bar_x
 * @desc (v1.01a+)Sets the x offset of the turn clock bar as turn_clock_bar_x
 * @default 0
 *
 * @param turn_clock_bar_y
 * @desc (v1.01a+)Sets the y offset of the turn clock bar as turn_clock_bar_y
 * @default 0
 *
 * @param turn_clock_bar_width
 * @desc (v1.01a+)Sets the width of the turn clock bar as turn_clock_bar_width
 * @default 360
 *
 * @param turn_clock_bar_height
 * @desc (v1.01a+)Sets the height of the turn clock bar as turn_clock_bar_height
 * @default 54
 *
 * @param turn_clock_bar_back_color
 * @desc (v1.01a+)Sets the color of the turn clock back bar as
 *       turn_clock_bar_back_color
 *       turn_clock_bar_back_color must return a valid text color code
 * @default 15
 *
 * @param turn_clock_bar_color1
 * @desc (v1.01a+)Sets the 1st color of the turn clock bar as
 *       turn_clock_bar_color1
 *       turn_clock_bar_color1 must return a valid text color code
 * @default 7
 *
 * @param turn_clock_bar_color2
 * @desc (v1.01a+)Sets the 2nd color of the turn clock bar as
 *       turn_clock_bar_color2
 *       turn_clock_bar_color2 must return a valid text color code
 * @default 8</pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Plugin Calls</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="pln"> </span><span class="pun">*</span><span class="pln">    </span><span class="com"># Configuration manipulations                                           </span><span class="pln">
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> $gameSystem</span><span class="pun">.</span><span class="pln">patb</span><span class="pun">.</span><span class="pln">param                                             
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Returns</span><span class="pln"> the </span><span class="kwd">value</span><span class="pln"> </span><span class="kwd">of</span><span class="pln"> param listed </span><span class="kwd">in</span><span class="pln"> the plugin manager          
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> $gameSystem</span><span class="pun">.</span><span class="pln">patb</span><span class="pun">.</span><span class="pln">param </span><span class="pun">=</span><span class="pln"> val                                       
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Sets</span><span class="pln"> the </span><span class="kwd">value</span><span class="pln"> </span><span class="kwd">of</span><span class="pln"> param listed </span><span class="kwd">in</span><span class="pln"> the plugin manager </span><span class="kwd">as</span><span class="pln"> val      
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>All</span><span class="pln"> $gameSystem</span><span class="pun">.</span><span class="pln">patb</span><span class="pun">.</span><span class="pln">param changes will be saved                 </span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Video</strong>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=l9-IX16T9Gg" rel="external nofollow">https://www.youtube.com/watch?v=l9-IX16T9Gg</a>
</p>

<p>
	 
</p>

<p>
	<strong>Prerequisites</strong>
</p>

<p>
	Plugins:
</p>

<p>
	1. <a href="http://www.rpgmakervxace.net/topic/35902-doublex-rmmv-popularized-atb-core/" rel="external nofollow">DoubleX RMMV Popularized ATB Core</a>
</p>

<p>
	Abilities:
</p>

<p>
	1. Little Javascript coding proficiency to fully utilize this plugin
</p>

<p>
	 
</p>

<p>
	<strong>Terms Of Use</strong>
</p>

<p>
	You shall keep this plugin's Plugin Info part's contents intact
</p>

<p>
	You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases
</p>

<p>
	None of the above applies to DoubleX or his/her aliases
</p>

<p>
	 
</p>

<p>
	<strong>Changelog</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode">

 *      v1.01a(GMT 1200 25-3-2022):
 *      1. Added the following parameters:
 *         - turn_clock_bar_x
 *         - turn_clock_bar_y
 *         - turn_clock_bar_width
 *         - turn_clock_bar_height
 *         - turn_clock_bar_back_color
 *         - turn_clock_bar_color1
 *         - turn_clock_bar_color2
 *      v1.00b(GMT 0400 3-7-2016):                                            
 *      1. Fixed below configuration changes not taking place in same battle:
 *         - turn_clock_window_x                                              
 *         - turn_clock_window_y                                              
 *         - turn_clock_window_width                                          
 *         - turn_clock_window_height                                         
 *         - turn_clock_text_size                                             
 *         - turn_clock_text_x                                                
 *         - turn_clock_text_y                                                
 *      2. Increased this plugin's effectiveness, efficiency and flexibility 
 *      v1.00a(GMT 1000 24-1-2016):                                           
 *      1. 1st completed version of this plugin finished                      </pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Download Link</strong>
</p>

<p>
	<a href="http://pastebin.com/hEjUyYnY" rel="external nofollow">DoubleX RMMV Popularized ATB Clock</a>
</p>

<p><a class="ipsAttachLink" href="//www.rpgmakercentral.com/applications/core/interface/file/attachment.php?id=21517">DoubleX RMMV Popularized ATB Clock v101a.js</a></p>]]></description><guid isPermaLink="false">36957</guid><pubDate>Sun, 24 Jan 2016 11:01:26 +0000</pubDate></item><item><title>Lost Script Reuploads (for those of us who got on the train late)</title><link>https://www.rpgmakercentral.com/topic/40866-lost-script-reuploads-for-those-of-us-who-got-on-the-train-late/</link><description><![CDATA[
<p>Alright, so here's the skivvy on lost scripts.</p>
<p> </p>
<p>It even says in most of them so link back to the original thread, don't repost, etcetera, but in times like these, when Dropbox decides to kill a download for their asinine reasons, or if a script writer decides to f*ck off their project, or whatever, there has to be a workaround. The Wayback Machine (<a href="https://archive.org" rel="external nofollow">https://archive.org</a>) is awesome, but not foolproof (since it is user-driven and must be used by the people wanting to save these webpages for later perusing), so, is there an alternate method? </p>
<p> </p>
<p>Yes, yes there is; you take these lost snippets of wonderful and useful information...</p>
<p> </p>
<p>And group them all together, which I am doing here.</p>
<p> </p>
<p>I will add to this list as I come across dead script links, and (hopefully) find ways around them.</p>
<p> </p>
<p>I will also repoint to the original post, if possible. (Don't expect this though.)</p>
<p> </p>
<p>Anyway, and without further ado...Scripts!</p>
<p> </p>
<p> </p>
<p>Mr.Bubblewand - Blood Magic (victim of Asinine Dropbox)</p>
<p> </p>
<p> </p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<p></p>
<pre class="ipsCode prettyprint lang-auto"># â•”â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•¤â•â•â•â•â•â•â•¤â•â•â•â•â•â•â•â•â•â•â•â•—
# â•‘ Blood Magic â”‚ v1.1 â”‚ (1/04/12) â•‘
# â•šâ•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•â•§â•â•â•â•â•â•â•§â•â•â•â•â•â•â•â•â•â•â•â•
# Script by:
# Mr. Bubble ( <a href="http://mrbubblewand.wordpress.com/" rel="external nofollow">http://mrbubblewand.wordpress.com/</a> )
# Thanks to:
# Yanfly, whose scripts and designs I heavily referenced in order
# to learn RGSS3 and make this script
# VXA Help File
#--------------------------------------------------------------------------
# - What is Blood Magic? / What are Blood Mages?
#
# "Every mage can feel the dark lure of blood magic. Originally
# learned from demons, these dark rites tap into the power of blood,
# converting life into mana and giving the mage command over the minds
# of others. Such power comes with a price, though; a blood mage must
# sacrifice his/her own health, or the health of allies, to fuel these
# abilities." - Dragon Age: Origins, Blood Mage specialization description
#
# Blood magic is a form of magic that uses the power inherent in blood to
# fuel spellcasting. To put it simply, Blood Magic is the ability to use HP
# to cast skills instead of MP. This essentially increases the battler's
# effective MP.
#
# - What makes Blood Magic different from giving skills a simple HP cost?
#
# The main reason why Blood Magic is incredibly effective in the Dragon Age
# series is the option to have the MP to HP conversion ratio become
# even more efficient through passive skills or equipment bonuses. However,
# these pieces of gear were generally hard to come by.
#
# Blood Magic MP to HP conversions are done from a 1:x MP to HP ratio
# where x is the total blood magic bonus value of the caster. This means that
# the higher the bonus, the more "effective MP" the battler potentially has.
#
# For example, if the caster's Blood Magic MP to HP ratio is 3:1 and the
# caster has 30 health, the battler's "effective MP" pool becomes 90.
#
# - Does this mean battlers can just heal themselves for infinite HP?
#
# Not necessarily. In the Dragon Age series, Blood Magic is a sustained
# state that can be freely activated and deactivated by the user. When
# activated, the user gains a significant penalty to conventional healing.
# In Dragon Age: Origins, the penalty is 90% reduced healing. In
# Dragon Age II, the user cannot be healed at all except through
# very specific means. VX Ace already has built-in options to
# change recovery effect rates.
#
# Keep in mind that in the Dragon Age series, the maximum Health and Mana
# values for player characters were relatively small, never exceeding three
# digits each. Spell costs were also relatively high. Using the default Blood
# Magic settings in this script with the default VX Ace database
# values/settings is not recommended.
#
# Many of the Blood Magic mechanics provided in this script go beyond what
# was allowed in the Dragon Age series. It is up to developers to choose how
# close they wish to stick to the source material.
#
# How balanced Blood Magic can be in a game is left up to the developer.
#--------------------------------------------------------------------------
# ++ Changelog ++
#--------------------------------------------------------------------------
# v1.1 : Bugfix update. (1/04/2012)
# v1.0 : Initial release. (1/03/2012)
#--------------------------------------------------------------------------
# ++ Installation ++
#--------------------------------------------------------------------------
# Install this script in the Materials section in your project's
# script editor.
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# ++ Notetags ++
#=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
# The following Notetags are for Actors, Classes, Weapons, Armors, Enemies,
# and States:
#
#
# Activates Blood Magic for the given Actor, Class, or Enemy. If the Blood
# Magic tag is applied to a piece of equipment, it will activate Blood Magic
# when it is equipped. If the Blood Magic tag is applied to a State, it
# will activate Blood Magic when the battler is inflicted by it.
#
# Be very cautious with what you add this tag to especially Actors and
# Classes since they will have no way to deactivate innate Blood Magic.
#
#
#
# Provides a bonus to the battler's Blood Magic Ratio for MP to HP
# conversions. n can be floating point values (ex. 1.3, 0.5, etc.).
#--------------------------------------------------------------------------
# The following Notetags are for Skills and Items only:
#
#
# Forces the skill or item to only be usable when the battler has
# Blood Magic activated.
#
#
# Allows the MP skill to ignore whenever Blood Magic is activated,
# allowing the skill to stick to its original MP cost. Tag has no
# effect on items.
#
#
# Allows the skill or item to ignore the Blood Magic healing penalty
# on the target. Use with discretion.
#--------------------------------------------------------------------------
# ++ Blood Magic Formula ++
#--------------------------------------------------------------------------
# This is a simplified internal formula used to calculate Blood Magic
# costs.
#
# hp_cost = (mp_cost * BASE_MP_MULTIPLIER) / blood_magic_bonuses
#
# Floating point value results are always rounded up.
#--------------------------------------------------------------------------
# ++ Compatibility ++
#--------------------------------------------------------------------------
# This script does not overwrite any default VXA methods. All default
# methods modified in this script are aliased.
#
# This script has built-in compatibility with the following scripts:
# - Yanfly Engine Ace - Skill Cost Manager
#
# Requests for compatibility with other scripts are welcome.
#--------------------------------------------------------------------------
# ++ Terms and Conditions ++
#--------------------------------------------------------------------------
# Please do not repost this script elsewhere without permission. Newest
# versions of this script can be found at <a href="http://mrbubblewand.wordpress.com/" rel="external nofollow">http://mrbubblewand.wordpress.com/</a>
#==============================================================================

$imported = {} if $imported.nil?
$imported["BubsBloodMagic"] = true

#==========================================================================
# ++ START OF USER CUSTOMIZATION MODULE ++
#==========================================================================
module Bubs
#==========================================================================
# ++ Blood Magic Settings
#==========================================================================
module BloodMagic

#--------------------------------------------------------------------------
# Global Base Blood Magic Ratio
#--------------------------------------------------------------------------
# This value sets the global base conversion ratio for MP to HP.
BASE_BMR = 1.0

#--------------------------------------------------------------------------
# Blood Magic Ratio Bonus
#--------------------------------------------------------------------------
# These values adds a set Blood Magic Ratio bonus to actors and enemies.
ACTOR_BMR_BONUS = 0.0 # BMR Bonus for all actors
ENEMY_BMR_BONUS = 0.0 # BMR Bonus for all enemies

#--------------------------------------------------------------------------
# Minimum Blood Magic Ratio
#--------------------------------------------------------------------------
# This value sets the minimum threshold for MP to HP conversions
MIN_BMR = 1.0

#--------------------------------------------------------------------------
# Use Maximum Blood Magic Ratio
#--------------------------------------------------------------------------
# true : Use MAX_BMR as the maximum MP to HP ratio
# false : Unlimited MP to HP ratio
USE_MAX_BMR = false
#--------------------------------------------------------------------------
# Maximum Blood Magic Ratio
#--------------------------------------------------------------------------
# This value sets a maximum ratio limit for MP to HP blood magic conversion
MAX_BMR = 10.0

#--------------------------------------------------------------------------
# Blood Magic Healing Penalty
#--------------------------------------------------------------------------
# Actors and Enemies with Blood Magic activated can receive a penalty to
# their Recovery Effect Rate where 100.0 is normal healing rate (100%)
# and 0.0 is no healing rate (0%).
#
# Keep in mind that VX Ace already has a feature which can reduce overall
# healing taken by the battler. This penalty stacks with those effects.
BM_HEAL_PENALTY = 0.0

#--------------------------------------------------------------------------
# Base MP Multiplier for Blood Magic
#--------------------------------------------------------------------------
# This value sets an arbitrary multiplier to base MP costs when calculating
# the HP cost through Blood Magic. This will not affect the actual base
# MP cost or the battler's MP cost rate (mcr). Results are rounded up.
#
# For example, if the multiplier is x2.0 and a skill costs 4 MP, then the
# HP cost through Blood Magic will be as though the spell originally
# costs 8 MP.
#
# Leave this value at 1.0 for unmodified base MP calculations.
MP_COST_MULTIPLIER = 1.0

#--------------------------------------------------------------------------
# Blood Magic General/SCM Settings
#--------------------------------------------------------------------------
# Some settings only apply when YEA - Skill Cost Manager is installed.
BM_HP_COST_COLOR = 10 # Color used from "Window" skin.
BM_HP_COST_SIZE = 20 # Font size used for Blood Magic HP costs.
BM_HP_COST_SUFFIX = "%sHP" # Suffix used for Blood Magic HP costs.
BM_HP_COST_ICON = 0 # Icon used for BM HP costs. Set 0 to disable.

end # module BloodMagic
end # module Bubs

#==========================================================================
# ++ END OF USER CUSTOMIZATION MODULE ++
#==========================================================================



#==========================================================================
# ++ Bubs::Regexp
#==========================================================================
module Bubs
module Regexp
module BaseItem
BLOOD_MAGIC_ACTIVE = /&lt;(?:BLOOD_MAGIC|blood magic)&gt;/i
BLOOD_MAGIC_BONUS =
/&lt;(?:BLOOD_MAGIC_BONUS|blood magic bonus):\s*([-+]?\d+\.?\d*)&gt;/i
end # module BaseItem

module UsableItem
BLOOD_MAGIC_REQUIRED = /&lt;(?:BLOOD_MAGIC|blood magic):\s*require[d]?&gt;/i
BLOOD_MAGIC_IGNORE_COST =
/&lt;(?:BLOOD_MAGIC|blood magic):\s*ignore cost[s]?&gt;/i
BLOOD_MAGIC_IGNORE_PENALTY =
/&lt;(?:BLOOD_MAGIC|blood magic):\s*ignore penalty&gt;/i
end # module UsableItem
end # module Regexp
end # module Bubs


#==========================================================================
# ++ DataManager
#==========================================================================
module DataManager

#--------------------------------------------------------------------------
# alias : load_database
#--------------------------------------------------------------------------
class &lt;&lt; self; alias load_database_blood_magic load_database; end
def self.load_database
load_database_blood_magic # alias
load_notetags_blood_magic
end

#--------------------------------------------------------------------------
# new method : load_notetags_blood_magic
#--------------------------------------------------------------------------
def self.load_notetags_blood_magic
groups = [$data_actors, $data_classes, $data_skills, $data_items,
$data_weapons, $data_armors, $data_enemies, $data_states]
for group in groups
for obj in group
next if obj.nil?
obj.load_notetags_blood_magic
end
end
end

end # module DataManager


#==========================================================================
# ++ Icon
#==========================================================================
module Icon
#--------------------------------------------------------------------------
# new method : self.blood_magic_hp_cost
#--------------------------------------------------------------------------
def self.blood_magic_hp_cost; return Bubs::BloodMagic::BM_HP_COST_ICON; end
end # module Icon


#==========================================================================
# ++ Window_Base
#==========================================================================
class Window_Base &lt; Window
#--------------------------------------------------------------------------
# new method : cost_colours
#--------------------------------------------------------------------------
def blood_magic_hp_cost_color; text_color(Bubs::BloodMagic::BM_HP_COST_COLOR); end;
end # class Window_Base


#==========================================================================
# ++ RPG::BaseItem
#==========================================================================
class RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :blood_magic_active
attr_accessor :blood_magic_bonus

#--------------------------------------------------------------------------
# common cache : load_notetags_blood_magic
#--------------------------------------------------------------------------
def load_notetags_blood_magic
@blood_magic_active = false
@blood_magic_bonus = 0.0

self.note.split(/[\r\n]+/).each { |line|
case line

when Bubs::Regexp::BaseItem::BLOOD_MAGIC_ACTIVE
@blood_magic_active = true
when Bubs::Regexp::BaseItem::BLOOD_MAGIC_BONUS
@blood_magic_bonus = $1.to_f
end
} # self.note.split
end # def
end # RPG::BaseItem


#==========================================================================
# ++ RPG::UsableItem
#==========================================================================
class RPG::UsableItem &lt; RPG::BaseItem
#--------------------------------------------------------------------------
# public instance variables
#--------------------------------------------------------------------------
attr_accessor :blood_magic_required
attr_accessor :blood_magic_ignore_cost
attr_accessor :blood_magic_ignore_penalty

#--------------------------------------------------------------------------
# common cache : load_notetags_blood_magic
#--------------------------------------------------------------------------
def load_notetags_blood_magic
@blood_magic_required = false
@blood_magic_ignore_cost = false
@blood_magic_ignore_penalty = false

self.note.split(/[\r\n]+/).each { |line|
case line

when Bubs::Regexp::UsableItem::BLOOD_MAGIC_REQUIRED
@blood_magic_required = true
when Bubs::Regexp::UsableItem::BLOOD_MAGIC_IGNORE_COST
@blood_magic_ignore_cost = true
when Bubs::Regexp::UsableItem::BLOOD_MAGIC_IGNORE_PENALTY
@blood_magic_ignore_penalty = true
end
} # self.note.split

end # def
end


#==========================================================================
# ++ Game_BattlerBase
#==========================================================================
class Game_BattlerBase
#--------------------------------------------------------------------------
# alias : skill_cost_payable?
#--------------------------------------------------------------------------
alias skill_cost_payable_blood_magic skill_cost_payable?
def skill_cost_payable?(skill)
if blood_magic_activated?
return false if self.hp &lt;= skill_blood_magic_hp_cost(skill)
end
return skill_cost_payable_blood_magic(skill) # alias
end

#--------------------------------------------------------------------------
# alias : skill_conditions_met?
#--------------------------------------------------------------------------
alias skill_conditions_met_blood_magic skill_conditions_met?
def skill_conditions_met?(skill)
return false unless blood_magic_conditions_met?(skill)
return skill_conditions_met_blood_magic(skill) # alias
end

#--------------------------------------------------------------------------
# alias : item_conditions_met?
#--------------------------------------------------------------------------
alias item_conditions_met_blood_magic item_conditions_met?
def item_conditions_met?(item)
return false unless blood_magic_conditions_met?(item)
return item_conditions_met_blood_magic(item) # alias
end

#--------------------------------------------------------------------------
# new method : blood_magic_conditions_met?
#--------------------------------------------------------------------------
def blood_magic_conditions_met?(item)
return false if item.blood_magic_required &amp;&amp; !blood_magic_activated?
return true
end

#--------------------------------------------------------------------------
# alias : pay_skill_cost
#--------------------------------------------------------------------------
alias pay_skill_cost_blood_magic pay_skill_cost
def pay_skill_cost(skill)
pay_skill_cost_blood_magic(skill) # alias
self.hp -= skill_blood_magic_hp_cost(skill)
end # def

#--------------------------------------------------------------------------
# alias : skill_mp_cost
#--------------------------------------------------------------------------
alias skill_mp_cost_blood_magic skill_mp_cost
def skill_mp_cost(skill)
if !skill.blood_magic_ignore_cost &amp;&amp; blood_magic_activated?
return 0
else
skill_mp_cost_blood_magic(skill) # alias
end
end # def

#--------------------------------------------------------------------------
# new method : bmr # Blood Magic Ratio
#--------------------------------------------------------------------------
def bmr
n = Bubs::BloodMagic::BASE_BMR
if actor?
n += Bubs::BloodMagic::ACTOR_BMR_BONUS
n += self.actor.blood_magic_bonus
n += self.class.blood_magic_bonus
for equip in equips
next if equip.nil?
n += equip.blood_magic_bonus
end
else
n += Bubs::BloodMagic::ENEMY_BMR_BONUS
n += self.enemy.blood_magic_bonus
end
for state in states
next if state.nil?
n += state.blood_magic_bonus
end
# determine minimum blood ratio
n = [n, Bubs::BloodMagic::MIN_BMR].max
# determine maximum blood ratio cap
n = [n, Bubs::BloodMagic::MAX_BMR].min if Bubs::BloodMagic::USE_MAX_BMR
return n
end # def bmr

#--------------------------------------------------------------------------
# new method : blood_magic_activated?
#--------------------------------------------------------------------------
def blood_magic_activated?
if actor?
return true if self.actor.blood_magic_active
return true if self.class.blood_magic_active
for equip in equips
next if equip.nil?
return true if equip.blood_magic_active
end
else
return true if self.enemy.blood_magic_active
end
for state in states
next if state.nil?
return true if state.blood_magic_active
end
return false
end # def blood_magic_activated?

#--------------------------------------------------------------------------
# new method : skill_blood_magic_hp_cost
#--------------------------------------------------------------------------
# Determines the MP to HP cost conversion
def skill_blood_magic_hp_cost(skill)
return 0 if skill.blood_magic_ignore_cost

# default mp cost
n = (skill.mp_cost * mcr).to_i

if $imported["YEA-SkillCostManager"]
n += skill.mp_cost_percent * mmp * mcr
n = [n.to_i, skill.mp_cost_max].min unless skill.mp_cost_max.nil?
n = [n.to_i, skill.mp_cost_min].max unless skill.mp_cost_min.nil?
end

n = (n * Bubs::BloodMagic::MP_COST_MULTIPLIER).ceil
n = (n / bmr).ceil
n = [n, 0].max
return n
end # def skill_blood_magic_hp_cost(skill)

end # class Game_BattlerBase


#==========================================================================
# ++ Game_Battler
#==========================================================================
class Game_Battler &lt; Game_BattlerBase
#--------------------------------------------------------------------------
# alias : make_damage
#--------------------------------------------------------------------------
alias make_damage_value_blood_magic make_damage_value
def make_damage_value(user, item)
make_damage_value_blood_magic(user, item) # alias

apply_blood_magic_penalty(item)
end

#--------------------------------------------------------------------------
# alias : apply_blood_magic_penalty
#--------------------------------------------------------------------------
def apply_blood_magic_penalty(item)
if item.damage.recover? &amp;&amp; self.blood_magic_activated?
unless item.blood_magic_ignore_penalty
penalty = Bubs::BloodMagic::BM_HEAL_PENALTY * 0.01
value = @result.hp_damage * penalty
@result.make_damage(value.to_i, item)
end
end
end

end


#==========================================================================
# ++ Window_SkillList
#==========================================================================
class Window_SkillList &lt; Window_Selectable
#--------------------------------------------------------------------------
# alias : draw_skill_cost
#--------------------------------------------------------------------------
alias draw_skill_cost_blood_magic draw_skill_cost
def draw_skill_cost(rect, skill)

if @actor.blood_magic_activated? &amp;&amp;
@actor.skill_blood_magic_hp_cost(skill) &gt; 0

if $imported["YEA-SkillCostManager"]
draw_blood_magic_hp_skill_cost(rect, skill)
else
change_color(blood_magic_hp_cost_color, enable?(skill))
draw_text(rect, @actor.skill_blood_magic_hp_cost(skill), 2)
end # $imported

end # end if

draw_skill_cost_blood_magic(rect, skill) # alias
end # def draw_skill_cost

#--------------------------------------------------------------------------
# new method : draw_blood_magic_hp_skill_cost
#--------------------------------------------------------------------------
# Used only when YEA - Skill Cost Manager is installed
def draw_blood_magic_hp_skill_cost(rect, skill)
return unless @actor.skill_blood_magic_hp_cost(skill) &gt; 0
change_color(blood_magic_hp_cost_color, enable?(skill))
#---
icon = Icon.blood_magic_hp_cost
if icon &gt; 0
draw_icon(icon, rect.x + rect.width-24, rect.y, enable?(skill))
rect.width -= 24
end
#---
contents.font.size = Bubs::BloodMagic::BM_HP_COST_SIZE
cost = @actor.skill_blood_magic_hp_cost(skill)
text = sprintf(Bubs::BloodMagic::BM_HP_COST_SUFFIX, cost.group)
draw_text(rect, text, 2)
cx = text_size(text).width + 4
rect.width -= cx
reset_font_settings
end # def draw_blood_magic_hp_skill_cost

end # class Window_SkillList
</pre>Original topic: <a href="https://www.rpgmakercentral.com/topic/668-blood-magic/" rel="">http://www.rpgmakercentral.com/topic/668-blood-magic/</a><p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p>And that is all for now; adding more as I become aware of more lost scripts</p>
]]></description><guid isPermaLink="false">40866</guid><pubDate>Mon, 03 Jul 2017 19:27:48 +0000</pubDate></item><item><title>Falcao Pearl ABS Liquid V3 update</title><link>https://www.rpgmakercentral.com/topic/8809-falcao-pearl-abs-liquid-v3-update/</link><description><![CDATA[
<p>Hello<br /><br />Here my last rpg maker VX ACE creation, its is a very powerful REAL TIME BATTLE SYTEM. the main purpose of this system is not only give some tools and defeat enemies. this script has extraordinary game play. including an unique party system.<br /><br />This script is so damn easy to use (probably a lot of peoples gonna love for this), it has a Universal tool graphical presentation which means any character from your database or from the character generator can use the tools(swords, bows, axes masos, orbs, staffs, polearns, etc.<br /><br />Also a realistic tool using pose is displayed without graphics requirements.</p>
<p> </p>
<p><strong>Pearl v3 change log</strong></p>
<p> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;">- Injected Pearl abs path<br />- Fixed dead posses issue<br />- Implemented respawn timer for enemies<br />- Fixed vehicle issue<br />- Enemies cannot longer attack you while in vehicle<br />- fixed stuck issue when borading a a vehicle while a follower is deadposing<br />- added low hp switches for enemies<br />- Added item quantity to enemy drops<br />- Fixed enemy touch damage issue<br />- Fixed custom graphics display issue</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;">## New Notetags!##</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"><strong>** Enemies</strong></p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;">Enemy Respawn Seconds = x - Time in seconds the enemy can respawn<br />Enemy Respawn Animation = x - Respawn animation id<br />Enemy Knockback Disable = true - Make enemy unable to be knocked back<br />Enemy Lowhp 75% Switch = x - when enemy hp is below 75% turn on switch id x<br />Enemy Lowhp 50% Switch = x - when enemy hp is below 50% turn on switch id x<br />Enemy Lowhp 25% Switch = x - when enemy hp is below 25% turn on switch id x<br />Enemy Lowhp 10% Switch = x - when enemy hp is below 10% turn on switch id x</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"><strong># Enemies characters notetags</strong><br />now you set up more than one tool at the time for enemies. this will make the<br />enemies less repetitive, this simple commands work as follows. it pick up one<br />random tool id from the list each time the command is executed. the list can be<br />infinite.</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;">rand_skill(x,x,x) ramdom skill ids the enemy going to use<br />rand_item(x,x,x) ramdom item ids the enemy going to use<br />rand_weapon(x,x,x) ramdom weapon ids the enemy going to use<br />rand_armor(x,x,x) ramdom armor ids the enemy going to use</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"><strong>* Item notetags</strong><br />Exclude From Tool Menu = true - Exclude item from tool selection menu<br />Drop Quantity = x - Enemy drop item quantity (item, weapon, armor)</p>
<p style="color:rgb(51,51,51);font-family:Georgia, 'Times New Roman', 'Bitstream Charter', Times, serif;font-size:13px;"> </p>
<p><strong>Liquid V2 change log and features</strong><br />- Anime speed Enchanted<br />- New dead poses for actors and enemies<br />- Combo feature now support infinite combo chains (rather than 2)<br />- Added compatibility with bigger characters actors,<br />- New Universal molde provided for bigger characters and normal ones<br />- added more configuration to the modules<br />- Hp and Mp bars now has the option to display pictures instead script drawing<br />- New single player option (disable the M Key and K is used to call tool menu)<br />- Added TP display to the damage pop mechanism<br />- Fixed minor bug when allowing tool usage while using the shield<br />- Added new note tag for actors and enemies, Hit Voices = se, se, se<br />- Added new note tag to avoid battler voices when using specific skills<br />- added new notetag for enemies, Enemy Dead Pose = true , use it if you want<br />the enemy to show the knockdown pattern when die rather than erase it<br />- Hidden note tags revealed (read the documentation manual ^^)<br />- Added new stage Falcao son (just to show up how to create debasting tools)<br /><br /><strong>Here the main features </strong><br /><br />- Full and easy to use ABS engine<br />- Create any tool from your imagination most easy than ever<br />- Universal anime graphics, any character can use the graphics including enemies<br />- Advance Projectile system<br />- Knockdown feature enable (you give the tool a chance to knockdown a target)<br />- Tool casting time enabled<br />- Tool Cooldown enable (the time you have to wait before use the tool again)<br />- Cooldown coutdown displayed on the toolbar<br />- Ammo system<br />- Tool special movements (able to load a moveroute from a common event)<br />- Tool multiprojectiles enable, you can load upto 8 projectiles at the time<br />- Bombs, axes, hooshots, magis, shields, boomerangs, anything can be created<br />- States animation enable (up to 5 icons displayed on map)<br />- Buffs and debuffs enable (up to 5 icons displayed on map)<br />- You can assign up to 8 tools to the skillbar (overpowered dont?)<br />- Input module, default keys are no used by this system<br />- Area, ranged, spin attacks, target selection enabled<br />- Invoke skills for weapon and armors enabled<br />- Interactive enemies with knockdown, sensor enabled<br />- Enemies use any tool that the player or follower does<br />- Enemy battler enabled, so you decide if you want display the battler graphic<br />- Enemies are able to heal themselves, have allies enemies etc<br />- Enemy die commands, collapse animations etc.<br />- Party system! your followers have a command to start fighting<br />- Followers are able to heal allies, player etc<br />- Smart targeting system, followers choose an individual enemy to attack<br />- Agro system, followers and player have a chance to get the agro of the enemy<br />- Token system (you tag any event to start when was hit by a tool)<br />- Tool targeting system, autotarget, etc<br />- Player selection scene enabled<br />- Quick skill bar enabled<br />- Item pop up enabled<br />- Antilag enabled<br />- Lag free<br />- Summon system. you can command the tool to use tools by using a common event<br />move route as manager action.<br />- Enemies states, buff and debuff display<br />- Combo system for the tools ( you can create an epic combo chain)<br />- Mouse support! you can trigger tools by clinking the skill bar icons!<br /><br /><br /><strong>Installation</strong><br /><br />The script comes with a full documentation. read it.<br /><br /><br /><strong>Terms and license </strong><br /><br />- Do credit me Falcao as the creator of this ABS system<br />- You can modify anything you want<br />- You are allowed to distribute this material in any webpage<br />- Do not remove the header of any scripT shelf<br />- You are free to use this script in non-comercial projects, for comercial<br />projects contact me falmc99@gmail.com<br /><br /><br /><strong>Credits and thanks </strong><br /><br />Script created by Falcao<br /><br /><br /><strong>Demo</strong><br /><br /><a href="http://falcaorgss.wordpress.com/category/pearl-abs-liquid/" rel="external nofollow">http://falcaorgss.wordpress.com/category/pearl-abs-liquid/</a><br /> <br /><br /><strong>Resources and Add-Ons (optionals)</strong><br /><br />Here and add-on for displaying the followers Hp and Mp on the screen<br /><a href="http://falcaorgss.wordpress.com/2012/12/06/pearl-party-hud-add-on/" rel="external nofollow">http://falcaorgss.wo...rty-hud-add-on/</a><br /><br /><br />,Resource pack, it contains swords, staffs, magics, military graphics etc.<br /><a href="http://www.rpgmakervxace.net/topic/8864-pearl-christmas-tools-gift-box/page__pid__70200#entry70200" rel="external nofollow">http://www.rpgmakerv...0200#entry70200</a><br /><br /><br /><br /><strong>MedIA</strong><br /><br /><strong>Here a video of the Liquid v2 Falcao son showing some debasting tools</strong><br /></p>
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/48Zdsgqxk8g?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
<br /><br /><br />Here a video of the game play<br /><p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/-fQaQbgmFa4?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div> <br /><br /><br /><br />Here some pictures, i took few pictures because i already provide two videos<p> </p>
<p><strong>Pearl V3 Pictures</strong></p>
<p> </p>
<p><strong>Enemy low hp feature</strong></p>
<p><a href="http://s627.photobucket.com/user/falcao99/media/Pearlv3version_zps635c4250.png.html" rel="external nofollow"><img src="http://i627.photobucket.com/albums/tt357/falcao99/Pearlv3version_zps635c4250.png" alt="Pearlv3version_zps635c4250.png" /></a></p>
<p> </p>
<p><strong>Enemy Respawn</strong></p>
<p> </p>
<p><a href="http://s627.photobucket.com/user/falcao99/media/pearlv3espawn_zpsdffa9568.png.html" rel="external nofollow"><img src="http://i627.photobucket.com/albums/tt357/falcao99/pearlv3espawn_zpsdffa9568.png" alt="pearlv3espawn_zpsdffa9568.png" /></a><br /><br /><br /><strong>Tool samples</strong><br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/ToolsPearlv2.png" alt="ToolsPearlv2.png" /><br /><br /><strong>Tp skill Lighburst that destroy everything</strong><br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/lighburst.png" alt="lighburst.png" /><br /><br /><strong>New dead poses for followers and enemies</strong><br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/pearldeadcharactersposes.png" alt="pearldeadcharactersposes.png" /><br /><br /><br />a party battle<br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/Partybattle.png" alt="Partybattle.png" /><br /><br />Buff states and debuffs display<br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/AbsStatesandbuffs.png" alt="AbsStatesandbuffs.png" /><br /><br />Enemy buff states display check below the HP bar<br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/enemybuffs.png" alt="enemybuffs.png" /><br /><br />Tool selection<br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/abstools.png" alt="abstools.png" /><br /><br />Player selection<br /><img src="http://i627.photobucket.com/albums/tt357/falcao99/absplayerslection.png" alt="absplayerslection.png" /></p>
]]></description><guid isPermaLink="false">8809</guid><pubDate>Sun, 02 Dec 2012 21:12:33 +0000</pubDate></item><item><title>Theo - Insane Anti Lag (Version 1.1 added page check enhancer!)</title><link>https://www.rpgmakercentral.com/topic/28492-theo-insane-anti-lag-version-11-added-page-check-enhancer/</link><description><![CDATA[
<p style="text-align:center;"><span style="font-size:24px;"><strong>Theo - Insane Anti Lag</strong></span></p>
<p style="text-align:center;"><span style="font-size:12px;">For those who insane enough to put a lot of events on map</span></p>
<p style="text-align:center;">Version : 1.1</p>
<p style="text-align:center;"> </p>
<p><span style="font-size:18px;"><strong>Introduction :</strong></span><br />As most of you already know, lag is common problem in RPG Maker games. You may think it was because you have many events on map. And so, to avoid lag, you split your map into part and limiting the event as well. <br /> <br />It's not entirely wrong because when you have a lot of events, program need to checks all events. However, it wasn't done efficienly. This script increase the efficiency on how default script works and prevent unecessary update when it's not needed to gain speed.<br /><br />However, I can not guarantee that it will have high compatibility since I overwrite most of stuff. I will likely to make compatibility with my own scripts. But I'm not sure about someone's script.<br /> <br /><strong>Screenshot :</strong><br /> <br /><img src="https://dl.dropboxusercontent.com/u/41797508/Galeries/SS/Blog/antilag03.jpg" alt="antilag03.jpg" /> <br /><br /><strong>Features :</strong></p>
<ul><li>Optimize Event XY. Registered all events into table for faster collision detection using default 32 x 32 grid movement</li>
<li>Optimize Event Start. Registered any event that started to prevent check all event and see which is starting</li>
<li>Optimize Sprite. Prevent update character sprites located on far away</li>
<li>Insane - Table search. When you have insane number of events. It checked map table instead of iterating through all event. So, if you have 10.000 events you will have no worry about performance.</li>
<li>Insane - Sprite dispose. When the sprite is off screen, it disposed immediately to prevent performance loss.</li>
<li>Insane - Enhance page checking to prevent mini freeze when checking all event pages <strong>(*NEW)</strong>
</li>
</ul><p><strong>Testing :</strong><br />Tested using Core i3 @ 2.40 GHZ, 4GB of RAM, Windows 7 64-bit with no additional scripts, I got following results :</p>
<ul><li>150 x 150 map with 250 events. I got 60 FPS while no antilag I got 49 FPS at the minimum</li>
<li>17 x 13 Full load of events. All events are on high frequency. I got 30 FPS while no antlag I got 10 FPS</li>
<li>150 x 150 map with 10.000 events, all events are off screen. I got perfect 60 FPS while no antilag I got 1 FPS</li>
<li>150 x 150 map with 10.000 events, and have around 190 events on screen, I got 55 FPS at the minimum. While no antilag, I got 0 FPS.</li>
</ul><p><strong>Limitation :</strong></p>
<ul><li>So far this will only works with default grid based movement, not intended to be used together with any pixel movement.</li>
<li>Using insane mode antilag will only works if events on screen is around 250 despite of the total events on map.</li>
<li>Using larger screen resolution may affect the performance as well</li>
</ul><p><strong>Download :</strong></p>
<p><a href="https://raw.githubusercontent.com/theoallen/RGSS3/master/Insane%20Anti%20Lag.rb" rel="external nofollow">Click here</a></p>
<p> </p>
<p><strong>Final Note :</strong><br />After all, these are just my attempt to speed up the game. Performance are still under influence by many factors. These include but may not limited to</p>
<ul><li>Your CPU speed</li>
<li>Your laptop / PC temperature</li>
<li>How much power do you give for your CPU</li>
<li>Multi tasking</li>
<li>Someone's scripts</li>
</ul><p>I once used RM in old computer. When I switched to more advanced laptop, I saw that 60 FPS is really smooth.<br /><br />If your CPU seems overheat, turn off your laptop / PC for a while for cooling. My laptop was once overheat due to broken fan. When I played my own game I got 10 FPS. I made my own antilag and no one of them worked until I realized my laptop was overheat.<br /><br />Power saver mode in laptop may affect performance. Try to go high performance instead and let see if the lag gone. Once my friend played my game using power saver mode, and he got 15 FPS.<br /><br />If you have many programs running at same time, it may cause a little lag in RPG Maker games. Something like the screen won't be updated for a while.<br /><br />Some scripts can affect performance if it's not done right. This antilag script is tested using default script without additional scripts which directly affect something on map.</p>
<p> </p>
<p>For scripter, feel free to modify my script to be better and better. You can edit and repost in your own version as long as you credit me, as TheoAllen or Theolized RGSS3.<br /> <br /><strong>Special Thanks :</strong></p>
<ul><li>Tsukihime for performance analisyst</li>
<li>KilloZapit who helped me to brainstorm this concept</li>
<li>Galv</li>
</ul>]]></description><guid isPermaLink="false">28492</guid><pubDate>Fri, 05 Dec 2014 09:12:32 +0000</pubDate></item><item><title>RSSBSACE: Reedo's Simple Side Battle System Ace Edition</title><link>https://www.rpgmakercentral.com/topic/18609-rssbsace-reedos-simple-side-battle-system-ace-edition/</link><description><![CDATA[
<p><span style="font-size:24px;"><strong>Reedo's Simple Side Battle System Ace Edition (RSSBSACE)</strong></span><br><span style="font-size:18px;"><span style="font-size:14px;"><span style="font-size:18px;">Version 1.7b<br>September 30, 2013<br>By Reedo</span></span></span><br> <br><strong><span style="font-size:24px;">References</span></strong><br>None. This is an original script by Reedo.<br> <br><strong><span style="font-size:24px;">Description</span></strong></p>
<p>This script is a recreation of the original RSSBS created for VX back at the end of 2009.  The script has been completely reworked for ACE.</p>
<p> </p>
<p>RSSBSACE offers a simple, plug-and-play, side-view-battle-system with no additional resource requirements.  This script is only a visual modification to the battle system and does not add any game-play mechanics.  RSSBSACE is designed for a high-degree of compatibility with other scripts.<br> <br><strong><span style="font-size:24px;">Features</span></strong><br>This simple SBS provides a classic "FF"-style side-battle experience.<br> <br>This script will:</p>
<ul><li>Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout.</li>
<li>Place a shadow on the ground beneath living actors.</li>
<li>Show the actor's stepping animation on their turn and when acting, if able to take actions.</li>
<li>Make the actor step toward the enemy when taking an action other than guarding.</li>
<li>Show animations for all actor actions as defined in the database for the particular action being performed.</li>
<li>Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)</li>
<li>Flash the actor red when they successfully receive a hostile action.</li>
<li>Show dead actors as faded, whitened, and rotated to lay on their back.</li>
<li>Make living actors perform a "victory dance" when the battle ends (they jump and spin).</li>
<li>Optionally "mirror" enemy images to make them face to the right.</li>
</ul><p><span style="font-size:12px;">       Version 1.2</span></p>
<ul><li><span style="font-size:14px;">Make actors step back when guarding.</span></li>
<li><span style="font-size:14px;">Make actors start facing backward and jump when surprised.</span></li>
<li><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;">Make actors start facing down and flashing white on preemptive strike</span></span></span></li>
</ul><p><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:12px;">      Version 1.6</span></span></span></span></p>
<ul><li><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:14px;">Show weapon or skill icon as moving (swinging, punching, or pulsing) graphic during actions.<br>(by popular demand!)</span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:14px;">Now compatible with "battle test" from within the database.</span></span></span></span></li>
</ul><p><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:14px;">     Version 1.7</span></span></span></span></p>
<ul><li><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:14px;">Additional options for weapon motion by weapon type.</span></span></span></span></li>
<li><span style="font-size:12px;"><span style="font-size:12px;"><span style="font-size:14px;"><span style="font-size:14px;">Ensures all animations play on RSSBSACE on-screen actors.          </span></span></span></span></li>
</ul><p> </p>
<p>As an additional feature, the script will force the game to attempt to load a tile-based battle background for any map type, not just maps using the field tile set.  Some of the floor tiles in the other tile sets will work to generate a battle background, so this allows you to use tile-based backgrounds in more of your maps.<br> <br><strong><span style="font-size:24px;">Options</span></strong><br>There are a few options at the top of the script which can be modified to change the positioning and movement of the actors, specify the mirrored enemies, and disable the forced tile-based battle backgrounds.  In most cases there will be no need to modify any of these options, other than the list of enemies to mirror.  This option looks like:</p>
<p></p>
<pre class="ipsCode prettyprint">
 FLIP_ENEMY = [<br>3, 4, 6, 7, 8, 10, 14, 16, 17,<br>18, 19, 21, 22, 24, 25, 27<br><br>]
</pre>
<br>And each number is simply the ID of the enemy to flip.  This is the number preceding the enemy name in the Enemies tab of the database.<br> <br><strong><span style="font-size:24px;">Screen Shots</span></strong><br> <p>(battle begins)<br><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-78708200-1379132684.jpg" data-fileid="6000" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-78708200-1379132684_thumb.jpg" data-fileid="6000" class="ipsImage ipsImage_thumbnailed" alt="post-34162-0-78708200-1379132684_thumb.jpg"></a><br> </p>
<p>(player attacks)<br><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-28396700-1379132707.jpg" data-fileid="6001" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-28396700-1379132707_thumb.jpg" data-fileid="6001" class="ipsImage ipsImage_thumbnailed" alt="post-34162-0-28396700-1379132707_thumb.jpg"></a><br> </p>
<p>(player is hit)<br><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-94524200-1379132722.jpg" data-fileid="6002" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-94524200-1379132722_thumb.jpg" data-fileid="6002" class="ipsImage ipsImage_thumbnailed" alt="post-34162-0-94524200-1379132722_thumb.jpg"></a><br> </p>
<p>(victory dance)<br><a class="ipsAttachLink ipsAttachLink_image" href="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-43366200-1379132740.jpg" data-fileid="6003" rel=""><img src="https://www.rpgmakercentral.com/uploads/monthly_09_2013/post-34162-0-43366200-1379132740_thumb.jpg" data-fileid="6003" class="ipsImage ipsImage_thumbnailed" alt="post-34162-0-43366200-1379132740_thumb.jpg"></a><br> <br><strong><span style="font-size:24px;">Known Bugs</span></strong><br>None at this time.  Please report any found.<br> <br><strong><span style="font-size:24px;">Requirements</span></strong><br>None.  This is a stand-alone script.<br> <br><strong><span style="font-size:24px;">Installation</span></strong><br>Plug-and-Play<br> <br>Just insert a new script directly under Materials, name it RSSBSACE, and paste in the script code.</p>
<p> </p>
<p>For compatibility purposes it is typically best to insert RSSBSACE above all other scripts*.</p>
<p>* If using Yanfly YEA Battle Engine, this script must be installed <strong>below </strong>the Yanfly script.<br> <br><strong><span style="font-size:24px;">Configuration</span></strong><br>The only configuration necessary will be to arrange the troops such that the enemies are on the left-hand side of the screen.<br> <br>Go into the Troops tab of the database, select each troop used in your game and drag the enemy images to arrange them to your liking on the left side of the screen.<br> <br>All other configuration is optional via the "User Options" section at the top of the script.<br> <br><strong><span style="font-size:24px;">Compatibility</span></strong><br>Should be compatible with most other scripts.<br> <br>Obviously any other script which also modifies the battle scene may not be compatible, but this should mostly relate to visuals such as the placement of animations.  Any battle-addon which affect mechanics and not visuals should be compatible.<br> <br>The original RSSBS for VX was highly compatible with other scripts.  This version follows a similar design pattern so I expect it to also be highly compatible with other scripts.  <br> <br><strong><span style="font-size:18px;">A Note About YanFly Scripts</span></strong><br>I have not yet tried any of Miss YanFly's scripts for Ace, but I expect there may be some contention between our two scripts.  Although I suppose it is equally likely that her script will simply overwrite mine and everything will occur with her settings while my actors appear on screen.<br> <br>We had a good deal of success between our scripts in the past so if this one turns out to have any issues I will do my best to set some time aside to correct my script and ensure as much compatibility with Miss YanFly's as possible.</p>
<p> </p>
<p><span style="font-size:18px;"><strong>Update</strong></span></p>
<p>This script is now confirmed compatible with the Yanfly YEA Battle Engine.<br> <br><strong><span style="font-size:24px;">Script</span></strong><br>Here is the complete RSSBSACE script:<br> <br></p>
<div class="ipsSpoiler" data-ipsspoiler="">
<div class="ipsSpoiler_header"><span></span></div>
<div class="ipsSpoiler_contents">
<p> </p>
<pre class="ipsCode prettyprint">
###############################################################################
##  RSSBSACE - Reedo's Simple Side Battle System (for VX ACE)
##  Version 1.7b
##  September 30, 2013
##  By Reedo
###############################################################################
##  REFERENCES
##
##  None.  This is an original script by Reedo.
###############################################################################
##  FEATURES
##
##  + Draw the party on the right side of the screen, facing left, using the actor graphic specified in the database and in a formation fitting the Ace battle background layout.
##  + Place a shadow on the ground beneath living actors.
##  + Show the actor's stepping animation on their turn and when acting if able to take actions.
##  + Make the actor step toward the enemy when taking an action other than guarding.
##  + Show animations for all actor actions as defined in the database for the particular action being performed.
##  + Show animations for all enemy actions as defined in the database, or a default animation if none is defined (e.g. normal attack)
##  + Flash the actor red when they successfully receive a hostile action.
##  + Show dead actors as faded, whitened, and rotated to lay on their back.
##  + Make living actors perform a "victory dance" when the battle ends (they jump and spin).
##  + Optionally "mirror" enemy images to make them face to the right.
##    = Version 1.2 =
##  + Actors step back when guarding.
##  + Actors start facing backward and jump when surprised.
##  + Actors start facing down and flashing white on preemptive strike.
##   = Version 1.4 =
##  + Actors turn and move half a step to the right when attempting to flee.
##    = Version 1.6 =
##  + Show weapon or skill icon as moving (swinging, punching or pulsing) graphic during actions.
##    (by popular demand!)
##  + Now compatible with "battle test" from within the database.
##    = Version 1.7 =
##  + Additional options for weapon icon movement by weapon type.
##  + Corrected animations to only play on RSSBS visual battlers.
##  + Corrected bug on escape (caught by Macatlas - thanks!).
##  + Corrected bug on no weapon equipped (caught by comprisedpuma).
##
###############################################################################
##  COMPATIBILITY
##
##  Should be compatible with most other scripts.
##
##  OVERWRITES (1)
##    Spriteset_Battle.update_actors
##
##  STATE CHANGES (1)
##    Map scroll position (display_x, display_y) is stored and set to 0,0 when
##    battle begins, and then is restored when battle ends.
###############################################################################
##  REQUIREMENTS
##
##  None for installation and operation.
##
##  However, enemy troops will need to be repositioned manually in the database
##  editor. This script may work best with all custom enemy images designed for
##  side-battle view.
###############################################################################
##  INSTALLATION
##
##  Plug-and-play.
##
##  Insert below Materials, above other add-on scripts.
###############################################################################
##  RIGHTS &amp; RESTRICTIONS
##
##  As with most Reedo scripts, this script is free to re-use, as-is, 
##  in personal, educational, and commercial RPGVX Ace development projects, 
##  providing that:  this script is credited in writing displayed readily 
##  to the user of the final compiled code assembly.
##
##  Reedo retains all rights of intellect and ownership.
##  You forego all rights of warranty by utilizing this script.
###############################################################################

###############################################################################
##  USER OPTIONS
###############################################################################
module REEDO_SBS
  ACTOR_START_TOP = 6.2     # Top position (in tiles) for first actor in party
  ACTOR_START_LEFT = 12.5   # Left position (in tiles) for first actor in party
  ACTOR_STAGGER = false      # Enables staggered layout. Set false and chance start left to 12 for angled line.
  ACTOR_STAGGER_HORZ = 1.0  # The amount to recess each actor to the right (in tiles)
  ACTOR_STAGGER_VERT = 0.5  # The vertical spacing between characters (in tiles)
  ACTOR_STEPS_IN_OUT = 10   # The number of steps to take when moving to attack
  ACTOR_STEP_DISTANCE = 0.1 # The distance to move with each step (in tiles)
  
  ACTOR_DEATH_OPACITY = 125   # Transparency of dead actors
  ACTOR_DEATH_TONE = Tone.new(128, 128, 128, 0)  # Overlay color of dead actors
  ACTOR_DEATH_ANGLE = 270     # Rotation angle of dead actor sprite
  ACTOR_DEATH_OFFSET_X = -0.6 # Offset in tiles for dead actors
  ACTOR_DEATH_OFFSET_Y = -0.2 # Offset in tiles for dead actors
  
  VICTORY_DANCE_ENABLED = true      # Actors spin and jump on victory if alive and movable
  VICTORY_DANCE_JUMP_HEIGHT = 1.3   # The number of tiles an actor moves upward
  VICTORY_DANCE_JUMP_HOVER = 4      # The number of frames to wait in the air
  VICTORY_DANCE_JUMP_WAIT = 70      # The number of frames before jumping again
  
  ACTOR_SHADOW_IMAGE = "Shadow"       # The name of the system image to use
  ACTOR_SHADOW_CUSTOM_PICTURE = nil   # The name of a resource picture to use instead; nil to use system image
  
  PREEMPTIVE_TIME = 120   # The number of frames to flash white on preemptive strike
  SURPRISE_TIME = 90      # The number of frames to jump facing backward on surprise
  DAMAGE_RED_TIME = 15    # Number of frames actor turns red when damaged
 
  ATTACK_SKILL_ID = 1     # The Id in the database for the skill used as the default attack
  ENEMY_DEFAULT_ATTACK = 7    # AnimationId for enemy actions with no animation
  ACTION_SPRITE_INCREMENT = 5 # The amount of movement for swinging or pulsing action icons
  
  UNARMED_ICON = 175    # The icon to use if the actor has no weapon equipped.
  UNARMED_STYLE = 2     # The style to use when there is no weapon equipped.
  PUNCH_SPEED = 0.4
  PUNCH_DISTANCE = 32
  PULSE_WEAPON_TYPES = []         # Weapons with these weapon type ids will pulse like items or skills
  NO_MOVE_WEAPON_TYPES = []       # Weapons with these weapon type ids will show without moving
  PUNCH_WEAPON_TYPES = [2, 6, 10] # Weapons with these weapon type ids will move toward the enemy and back
                                  # All other weapon type ids will swing
  
  # Specify the ID of enemies who should have their image flipped in battle
  FLIP_ENEMY = [
                2, 3, 4, 5, 8, 10, 12, 13, 14, 16, 17, 
                18, 19, 21, 22, 23, 25, 28, 29,
                
               ]
  
  FORCE_AUTOTILE_BACKGROUND = true # attempt to use tile-based background on all maps

end
###############################################################################
##  MAIN SCRIPT
###############################################################################
##  EDITS BEYOND THIS POINT ARE AT YOUR OWN RISK!!!
###############################################################################
module BattleManager
  class &lt;&lt; self
    alias reedo_sbs_bm_process_victory process_victory
    alias reedo_sbs_bm_process_escape process_escape
    alias reedo_sbs_bm_gain_exp gain_exp
  end
  
  def self.gain_exp
    if $imported &amp;&amp; $imported["YEA-VictoryAftermath"] 
      tmp_gc = []
      $game_party.all_members.each do |actor|
        tmp_gc.push(actor.reedo_sbs_gc)
        actor.reedo_sbs_gc = nil if actor.reedo_sbs_gc
      end
      reedo_sbs_bm_gain_exp
      $game_party.all_members.each_with_index do |actor, i|
        actor.reedo_sbs_gc = tmp_gc[i] 
      end
    else
      reedo_sbs_bm_gain_exp
    end
  end
  
  def self.process_victory
    SceneManager.scene.reedo_victory_dance = true if REEDO_SBS::VICTORY_DANCE_ENABLED
    reedo_sbs_bm_process_victory
  end
  
  def self.process_escape
    SceneManager.scene.reedo_turn_and_run
    SceneManager.scene.reedo_cancel_run if !reedo_sbs_bm_process_escape
  end
  
  def self.reedo_preemptive?
    @preemptive
  end
  
  def self.reedo_surprise?
    @surprise
  end
  
  def self.reedo_get_actor_index
    return @actor_index
  end
end

class Game_Action
  def reedo_guard?
    return item == $data_skills[subject.guard_skill_id]
  end
end

class Game_Actor
  attr_accessor :reedo_sbs_gc
  attr_accessor :reedo_damage_time
  attr_accessor :reedo_is_acting
  
  alias reedo_sbs_ga_initialize initialize
  def initialize(actor_id)
    reedo_sbs_ga_initialize(actor_id)
    @reedo_damage_time = 0
    @reedo_is_acting = false
  end
  
  alias reedo_sbs_ga_perform_damage_effect perform_damage_effect
  def perform_damage_effect
    @reedo_damage_time = REEDO_SBS::DAMAGE_RED_TIME
    reedo_sbs_ga_perform_damage_effect
  end
end

class Game_Character
  attr_accessor :opacity
  attr_accessor :priority_type
  attr_accessor :reedo_start_top
  attr_accessor :reedo_jump_delta
  attr_accessor :reedo_shadow_sprite
  attr_accessor :reedo_is_dead
  attr_accessor :reedo_action_sprite
  attr_accessor :reedo_action_sprite_increment
  attr_accessor :reedo_action_style
  
  def reedo_step_on
    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_ON)
    process_move_command(cmd)
  end
  
  def reedo_step_off
    cmd = RPG::MoveCommand.new(Game_Character::ROUTE_STEP_ANIME_OFF)
    process_move_command(cmd)
  end
  
  def reedo_create_action_sprite(view)
    @reedo_action_style = 1
    @reedo_action_sprite_increment = REEDO_SBS::ACTION_SPRITE_INCREMENT
    @reedo_action_sprite = Sprite_Base.new(view)
    @reedo_action_sprite.bitmap = Bitmap.new(24, 24)
    @reedo_action_sprite.src_rect = Rect.new(0, 0, 24, 24)
    @reedo_action_sprite.ox = 24
    @reedo_action_sprite.oy = 24
    @reedo_action_sprite.x = (self.x * 32) - 28
    @reedo_action_sprite.y = (self.y * 32) + 18
    @reedo_action_sprite.z = (self.priority_type * 100) + 1
    @reedo_action_sprite.visible = false
  end
  
  def reedo_create_shadow_sprite(view)
    @reedo_shadow_sprite = Sprite_Base.new(view)
    bmp = Cache.picture(REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE) if REEDO_SBS::ACTOR_SHADOW_CUSTOM_PICTURE != nil
    bmp = Cache.system(REEDO_SBS::ACTOR_SHADOW_IMAGE) if bmp == nil
    @reedo_shadow_sprite.bitmap = bmp
    @reedo_shadow_sprite.src_rect = Rect.new(0, 0, bmp.width, bmp.height)
    @reedo_shadow_sprite.x = (self.x * 32) 
    @reedo_shadow_sprite.y = (self.y * 32) 
    @reedo_shadow_sprite.z = (self.priority_type * 100) - 1
  end
  
  alias reedo_sbs_gc_update update
  def update
    reedo_sbs_gc_update
    @shadow_sprite.update if @shadow_sprite != nil
  end
  
  def reedo_draw_icon(icon_index)
    @reedo_action_sprite.bitmap.clear
    @reedo_action_sprite.visible = (icon_index &gt; 0)
    return if icon_index &lt; 0
    bitmap = Cache.system("Iconset")
    rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
    @reedo_action_sprite.bitmap.blt(0, 0, bitmap, rect, 255)
  end
end

class Spriteset_Battle
  alias reedo_sbs_ssb_initialize initialize
  def initialize
    @reedo_dance_wait = 0
    reedo_sbs_ssb_initialize
  end
  
  alias reedo_sbs_ssb_dispose dispose
  def dispose
    for actor in $game_party.battle_members
      actor.reedo_sbs_gc.reedo_action_sprite.dispose
      actor.reedo_sbs_gc.reedo_shadow_sprite.dispose
      actor.reedo_sbs_gc = nil
    end
    @reedo_sprite_chars.each {|sprite| sprite.dispose }
    reedo_sbs_ssb_dispose
  end
  
  alias reedo_sbs_ssb_create_actors create_actors
  def create_actors
    dispose_actors if @actor_sprites != nil
    reedo_sbs_ssb_create_actors

    @reedo_game_chars = []
    @reedo_sprite_chars = []
    @actor_sprites = []
    @reedo_surprise_time = 0
    @reedo_preemptive_time = 0
    
    i = 1
    for actor in $game_party.battle_members
      gc = Game_Character.new
      gc.set_graphic(actor.character_name, actor.character_index)
      if BattleManager.reedo_surprise?
        gc.set_direction(6)
        @reedo_surprise_time = REEDO_SBS::SURPRISE_TIME
      elsif BattleManager.reedo_preemptive?
        @reedo_preemptive_time = REEDO_SBS::PREEMPTIVE_TIME
        @reedo_preemptive_tone = 0
        @reedo_preemptive_delta = 10
        gc.set_direction(2)
      else
        gc.set_direction(4)
      end
      gc.priority_type = i
      bc = Sprite_Character.new(@viewport1, gc)
      sb = Sprite_Battler.new(@viewport1, actor)
      top = REEDO_SBS::ACTOR_START_TOP + (i * REEDO_SBS::ACTOR_STAGGER_VERT)
      left = REEDO_SBS::ACTOR_START_LEFT
      if REEDO_SBS::ACTOR_STAGGER
        left += REEDO_SBS::ACTOR_STAGGER_HORZ if i % 2 == 0
      else
        left += REEDO_SBS::ACTOR_STAGGER_HORZ * i
      end
      gc.reedo_is_dead = false
      gc.reedo_start_top = top
      gc.reedo_jump_delta = -0.1
      gc.moveto(left, top)
      gc.reedo_create_shadow_sprite(@viewport1)
      gc.reedo_create_action_sprite(@viewport1)
      bc.update
      @actor_sprites.push(sb)   
      @reedo_sprite_chars.push(bc)
      @reedo_game_chars.push(gc)
      actor.reedo_sbs_gc = gc
      i += 1
    end
  end
  
  alias reedo_sbs_ssb_create_enemies create_enemies
  def create_enemies
    reedo_sbs_ssb_create_enemies
    for sprite in @enemy_sprites
      sprite.mirror = true if REEDO_SBS::FLIP_ENEMY.include?(sprite.battler.enemy_id)
    end
  end
  
  alias reedo_sbs_ssb_create_blurry_background_bitmap create_blurry_background_bitmap
  def create_blurry_background_bitmap
    if REEDO_SBS::FORCE_AUTOTILE_BACKGROUND &amp;&amp; !$BTEST
      tryName1 = battleback1_name
      return reedo_sbs_ssb_create_blurry_background_bitmap if tryName1 == nil
      wall = Cache.battleback1(tryName1)
      tryName2 = battleback2_name
      bitmap = Bitmap.new(640, 480)
      bitmap.blt(0, 0, wall, wall.rect)
      if tryName2 != nil
        floor = Cache.battleback2(tryName2)
        bitmap.blt(0, 320, floor, floor.rect)
      end
      bitmap
    else
      reedo_sbs_ssb_create_blurry_background_bitmap
    end
  end
  
  def reedo_update_victory_dance
    if @reedo_dance_wait == 0
      @actor_sprites.each_with_index do |sprite, i|
        if sprite.battler.alive? &amp;&amp; sprite.battler.movable?
          gc = @reedo_game_chars[i]
          gc.moveto(gc.x, gc.y + gc.reedo_jump_delta)
          if gc.y &lt; gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT
            gc.reedo_jump_delta = 0.1
            @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_HOVER
          end
          if gc.y &gt; gc.reedo_start_top
            gc.reedo_jump_delta = -0.1
            gc.set_direction(4)
            @reedo_dance_wait = REEDO_SBS::VICTORY_DANCE_JUMP_WAIT
          end
          if ((gc.y - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT) * 10).to_int % (REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT / 4 * 10).to_int == 0
            if @reedo_dance_wait == 0
              case gc.direction
                when 4; gc.set_direction(2)
                when 2; gc.set_direction(6)
                when 6; gc.set_direction(8)
                when 8; gc.set_direction(4)
              end
            end
          end
        end
      end
    else
      @reedo_dance_wait -= 1
    end
  end
  
  def reedo_update_surprise
    @actor_sprites.each_with_index do |sprite, i|
      if sprite.battler.alive? &amp;&amp; sprite.battler.movable?
        gc = @reedo_game_chars[i]
        if @reedo_surprise_time &gt; 1
          gc.moveto(gc.x, gc.y + gc.reedo_jump_delta)
          if gc.y &lt; gc.reedo_start_top - REEDO_SBS::VICTORY_DANCE_JUMP_HEIGHT
            gc.reedo_jump_delta = 0.1
          end
          if gc.y &gt; gc.reedo_start_top
            gc.reedo_jump_delta = -0.1
          end
        else
          gc.moveto(gc.x, gc.reedo_start_top)
          gc.set_direction(4)  
        end
      end
    end
    @reedo_surprise_time -= 1
  end
  
  def reedo_update_preemptive
    @actor_sprites.each_with_index do |sprite, i|
      if sprite.battler.alive? &amp;&amp; sprite.battler.movable?
        sc = @reedo_sprite_chars[i]
        if @reedo_preemptive_time &gt; 1
          sc.tone.set(@reedo_preemptive_tone,@reedo_preemptive_tone,@reedo_preemptive_tone)
          @reedo_preemptive_tone += @reedo_preemptive_delta
          @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone &gt;= 255
          @reedo_preemptive_delta *= -1 if @reedo_preemptive_tone &lt;= 0
        else
          sc.tone.set(0,0,0)
          @reedo_game_chars[i].set_direction(4)
        end
      end
    end
    @reedo_preemptive_time -= 1
  end
  
  def update_actors
    dance = false
    run = false
    if SceneManager.scene.is_a?(Scene_Battle)
      run = SceneManager.scene.reedo_run_away
      dance = SceneManager.scene.reedo_victory_dance
      reedo_update_victory_dance if dance
    end
    reedo_update_surprise if @reedo_surprise_time &gt; 0
    reedo_update_preemptive if @reedo_preemptive_time &gt; 0

    @actor_sprites.each_with_index do |sprite, i|
      gc = @reedo_game_chars[i]
      sc = @reedo_sprite_chars[i]
      if sprite.battler.movable?  &amp;&amp; (BattleManager.reedo_get_actor_index == i || sprite.battler.reedo_is_acting || dance || run)
        gc.reedo_step_on
      else
        gc.reedo_step_off
      end
      
      if gc.reedo_action_sprite.visible then
        if gc.reedo_action_style == 0 # swing
          gc.reedo_action_sprite.angle += gc.reedo_action_sprite_increment
          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.angle &gt; 90) || (gc.reedo_action_sprite.angle &lt; 0)
        elsif gc.reedo_action_style == 1 # pulse
          gc.reedo_action_sprite.zoom_x += (gc.reedo_action_sprite_increment * 0.01)
          gc.reedo_action_sprite.zoom_y += (gc.reedo_action_sprite_increment * 0.01)
          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.zoom_x &gt; 2.0) || (gc.reedo_action_sprite.zoom_x &lt; 1.0)
        elsif gc.reedo_action_style == 2 # punch
          gc.reedo_action_sprite.x += (gc.reedo_action_sprite_increment * REEDO_SBS::PUNCH_SPEED)
          gc.reedo_action_sprite_increment *= -1 if (gc.reedo_action_sprite.x &lt; gc.reedo_shadow_sprite.x - REEDO_SBS::PUNCH_DISTANCE) || (gc.reedo_action_sprite.x &gt; gc.reedo_shadow_sprite.x)
        end
        gc.reedo_action_sprite.update
      else
        gc.reedo_action_sprite.angle = 0
        gc.reedo_action_sprite.zoom_x = 1.0
        gc.reedo_action_sprite.zoom_y = 1.0
        gc.reedo_action_sprite.x = gc.reedo_shadow_sprite.x
      end
      
      if sprite.battler.dead?
        if gc.reedo_is_dead == false
          gc.moveto(gc.x + REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y + REEDO_SBS::ACTOR_DEATH_OFFSET_Y)
          gc.reedo_shadow_sprite.visible = false
          gc.opacity = REEDO_SBS::ACTOR_DEATH_OPACITY
          sc.angle = REEDO_SBS::ACTOR_DEATH_ANGLE
          sc.tone.set(REEDO_SBS::ACTOR_DEATH_TONE)
          gc.reedo_is_dead = true
        end
      else
        if gc.reedo_is_dead == true
          gc.moveto(gc.x - REEDO_SBS::ACTOR_DEATH_OFFSET_X, gc.y - REEDO_SBS::ACTOR_DEATH_OFFSET_Y)
          gc.reedo_shadow_sprite.visible = true
          gc.opacity = 255
          sc.angle = 0
          sc.tone.set(0,0,0)
          gc.reedo_is_dead = false
        end
        if sprite.battler.reedo_damage_time &gt; 0
          sc.tone.set(255,0,0) if sc.tone.red == 0
          sprite.battler.reedo_damage_time -= 1
        else
          sc.tone.set(0,0,0) if sc.tone.red == 255
        end
      end
      sc.update
      gc.update
      sprite.update
    end
  end
  
  def reedo_game_char(index)
    @reedo_game_chars[index]
  end
  
  def reedo_sprite_char(index)
    @reedo_sprite_chars[index]
  end
  
  def reedo_actor_sprites
    @actor_sprites
  end
end

class Scene_Battle
  attr_accessor :reedo_victory_dance
  attr_accessor :reedo_run_away
  attr_reader :subject
    
  alias reedo_sbs_sb_start start
  def start
    @reedo_victory_dance = false
    @reedo_run_away = false
    if !$BTEST
      @reedo_map_x = $game_map.display_x
      @reedo_map_y = $game_map.display_y
      $game_map.set_display_pos(0, 0)
    else
      $game_map = Game_Map.new
      $game_map.setup(1)
    end
    reedo_sbs_sb_start
  end
  
  alias reedo_sbs_sb_terminate terminate
  def terminate
    if !$BTEST
      $game_map.set_display_pos(@reedo_map_x, @reedo_map_y)
    end
    reedo_sbs_sb_terminate
  end
  
  alias reedo_sbs_sb_execute_action execute_action
  def execute_action
    if @subject.is_a?(Game_Actor)
      @subject.reedo_is_acting = true
      @spriteset.update_actors
      wait(15)
      if !@subject.current_action.reedo_guard?
        reedo_move_inout(-REEDO_SBS::ACTOR_STEP_DISTANCE)
        gc = @subject.reedo_sbs_gc
        iconidx = -1
        if @subject.current_action.item.is_a?(RPG::Skill)
          if @subject.current_action.item.id == REEDO_SBS::ATTACK_SKILL_ID
            iconidx = @subject.weapons[0].icon_index if @subject.weapons[0]
            iconidx = REEDO_SBS::UNARMED_ICON if iconidx &lt; 0
            if iconidx == REEDO_SBS::UNARMED_ICON 
              gc.reedo_action_style = REEDO_SBS::UNARMED_STYLE
            elsif REEDO_SBS::NO_MOVE_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id)
              gc.reedo_action_style = 3 #none
            elsif REEDO_SBS::PUNCH_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id)
              gc.reedo_action_style = 2 #punch
            elsif REEDO_SBS::PULSE_WEAPON_TYPES.include?(@subject.weapons[0].wtype_id)
              gc.reedo_action_style = 1 #pulse
            else
              gc.reedo_action_style = 0 #swing
            end
          else
            iconidx = @subject.current_action.item.icon_index
            gc.reedo_action_style = 1 #pulse
          end
        elsif @subject.current_action.item.is_a?(RPG::Item)
          iconidx = @subject.current_action.item.icon_index
          gc.reedo_action_style = 1
        end
        gc.reedo_draw_icon(iconidx) 
      else
        reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE / 2)
      end
    end
    reedo_sbs_sb_execute_action
    if @subject.is_a?(Game_Actor)
      if !@subject.current_action.reedo_guard?
        gc = @subject.reedo_sbs_gc
        gc.reedo_draw_icon(-1)
        reedo_move_inout(REEDO_SBS::ACTOR_STEP_DISTANCE)
      else
        reedo_move_inout(-(REEDO_SBS::ACTOR_STEP_DISTANCE / 2))
      end
      @subject.reedo_is_acting = false
    end
  end
  
  alias reedo_sbs_sb_show_animation show_animation
  def show_animation(targets, animation_id)
    oktargets = []
    targets.each do |sprite|
      if sprite.is_a?(Game_Actor)
        if animation_id == -1
          sprite.reedo_sbs_gc.animation_id = REEDO_SBS::ENEMY_DEFAULT_ATTACK
        else
          sprite.reedo_sbs_gc.animation_id = animation_id
        end
      else
        oktargets.push(sprite)
      end
    end
     reedo_sbs_sb_show_animation(oktargets, animation_id)
  end
  
  def reedo_move_inout(dist)
    i = 0
    while i &lt; REEDO_SBS::ACTOR_STEPS_IN_OUT
      gc = @subject.reedo_sbs_gc
      gc.moveto(gc.x + dist, gc.y)
      gc.reedo_shadow_sprite.x = (gc.x * 32)
      update_for_wait
      i += 1
    end    
  end
  
  def reedo_turn_and_run
    @reedo_run_away = true
    @spriteset.update_actors
    wait(15)
    @spriteset.reedo_actor_sprites.each_with_index do |sprite, i|
      gc = @spriteset.reedo_game_char(i)
      gc.set_direction(6)
      gc.moveto(gc.x + 0.5, gc.y)
      gc.reedo_shadow_sprite.x = (gc.x * 32)
    end
  end
  
  def reedo_cancel_run
    @reedo_run_away = false
    @spriteset.reedo_actor_sprites.each_with_index do |sprite, i|
      gc = @spriteset.reedo_game_char(i)
      gc.set_direction(4)
      gc.moveto(gc.x - 0.5, gc.y)
      gc.reedo_shadow_sprite.x = (gc.x * 32)
    end
    return false
  end
end
</pre>
<p> </p>
</div>
</div>
<p> </p>
<p> </p>
<p><strong><span style="font-size:24px;">Summary</span></strong></p>
<p>With this script you can quickly and easily show your party on screen during battle with animations and effects and no special configuration beyond rearranging the enemy layout in your troops.</p>
<p> </p>
<p>Comments and suggestions are welcome.</p>
]]></description><guid isPermaLink="false">18609</guid><pubDate>Sat, 14 Sep 2013 04:54:07 +0000</pubDate></item><item><title>VXA-OS - Create your MMO with RPG Maker</title><link>https://www.rpgmakercentral.com/topic/41596-vxa-os-create-your-mmo-with-rpg-maker/</link><description><![CDATA[
<div style="text-align:center;">
	<p>
		<img alt="vmblUfr.png" class="ipsImage" src="https://i.imgur.com/vmblUfr.png" />
	</p>

	<p>
		Author: Valentine<br />
		Version: 2.1.6 (released 01/27/2022)
	</p>

	<p>
		 
	</p>
</div>

<div style="text-align:center;">
	<p>
		<span><strong>About</strong></span>
	</p>
</div>

<p>
	VXA-OS is the most complete and secure free 2D online game creation tool from RPG Maker. It has been in active development since October 2017 and has been used in several MMORPGs, such as <a href="https://www.aldeiarpg.com/t14262-urkon-online" rel="external nofollow">Urkon Online</a>, <a href="https://www.aldeiarpg.com/t14134-lotus-online" rel="external nofollow">Lotus Online</a>, <a href="https://www.aldeiarpg.com/t14505-darknessfall-online" rel="external nofollow">Darknessfall</a>, <a href="https://www.aldeiarpg.com/t14610-mystical-hunter-online" rel="external nofollow">Mystical Hunter</a> and <a href="https://mmodev.zone/threads/hogwarts-online-2d.173/" rel="external nofollow">Hogwarts 2D</a>.
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<p>
		<span><strong>Features</strong></span>
	</p>
</div>

<p>
	<strong>Current:</strong><br />
	» Global real-time battle system on the server;<br />
	» 99% of the event commands on the server;<br />
	» Common events on the server;<br />
	» Configurable resolution;<br />
	» Global switches;<br />
	» SQL and MySQL databases;<br />
	» EventMachine network library;<br />
	» Friends system;<br />
	» Quest system;<br />
	» VIP system;<br />
	» Website;<br />
	» Account editor;<br />
	» Teleportation;<br />
	» Paperdolls;<br />
	» Guild;<br />
	» Group;<br />
	» Minimap;<br />
	» PvP;<br />
	» Bank.<br />
	<strong>Next:</strong><br />
	» Move Event event command;<br />
	» Customized movement of events;<br />
	» 8 directions;<br />
	» Finalize states, buffs and debuffs with timer;<br />
	» New account editor;<br />
	» Day and night;<br />
	» Climate;<br />
	» Windows by image;<br />
	» Multiple languages;<br />
	» Cooldown specific to each skill and item.
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<p>
		<span><strong>Images</strong></span>
	</p>
</div>

<p>
	» Login<br />
	<img alt="ayYA007.jpg" class="ipsImage" src="https://i.imgur.com/ayYA007.jpg" /><br />
	» Selection of characters<br />
	<img alt="RbXnfHR.jpg" class="ipsImage" src="https://i.imgur.com/RbXnfHR.jpg" /><br />
	» Bank and party<br />
	<img alt="7qSRclf.png" class="ipsImage" src="https://i.imgur.com/7qSRclf.png" /><br />
	» Quests and friends list<br />
	<img alt="QQCpwDJ.png" class="ipsImage" src="https://i.imgur.com/QQCpwDJ.png" /><br />
	» Administration panel and guild creation<br />
	<img alt="3N8Nj6u.png" class="ipsImage" src="https://i.imgur.com/3N8Nj6u.png" /><br />
	» Guild<br />
	<img alt="uwnCkxX.png" class="ipsImage" src="https://i.imgur.com/uwnCkxX.png" />
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<div style="text-align:center;">
		<p style="text-align:left;">
			<span><strong>Website</strong></span>
		</p>
	</div>

	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			 
		</div>

		<div class="ipsSpoiler_contents">
			<p style="text-align:left;">
				» Home page<br />
				<img alt="wXSEP5v.jpg" class="ipsImage" src="https://i.imgur.com/wXSEP5v.jpg" /><br />
				» Ranking<br />
				<img alt="fX9tiaD.jpg" class="ipsImage" src="https://i.imgur.com/fX9tiaD.jpg" /><br />
				» Players page<br />
				<img alt="00f71PF.jpg" class="ipsImage" src="https://i.imgur.com/00f71PF.jpg" /><br />
				» Store<br />
				<img alt="7TcOIId.jpg" class="ipsImage" src="https://i.imgur.com/7TcOIId.jpg" /><br />
				» Wikipedia<br />
				<img alt="ZBK8FhC.jpg" class="ipsImage" src="https://i.imgur.com/ZBK8FhC.jpg" />
			</p>
		</div>
	</div>

	<p style="text-align:left;">
		 
	</p>

	<p>
		<span><strong>Download</strong></span>
	</p>
</div>

<p>
	<strong>With standard DirectX (requires no installation):</strong><br />
	<a href="https://mega.nz/file/zAxXTCoD#4xF1gBk9xqzIXdQO4ECm0L0jKiiRFcscO1Fu75Nlo3E" rel="external nofollow">Mega</a><br />
	<a href="https://www.4shared.com/rar/rb1j4KeMiq/VXA-OS_214_-_Sem_SQLite-MySQL.html" rel="external nofollow">4shared</a>
</p>

<p>
	 
</p>

<p>
	<strong>With DirectX + SQL/MySQL database (requires installation):</strong><br />
	<a href="https://mega.nz/file/3JgynSYI#N5cBxNED2eUH1nK3J47Nr4GFwZUBLRJKSlsIJLS5XTo" rel="external nofollow">Mega</a><br />
	<a href="https://www.4shared.com/s/f5dubY10Mea" rel="external nofollow">4shared</a><br />
	<a href="https://github.com/Valentine90/VXA-OS" rel="external nofollow">GitHub</a>
</p>

<p>
	 
</p>

<p>
	<strong>Without DirectX (if the client with DirectX does not work):</strong><br />
	<a href="https://mmodev.zone/threads/client-without-directx.32/" rel="external nofollow">Click here</a>
</p>

<p>
	 
</p>

<p>
	<strong>Official DirectX download:</strong><br />
	<a href="https://www.microsoft.com/en-us/download/details.aspx?id=8109" rel="external nofollow">Click here</a>
</p>

<div style="text-align:center;">
	<p style="text-align:left;">
		 
	</p>

	<p>
		<span><strong>Tips</strong></span>
	</p>
</div>

<p>
	<strong>How to attack or speak to events:</strong><br />
	Press Ctrl.<br />
	<strong>How to open the administration panel:</strong><br />
	Press Insert.<br />
	<strong>English vocabulary:</strong><br />
	<a href="https://mmodev.zone/threads/vocabulario-em-ingles-english-vocabulary.28/" rel="external nofollow">Click here</a>
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<p>
		<span><strong>Discord</strong></span>
	</p>
</div>

<p>
	Keep in touch with us and report any errors that you find also in our group <a href="https://discord.gg/cVhjdsF" rel="external nofollow">Discord</a>.
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<p>
		<span><strong>Tutorials</strong></span>
	</p>
</div>

<p>
	<a href="https://www.aldeiarpg.com/t14385-vxa-os-level-ao-lado-do-nome-do-jogador-no-chat" rel="external nofollow">Level next to the player's name in the chat</a><br />
	<a href="https://www.aldeiarpg.com/t14387-vxa-os-exibir-grupo-no-chat-e-em-cima-do-personagem" rel="external nofollow">Show group in chat and on top of the character</a><br />
	<a href="https://www.aldeiarpg.com/t14624-vxa-os-experiencia-em-porcentagem" rel="external nofollow">Percentage experience</a><br />
	<a href="https://www.aldeiarpg.com/t14392-vxa-os-monstros-nao-atacarem-administradores" rel="external nofollow">Enemies do not attack administrators</a><br />
	<a href="https://www.aldeiarpg.com/t14395-vxa-os-nao-atacar-membro-da-party" rel="external nofollow">Do not attack party member</a><br />
	<a href="https://www.aldeiarpg.com/t14417-vxa-os-fundo-preto-embaixo-do-nome" rel="external nofollow">Black background under the name</a><br />
	<a href="https://www.aldeiarpg.com/t14630-vxa-os-nome-dos-jogadores-e-eventos-so-aparecer-se-passar-o-mouse-em-cima" rel="external nofollow">Player names and events only appear if you hover over them</a><br />
	<a href="https://www.aldeiarpg.com/t14740-vxa-os-nao-perder-nivel-ao-morrer" rel="external nofollow">Do not lose level when dying</a><br />
	<a href="https://www.aldeiarpg.com/t14808-vxa-os-dia-e-noite-por-evento" rel="external nofollow">Day and night by event</a>
</p>

<p>
	<a href="https://www.aldeiarpg.com/t14814-vxa-os-como-adicionar-mais-slots-de-equipamento" rel="external nofollow">Adding more equipment slots</a>
</p>

<p>
	<a href="https://www.aldeiarpg.com/t14488-vxa-vxa-os-independencia-grafica" rel="external nofollow">Independence from RTP</a><br />
	<a href="https://www.aldeiarpg.com/t14519-vxa-os-parallax-system" rel="external nofollow">Parallax System</a><br />
	<a href="https://www.aldeiarpg.com/t14807-vxa-os-mapa-parallax" rel="external nofollow">Parallax Map</a>
</p>

<div style="text-align:center;">
	<p>
		 
	</p>

	<p>
		<span><strong>Additional utilities</strong></span>
	</p>
</div>

<p>
	<a href="https://www.aldeiarpg.com/t14438-launcher-simples" rel="external nofollow">Simple launcher</a><br />
	<a href="https://www.aldeiarpg.com/t14521-auto-update-mais-facil-de-usar" rel="external nofollow">Auto Update</a><br />
	<a href="https://www.aldeiarpg.com/t14802-vxaos-ct-protect" rel="external nofollow">CT Protect</a>
</p>
]]></description><guid isPermaLink="false">41596</guid><pubDate>Mon, 02 Jul 2018 00:01:26 +0000</pubDate></item><item><title>DoubleX RMMV Status Bars Compatibility</title><link>https://www.rpgmakercentral.com/topic/43062-doublex-rmmv-status-bars-compatibility/</link><description><![CDATA[
<p>
	<strong>Note</strong>
</p>

<p>
	This plugin's available for commercial use
</p>

<p>
	<br />
	<strong>Purpose</strong>
</p>

<p>
	Fixes DoubleX RMMV Status Bars compatibility issues
</p>

<p>
	<br />
	<strong>Games using this plugin</strong>
</p>

<p>
	None so far
</p>

<p>
	 
</p>

<p>
	<strong>Addressed Plugins</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln"> *    # Yanfly Engine Plugins - Battle Engine Extension -
 *      Animated Sideview Enemies
 *      1. The status bars in DoubleX RMMV Status Bars are needlessly mirrored
 *         as well when mirroring animated sideview enemies
 *         - Reference tag: YEP_X_AnimatedSVEnemies_UnmirrorMirroredStatusBars
 *         - Extended Window_Patb_Bar.prototype.updateBar to mirror the status
 *           bars again if their parents are mirrored
 *         - This fix might cause minor performance issues on low-end mobiles</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
	</p>
<p>
		<strong>Prerequisites</strong>
	</p>


<p>
	Plugins:
</p>

<p>
	<a href="https://www.rpgmakercentral.com/topic/39451-doublex-rmmv-status-bars/" rel="">DoubleX RMMV Status Bars</a>
</p>

<p>
	Abilities:
</p>

<p>
	1. Nothing special
</p>

<p>
	
</p>

<p>
	<strong>Terms Of Use</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln"> *      1. Commercial use's always allowed and crediting me's always optional.
 *      2. You shall keep this plugin's Plugin Info part's contents intact.
 *      3. You shalln't claim that this plugin's written by anyone other than
 *         DoubleX or my aliases. I always reserve the right to deny you from
 *         using any of my plugins anymore if you've violated this.
 *      4. CC BY 4.0, except those conflicting with any of the above, applies
 *         to this plugin, unless you've my permissions not needing follow so.
 *      5. I always reserve the right to deny you from using this plugin
 *         anymore if you've violated any of the above.</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Changelog</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted">

<span class="pln"> *      v1.00a(GMT 0700 6-2-2022):
 *      1. 1st version of this plugin finished</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	<br />
	<strong>Download Link</strong>
</p>

<p>
	<a href="https://pastebin.com/AXm9hePk" rel="external nofollow">DoubleX RMMV Status Bars Compatibility</a>
</p>
]]></description><guid isPermaLink="false">43062</guid><pubDate>Sun, 06 Feb 2022 06:45:08 +0000</pubDate></item><item><title>VE - Materia System</title><link>https://www.rpgmakercentral.com/topic/37252-ve-materia-system/</link><description><![CDATA[
<div>
<div style="text-align:center;"><img src="https://victorenginescripts.files.wordpress.com/2015/11/victor-engine-script-title-e1453269812151.png" alt="victor-engine-script-title-e145326981215" /></div>
<p></p>
<p></p>
</div>
<br /><div>
<div style="text-align:center;"><img src="https://victorenginescripts.files.wordpress.com/2015/11/materia-system-name.png" alt="materia-system-name.png" /></div>
<p></p>
<p></p>
</div>
<br /><div> </div>
<br /><div>
<div style="text-align:center;">
<p>
</p>
<div class="ipsEmbeddedVideo"><div><iframe width="459" height="344" src="https://www.youtube.com/embed/rHshgEtNyMs?feature=oembed" frameborder="0" allowfullscreen="true"></iframe></div></div>
</div>
<p></p><p></p>
</div>
<br /><div> </div>
<br /><div><span style="color:rgb(78,78,78);font-family:'Source Sans Pro', sans-serif;text-align:justify;">This plugin replicate the Materia system from the game Final Fantasy VII. You can attch â€˜materiasâ€™ on the actor equipment to gain skills, parameter boost and varied special effects. Besides the original features, there are some new features such as the possibility to attach materias directly to the actor and add more than two linked slots at once.</span></div>
<br /><div> </div>
<br /><div>Download:</div>
<br /><div><a href="https://victorenginescripts.wordpress.com/rpg-maker-mv/materia-system/" rel="external nofollow">Victor Engine - Materia System</a></div>
<br /><div> </div>
<br /><div>Credits:</div>
<br /><div>Author: Victor Sant</div>
<br /><div> </div>
<br /><div><a href="http://victorenginescripts.wordpress.com/terms-of-use/" rel="external nofollow"><strong>Terms of Use</strong></a></div>
<br />]]></description><guid isPermaLink="false">37252</guid><pubDate>Fri, 12 Feb 2016 03:43:05 +0000</pubDate></item><item><title>Final Fantasy 7 Materia</title><link>https://www.rpgmakercentral.com/topic/7725-final-fantasy-7-materia/</link><description><![CDATA[
<p><strong>Materia System</strong></p>
<p>
Victor Sant</p>
<p> </p>
<p>
<strong>Introduction</strong></p>
<p>
Ok this script actuall belongs to me but Victor Sant created it as a commission. What it does is replicates the Materia System from Final Fantasy 7.</p>
<p>
For those who are not familiar with Final Fantasy 7 what materia is is an item that contains magic and is equipped to equipment and each equipment can have several of 2 different types</p>
<p>
of slots (joint and single) materia then gain ap from battles and as they 'grow' they can gain new spells for the hero and even 'breed' which happens when a materia becomes mastered it slipts into a matster and lvl 1 form</p>
<p> </p>
<p>
<strong>Script</strong></p>
<p>
<a href="http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/materia-system" rel="external nofollow">http://victorscripts.wordpress.com/rpg-maker-vx-ace/gameplay-scripts/materia-system</a></p>
<p> </p>
<p>
<strong>Features</strong></p>
<p>
- equip and unequip materia</p>
<p>
- materia grow using ap</p>
<p>
- materia shops that can buy and sell materia</p>
<p>
- materia breeding when mastered (can be turnd off)</p>
<p> </p>
<p>
<strong>How to Use</strong></p>
<p>
Plug and play.</p>
<p>
Details within script</p>
]]></description><guid isPermaLink="false">7725</guid><pubDate>Thu, 18 Oct 2012 18:04:38 +0000</pubDate></item><item><title>DoubleX RMMV Popularized ATB Compatibility</title><link>https://www.rpgmakercentral.com/topic/38114-doublex-rmmv-popularized-atb-compatibility/</link><description><![CDATA[
<p>
	<strong>Note</strong>
</p>

<p>
	This plugin's available for commercial use
</p>

<p>
	 
</p>

<p>
	<strong>Purpose</strong>
</p>

<p>
	Fixes DoubleX RMMV Popularized ATB compatibility issues
</p>

<p>
	 
</p>

<p>
	<strong>Games using this plugin</strong>
</p>

<p>
	None so far
</p>

<p>
	 
</p>

<p>
	<strong>Action Sequences</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-javascript prettyprinted">

<span class="pln"> </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Core</span><span class="pln">                                     
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> atb val</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                             
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the atb value of targets included
 </span><span class="pun">*</span><span class="pln">           by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by    
 </span><span class="pun">*</span><span class="pln">           </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers not cooling down          
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> atb val </span><span class="pun">%:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                           
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pun">%</span><span class="pln"> of the maximum atb value to the atb
 </span><span class="pun">*</span><span class="pln">           value of targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any     
 </span><span class="pun">*</span><span class="pln">           </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers
 </span><span class="pun">*</span><span class="pln">           not cooling down                                                 
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">3.</span><span class="pln"> reset atb val</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">                                       
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Resets</span><span class="pln"> the atb value of targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which 
 </span><span class="pun">*</span><span class="pln">           can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pun">,</span><span class="pln"> to the   
 </span><span class="pun">*</span><span class="pln">           maximum atb value in delay fill mode and </span><span class="lit">0</span><span class="pln"> </span><span class="kwd">if</span><span class="pln"> otherwise          
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">4.</span><span class="pln"> reset atb</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">                                           
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Clears</span><span class="pln"> all actions of targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which   
 </span><span class="pun">*</span><span class="pln">           can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln">           
 </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Charge</span><span class="pln">                                   
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> charge val</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                          
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the charge value of targets      
 </span><span class="pun">*</span><span class="pln">           included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">        
 </span><span class="pun">*</span><span class="pln">           supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers charging     
 </span><span class="pun">*</span><span class="pln">           actions                                                          
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> charge val </span><span class="pun">%:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                        
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pun">%</span><span class="pln"> of the maximum atb value to the    
 </span><span class="pun">*</span><span class="pln">           charge value of targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be  
 </span><span class="pun">*</span><span class="pln">           any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets     
 </span><span class="pun">*</span><span class="pln">           battlers charging actions                                        
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Cooldown</span><span class="pln">                                 
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> cooldown val</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                        
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the cooldown value of targets    
 </span><span class="pun">*</span><span class="pln">           included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">        
 </span><span class="pun">*</span><span class="pln">           supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers cooling down 
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> cooldown val </span><span class="pun">%:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                      
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pun">%</span><span class="pln"> of the maximum atb value to the    
 </span><span class="pun">*</span><span class="pln">           cooldown value of targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be
 </span><span class="pun">*</span><span class="pln">           any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets     
 </span><span class="pun">*</span><span class="pln">           battlers cooling down                                            
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Countdown</span><span class="pln">                                
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> countdown clock</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln"> </span><span>State</span><span class="pln">               
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span class="kwd">operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the number of frames as the      
 </span><span class="pun">*</span><span class="pln">           countdown clock of state </span><span class="kwd">with</span><span class="pln"> id </span><span>State</span><span class="pln"> </span><span class="kwd">for</span><span class="pln"> targets included by   
 </span><span class="pun">*</span><span class="pln">           </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by   
 </span><span class="pun">*</span><span class="pln">           </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers having said state         
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>The</span><span class="pln"> fps is assumed to be always </span><span class="lit">60</span><span class="pln">                               
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> countdown freeze</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Flag</span><span class="pln"> </span><span>State</span><span class="pln">                        
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Assign</span><span class="pln"> </span><span>Flag</span><span class="pun">,</span><span class="pln"> which is either </span><span class="kwd">true</span><span class="pln"> or </span><span class="kwd">false</span><span class="pun">,</span><span class="pln"> to </span><span class="kwd">set</span><span class="pln"> whether the   
 </span><span class="pun">*</span><span class="pln">           countdown clock of state </span><span class="kwd">with</span><span class="pln"> id </span><span>State</span><span class="pln"> is frozen </span><span class="kwd">for</span><span class="pln"> targets     
 </span><span class="pun">*</span><span class="pln">           included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">    
 </span><span class="pun">*</span><span class="pln">           supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln"> that targets battlers having said  
 </span><span class="pun">*</span><span class="pln">           state                                                            
 </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Delay</span><span class="pln">                                    
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> delay frame</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                         
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the number of frames as delay </span><span class="kwd">for</span><span class="pln">
 </span><span class="pun">*</span><span class="pln">           targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">
 </span><span class="pun">*</span><span class="pln">           supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln">                                    
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>The</span><span class="pln"> fps is assumed to be always </span><span class="lit">60</span><span class="pln">                               
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">    </span><span class="pun">#</span><span class="pln"> </span><span>DoubleX</span><span class="pln"> RMMV </span><span>Popularized</span><span class="pln"> ATB </span><span>Reset</span><span class="pln">                                    
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">1.</span><span class="pln"> reset val</span><span class="pun">:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                           
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pln"> to the atb reset value </span><span class="kwd">for</span><span class="pln"> targets  
 </span><span class="pun">*</span><span class="pln">           included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln">        
 </span><span class="pun">*</span><span class="pln">           supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln">                                    
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively
 </span><span class="pun">*</span><span class="pln">      </span><span class="lit">2.</span><span class="pln"> reset val </span><span class="pun">%:</span><span class="pln"> </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> </span><span>Operator</span><span class="pln"> </span><span>Value</span><span class="pln">                         
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Use</span><span class="pln"> </span><span>Operator</span><span class="pln"> to assign </span><span>Value</span><span class="pun">%</span><span class="pln"> of the maximum atb value to the atb
 </span><span class="pun">*</span><span class="pln">           reset value </span><span class="kwd">for</span><span class="pln"> targets included by </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pun">,</span><span class="pln"> which can be  
 </span><span class="pun">*</span><span class="pln">           any </span><span>Target</span><span class="pln"> </span><span>Typing</span><span class="pln"> supported by </span><span>Action</span><span class="pln"> </span><span>Sequences</span><span class="pln">                  
 </span><span class="pun">*</span><span class="pln">         </span><span class="pun">-</span><span class="pln"> </span><span>Operator</span><span class="pln"> can be either </span><span class="pun">=,</span><span class="pln"> </span><span class="pun">+,</span><span class="pln"> </span><span class="pun">-,</span><span class="pln"> </span><span class="pun">*,</span><span class="pln"> </span><span class="pun">/</span><span class="pln"> or </span><span class="pun">%,</span><span class="pln"> meaning </span><span class="kwd">set</span><span class="pln"> to</span><span class="pun">,</span><span class="pln"> add   
 </span><span class="pun">*</span><span class="pln">           by</span><span class="pun">,</span><span class="pln"> subtract by</span><span class="pun">,</span><span class="pln"> multiply by</span><span class="pun">,</span><span class="pln"> divide by or modulo by respectively</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Addressed Plugins</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint lang-javascript prettyprinted">

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

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Video</strong>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=aoBI3DaE3g8" rel="external nofollow">https://www.youtube.com/watch?v=aoBI3DaE3g8</a>
</p>

<p>
	 
</p>

<p>
	<strong>Prerequisites</strong>
</p>

<p>
	Plugins:
</p>

<p>
	1. <a href="http://www.rpgmakervxace.net/topic/35902-doublex-rmmv-popularized-atb-coretest-ver/" rel="external nofollow">DoubleX RMMV Popularized ATB Core</a>
</p>

<p>
	Abilities:
</p>

<p>
	1. Nothing special
</p>

<p>
	 
</p>

<p>
	<strong>Instructions</strong>
</p>

<p>
	Place this plugin below all DoubleX RMMV Popularized ATB addons
</p>

<p>
	 
</p>

<p>
	<strong>Terms Of Use</strong>
</p>

<p>
	You shall keep this plugin's Plugin Info part's contents intact
</p>

<p>
	You shalln't claim that this plugin's written by anyone other than DoubleX or his aliases
</p>

<p>
	None of the above applies to DoubleX or his/her aliases
</p>

<p>
	 
</p>

<p>
	<strong>Changelog</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint lang-javascript prettyprinted">

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

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Download Link</strong>
</p>

<p>
	<a href="http://pastebin.com/SXpV9Zwt" rel="external nofollow">DoubleX RMMV Popularized ATB Compatibility</a>
</p>

<p><a class="ipsAttachLink" href="//www.rpgmakercentral.com/applications/core/interface/file/attachment.php?id=21397">DoubleX RMMV Popularized ATB Compatibility v104a.js</a></p>]]></description><guid isPermaLink="false">38114</guid><pubDate>Tue, 12 Apr 2016 16:03:29 +0000</pubDate></item><item><title>DoubleX RMVXA Enhanced YSA Battle System: Classical ATB</title><link>https://www.rpgmakercentral.com/topic/31333-doublex-rmvxa-enhanced-ysa-battle-system-classical-atb/</link><description><![CDATA[
<p>
	<strong>Patches</strong>
</p>

<p>
	<a href="http://pastebin.com/PRwkrQKb" rel="external nofollow">(DoubleX)ECATB Base Formula</a>(Possibly hurts code performance but frees you from copying the same &lt;ecatb rate: RX&gt; to every battler)
</p>

<p>
	 
</p>

<p>
	<strong>Note</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			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.
		</p>

		<p>
			Right now I'm especially worrying about:
		</p>

		<p>
			1. If the instructions aren't helpful enough
		</p>

		<p>
			2. If this script's too hard for even an user with decent scripting knowledge to use
		</p>

		<p>
			3. If the user settings region is too big
		</p>

		<p>
			4. If the user's control and freedom aren't enough
		</p>

		<p>
			5. If this script's too unperformant
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Introduction</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			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."
		</p>

		<p>
			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.
		</p>

		<p>
			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.
		</p>

		<p>
			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.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Purpose</strong>
</p>

<p>
	Be an enhanced version of YSA-CATB with bug fixes and addons integrated
</p>

<p>
	 
</p>

<p>
	<strong>Features</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    1. Action Input Events(Core)                                              |</span><span class="pln">
</span><span class="com">#        You can set something to occur right before/after inputting actions   |</span><span class="pln">
</span><span class="com">#    2. Action Input Speed(Speed)                                              |</span><span class="pln">
</span><span class="com">#       You can set some enemys and/or actors with autobattle and/or confusion |</span><span class="pln">
</span><span class="com">#       to have action input speeds set by you                                 |</span><span class="pln">
</span><span class="com">#    3. ATB Bar Colors(Core)                                                   |</span><span class="pln">
</span><span class="com">#       You can set some actors, classes, weapons, armors, enemies and/or      |</span><span class="pln">
</span><span class="com">#       states to alter their owner's atb bar colors by ways set by you        |</span><span class="pln">
</span><span class="com">#    4. ATB Clock Window(Clock)                                                |</span><span class="pln">
</span><span class="com">#       You can set if and how the atb clock info will be shown in battle      |</span><span class="pln">
</span><span class="com">#    5. ATB Fill Rate(Core)                                                    |</span><span class="pln">
</span><span class="com">#       You can set some actors, classes, weapons, armors, enemies and/or      |</span><span class="pln">
</span><span class="com">#       states to alter their owner's atb fill rate by ways set by you         |</span><span class="pln">
</span><span class="com">#    6. ATB Force Run/Stop(Force)                                              |</span><span class="pln">
</span><span class="com">#       You can set keys to force the atb clock to run or stop when pressed    |</span><span class="pln">
</span><span class="com">#       You can also set if and how the atb force status will be shown         |</span><span class="pln">
</span><span class="com">#    7. ATB Pool(Pool)                                                         |</span><span class="pln">
</span><span class="com">#       You can set the atb and action points to be shared among the party or  |</span><span class="pln">
</span><span class="com">#       troop                                                                  |</span><span class="pln">
</span><span class="com">#       Right now it doesn't support toogling this feature in battles          |</span><span class="pln">
</span><span class="com">#       (v0.05a+)Right now it doesn't work well with the Gradual Action Points |</span><span class="pln">
</span><span class="com">#       Gain feature                                                           |</span><span class="pln">
</span><span class="com">#    8. ATB Reset Events(Core)                                                 |</span><span class="pln">
</span><span class="com">#       You can set something to occur right before and/or after an atb reset  |</span><span class="pln">
</span><span class="com">#    9. ATB Reset Value(Core)                                                  |</span><span class="pln">
</span><span class="com">#       You can set some skill or items to reset their users' atb value by     |</span><span class="pln">
</span><span class="com">#       values set by You                                                      |</span><span class="pln">
</span><span class="com">#    10. ATB Turn Type(Core)                                                   |</span><span class="pln">
</span><span class="com">#        You can set if the turn is based on time, number of actions/battlers  |</span><span class="pln">
</span><span class="com">#    11. ATB Update Events(Core)                                               |</span><span class="pln">
</span><span class="com">#        You can set something to occur right before and/or after an atb update|</span><span class="pln">
</span><span class="com">#    12. Battler Charging Cancellation/Setup/Target Selection Hotkeys(Hotkey)  |</span><span class="pln">
</span><span class="com">#        You can set hotkeys to call actors/enemies that can input actions, be |</span><span class="pln">
</span><span class="com">#        targeted or are charging skills/items                                 |</span><span class="pln">
</span><span class="com">#    13. Battler Cool Down(Cooldown)                                           |</span><span class="pln">
</span><span class="com">#        You can set some skills or items to cause their users to have to cool |</span><span class="pln">
</span><span class="com">#        down for a while before their atb bar will be filled again            |</span><span class="pln">
</span><span class="com">#    14. Battler Order Window(Order)                                           |</span><span class="pln">
</span><span class="com">#        You can set if and how the battler orders will be shown in battle     |</span><span class="pln">
</span><span class="com">#    15. Battler Ready SE(SE)                                                  |</span><span class="pln">
</span><span class="com">#        You can set some battlers to play a se set by users when the battlers |</span><span class="pln">
</span><span class="com">#        become able to act                                                    |</span><span class="pln">
</span><span class="com">#    16. Battler Sprite ATB Bars(Bar)                                          |</span><span class="pln">
</span><span class="com">#        You can set the contents and layouts of the battler sprite atb bars   |</span><span class="pln">
</span><span class="com">#        and the conditions for them to be shown                               |</span><span class="pln">
</span><span class="com">#    17. Changing battle systems(Core)                                         |</span><span class="pln">
</span><span class="com">#        You can change the battle system to any of those supported by         |</span><span class="pln">
</span><span class="com">#        Yanfly Engine Ace - Ace Battle Engine outside battles                 |</span><span class="pln">
</span><span class="com">#    18. Cooldown Finish Events(Cooldown)                                      |</span><span class="pln">
</span><span class="com">#        You can set something to occur right after finishing cooldown normally|</span><span class="pln">
</span><span class="com">#    19. Countdown States(Countdown)                                           |</span><span class="pln">
</span><span class="com">#        You can set some states having duration in seconds and conditions     |</span><span class="pln">
</span><span class="com">#        that trigger actions when they're met                                 |</span><span class="pln">
</span><span class="com">#    20. (v0.04a+)CTB Replication(Core)                                        |</span><span class="pln">
</span><span class="com">#        You can set this script to replicate a CTB system by skipping the atb,|</span><span class="pln">
</span><span class="com">#        charge and cooldown filling times, and the global atb tick clock      |</span><span class="pln">
</span><span class="com">#    21. Dynamic configuration values(Core)                                    |</span><span class="pln">
</span><span class="com">#        Almost all user configuration values can be changed by you on the fly |</span><span class="pln">
</span><span class="com">#    22. Escape/ATB Wait Conditions(Core)                                      |</span><span class="pln">
</span><span class="com">#        You can set the conditions for party escape and/or the atb clock to   |</span><span class="pln">
</span><span class="com">#        stop running                                                          |</span><span class="pln">
</span><span class="com">#    23. Failed Escape Attempt Action Cost(Core)                               |</span><span class="pln">
</span><span class="com">#        You can set the action costed paid by all party members right after   |</span><span class="pln">
</span><span class="com">#        a failed escape attempt                                               |</span><span class="pln">
</span><span class="com">#    24. (v0.05a+)Gradual Action Points Gain(Action)                           |</span><span class="pln">
</span><span class="com">#        You can set some battlers' action points to be gained 1 by 1 instead  |</span><span class="pln">
</span><span class="com">#        of gaining all action points at once                                  |</span><span class="pln">
</span><span class="com">#        Right now it doesn't work well with the ATB Pool feature              |</span><span class="pln">
</span><span class="com">#    25. Skill/Item Action Cost(Core)                                          |</span><span class="pln">
</span><span class="com">#        You can set some skills or items to have their own action point       |</span><span class="pln">
</span><span class="com">#        demands                                                               |</span><span class="pln">
</span><span class="com">#    26. Skill/Item Cancel(Cancel)                                             |</span><span class="pln">
</span><span class="com">#        You can cancel party members' charging skill/items                    |</span><span class="pln">
</span><span class="com">#    27. Skill/Item Charging(Charge)                                           |</span><span class="pln">
</span><span class="com">#        You can set party escape, some skills or items to demand users to     |</span><span class="pln">
</span><span class="com">#        charge for a while before executing them                              |</span><span class="pln">
</span><span class="com">#        You can also set some skills or items requiring charging to demands   |</span><span class="pln">
</span><span class="com">#        their users to pay the costs after started or finished charging       |</span><span class="pln">
</span><span class="com">#    28. Start ATB Value(Core)                                                 |</span><span class="pln">
</span><span class="com">#        You can set some battlers to have their own initial atb values at     |</span><span class="pln">
</span><span class="com">#        the beginning of a battle under conditions set by you                 |</span><span class="pln">
</span><span class="com">#    29. Unison Skills(Unison)                                                 |</span><span class="pln">
</span><span class="com">#        You can set some skills/items to need more than 1 battler to use      |</span><span class="pln">
</span><span class="com">#        Right now it only supports actor unison skills/items                  |</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Possibly upcoming features</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    1. Action Batch Execution                                                 |</span><span class="pln">
</span><span class="com">#       You can set some battlers to input and execute more than 1 actions in a|</span><span class="pln">
</span><span class="com">#       single action input and execution phase respectively                   |</span><span class="pln">
</span><span class="com">#    2. Multiple ATB Types                                                     |</span><span class="pln">
</span><span class="com">#       You can set some skills/items to use some ATB types and some other     |</span><span class="pln">
</span><span class="com">#       skills/items to use some other ATB types                               |</span><span class="pln">
</span><span class="com">#    3. Premature Discharge                                                    |</span><span class="pln">
</span><span class="com">#       You can set some skills/items to be able to be prematurely executed    |</span><span class="pln">
</span><span class="com">#       before it finishes charging under some conditions and trade offs       |</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Games using this script</strong>
</p>

<p>
	None so far
</p>

<p>
	 
</p>

<p>
	<strong>Compatibility Fix</strong><br />
	<a href="http://www.rpgmakervxace.net/topic/31352-doublex-rmvxa-enhanced-ysa-battle-system-classical-atb-compatibility/" rel="external nofollow">DoubleX RMVXA Enhanced YSA Battle System: Classical ATB Compatibility</a>
</p>

<p>
	 
</p>

<p>
	<strong>Screenshots</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<p>
			<img alt="ECATB%20Battler%20Order%20Window%20Featu" src="http://i402.photobucket.com/albums/pp101/AvatarArcaneKLOTZ/ECATB%20Battler%20Order%20Window%20Feature.jpg" />
		</p>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Video</strong>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=E692R6s8F0I" rel="external nofollow">https://www.youtube.com/watch?v=E692R6s8F0I</a>
</p>

<p>
	<a href="https://www.youtube.com/watch?v=6E0-X0wbLAM" rel="external nofollow">https://www.youtube.com/watch?v=6E0-X0wbLAM</a>
</p>

<p>
	 
</p>

<p>
	<strong>Demo</strong>
</p>

<p>
	Coming Soon
</p>

<p>
	 
</p>

<p>
	<strong>Prerequisites</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Scripts:
		</p>

		<p>
			<a href="https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/" rel="external nofollow">Yanfly Engine Ace - Ace Battle Engine</a>
		</p>

		<p>
			Abilities:
		</p>

		<p>
			1. Solid understanding of the basic active time battle concept
		</p>

		<p>
			2. Solid understanding of the RMVXA notetag and script call usages
		</p>

		<p>
			3. Decent RGSS3 scripting proficiency to fully utilize this script
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Terms Of Use</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    You shall:                                                                |</span><span class="pln">
</span><span class="com">#    1. Follow the terms of use of YSA Battle System: Classical ATB            |</span><span class="pln">
</span><span class="com">#    2. Let your published edits of this script be integrated as parts of it   |</span><span class="pln">
</span><span class="com">#    3. Keep this script's Script Info part's contents intact                  |</span><span class="pln">
</span><span class="com">#    You shalln't:                                                             |</span><span class="pln">
</span><span class="com">#    1. Claim that this script's written by anyone other than DoubleX, his     |</span><span class="pln">
</span><span class="com">#       aliases, Yami, or his/her aliases                                      |</span><span class="pln">
</span><span class="com">#    2. Make an edit of this script while saying it isn't                      |</span><span class="pln">
</span><span class="com">#    3. Make a RMVXA project based on this script's demo while saying it isn't |</span><span class="pln">
</span><span class="com">#    None of the above applies to Yami or his/her aliases                      |</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Instructions</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    1. Open the script editor and put this script into an open slot between   |</span><span class="pln">
</span><span class="com">#       Yanfly Engine Ace - Ace Battle Engine and Main. Save to take effect.   |</span><span class="pln">
</span><span class="com">#    2. This script can't be used with YSA Battle System: Classical ATB.       |</span><span class="pln">
</span><span class="com">#    3. Set DEFAULT_BATTLE_SYSTEM in Yanfly Engine Ace - Ace Battle Engine as  |</span><span class="pln">
</span><span class="com">#       :ecatb to set the default battle system as that of this script.        |</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Author's Notes</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			1. Using <a href="https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/" rel="external nofollow">Yanfly Engine Ace - Ace Core Engine</a> 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.
		</p>

		<p>
			2. Using <a href="https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/buff-state-manager/" rel="external nofollow">Yanfly Engine Ace - Buff &amp; State Manager</a> is highly recommended as it displays the states' remaining turns.
		</p>

		<p>
			3. Using <a href="https://yanflychannel.wordpress.com/rmvxa/gameplay-scripts/skill-cost-manager/" rel="external nofollow">Yanfly Engine Ace - Skill Cost Manager</a> 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 &lt;custom cost: skill.ecatb_act_cost[@actor]&gt;.
		</p>

		<p>
			4. Using <a href="https://himeworks.wordpress.com/2013/07/07/full-input-keyboard/" rel="external nofollow">Cidiomar's Input</a> as well is highly recommended as it lets users set custom keymaps, which is useful for features using keyboard inputs.
		</p>

		<p>
			5. Using <a href="http://www.rpgmakervxace.net/topic/32039-doublex-rmvxa-dynamic-data/" rel="external nofollow"><span>DoubleX RMVXA Dynamic Data</span></a> is highly recommemded as it lets you change the notetag values on the fly.
		</p>

		<p>
			- ecatb_note_strings[note] is an accessor letting you store your new notetag values of notetag note.
		</p>

		<p>
			- reset_ecatb_notes(note) applies the above changes.
		</p>

		<p>
			6. Using <a href="http://forums.rpgmakerweb.com/index.php?/topic/38774-doublex-rmvxa-state-counters/" rel="external nofollow">DoubleX RMVXA State Counters</a> is highly recommended as it displays the enemy countdown states.<br />
			7. Using <a href="http://forums.rpgmakerweb.com/index.php?/topic/38777-doublex-rmvxa-state-triggers/" rel="external nofollow">DoubleX RMVXA State Triggers</a> is highly recommended as the CATB Clear Addon and some features of the CATB Countdown Addon are outsourced to that script.
		</p>

		<p>
			8. This is an advanced complicated script, meaning testings are likely needed to comprehend the use of every configuration of this script.
		</p>

		<p>
			9. This script can run using the default settings but you're still highly recommended to comprehend all user settings of this script.
		</p>

		<p>
			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.
		</p>

		<p>
			11. Using too many notetags and/or complicated configuration settings and/or notetag values can cause severe performance issues.
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>FAQ</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    Q1. What's the main difference between ECATB and CATB?                    |</span><span class="pln">
</span><span class="com">#    A1. 1. The former integrates everything except compatibility fix into 1   |</span><span class="pln">
</span><span class="com">#           script while the addons and bug fix of the latter are all separate |</span><span class="pln">
</span><span class="com">#           scripts.                                                           |</span><span class="pln">
</span><span class="com">#        2. Almost all user settings of the former can be changed on the fly   |</span><span class="pln">
</span><span class="com">#           easily while lots of the latter are always fixed once set by users |</span><span class="pln">
</span><span class="com">#           or even just hardcoded.                                            |</span><span class="pln">
</span><span class="com">#        3. Some notetags of the former lets users do more stuffs than some of |</span><span class="pln">
</span><span class="com">#           those of the latter.                                               |</span><span class="pln">
</span><span class="com">#        4. The code structures and documentations of the former are generally |</span><span class="pln">
</span><span class="com">#           clearer, neater and more logical than those of the latter.         |</span><span class="pln">
</span><span class="com">#        5. The codes of the former are generally more effective, efficient,   |</span><span class="pln">
</span><span class="com">#           flexible, maintainable, reliable and robust than the latter.       |</span><span class="pln">
</span><span class="com">#        6. The former does a more thorough user error checking and corrections|</span><span class="pln">
</span><span class="com">#           than the latter for most user settings in most cases.              |</span><span class="pln">
</span><span class="com">#        7. The former generally demands much more from both the users and     |</span><span class="pln">
</span><span class="com">#           scripters than the latter.                                         |</span><span class="pln">
</span><span class="com">#        8. Users can't disable addons in the former while they can add and/or |</span><span class="pln">
</span><span class="com">#           remove the addon of the latter effortlessly.                       |</span><span class="pln">
</span><span class="com">#        9. The latter outsources little features to other scripts while the   |</span><span class="pln">
</span><span class="com">#           former does this significantly more heavily.                       |</span><span class="pln">
</span><span class="com">#    Q2. Some settings need scripting knowledge to use. May you please teach me|</span><span class="pln">
</span><span class="com">#        scripting?                                                            |</span><span class="pln">
</span><span class="com">#    A2. You can ask me how to set specific settings to meet your specific     |</span><span class="pln">
</span><span class="com">#        needs, but it seems to me that there are many good scripting teachers |</span><span class="pln">
</span><span class="com">#        so you may want to ask them instead of me for learning scripting.     |</span><span class="pln">
</span><span class="com">#    Q3. Why don't you implement the reverse atb bar feature in this script    |</span><span class="pln">
</span><span class="com">#        like what Victor Sant did in his atb script?                          |</span><span class="pln">
</span><span class="com">#    A3. It's implicitly implemented but the feature is still in this script:  |</span><span class="pln">
</span><span class="com">#        1. Set :ecatb_bar_colors as %Q(Color.new(0, 0, 0, 0),                 |</span><span class="pln">
</span><span class="com">#           Color.new(0, 0, 0, 0)).                                            |</span><span class="pln">
</span><span class="com">#           It makes the atb bar invisible.                                    |</span><span class="pln">
</span><span class="com">#        2. Set :ecatb_base_fill_t as %Q(1 / Graphics.frame_rate).             |</span><span class="pln">
</span><span class="com">#           It sets the base atb fill rate to be 100% per frame.               |</span><span class="pln">
</span><span class="com">#        3. Set the charge rate of each skill or item as "x".                  |</span><span class="pln">
</span><span class="com">#           It makes the skill or item to charge x% atb per frame.             |</span><span class="pln">
</span><span class="com">#    Q4. Why I'll have to credit Yami but not you when it's your work?         |</span><span class="pln">
</span><span class="com">#    A4. It's because this script's an edit of CATB and is heavily based on it.|</span><span class="pln">
</span><span class="com">#        Without Yami's CATB, this script won't exist; Without his term of use |</span><span class="pln">
</span><span class="com">#        permitting editing his CATB, this script won't exist as well.         |</span><span class="pln">
</span><span class="com">#    Q5. What's the point of making ECATB when we've CATB?                     |</span><span class="pln">
</span><span class="com">#    A5. 1. Some users may prefer having everything bundled into a single      |</span><span class="pln">
</span><span class="com">#           script and that's the main reason for me to make ECATB.            |</span><span class="pln">
</span><span class="com">#        2. Lets advanced users have much more control and freedom over the    |</span><span class="pln">
</span><span class="com">#           script settings. ECATB does that at the cost of significantly      |</span><span class="pln">
</span><span class="com">#           raising the demand of user proficiency, while CATB keeps the       |</span><span class="pln">
</span><span class="com">#           settings simple at the cost of obviously reducing the settting     |</span><span class="pln">
</span><span class="com">#           flexibilities.                                                     |</span><span class="pln">
</span><span class="com">#    Q6. Can you make this script easier for non-scripters to use?             |</span><span class="pln">
</span><span class="com">#    A6. I tried to make it as easy as I can but right now that's my limit.    |</span><span class="pln">
</span><span class="com">#    Q7. Why some settings aren't hardcoded when no users would change them?   |</span><span class="pln">
</span><span class="com">#    A7. If that's really the case, I'll consider making them hardcoded.       |</span><span class="pln">
</span><span class="com">#    Q8. Why the script configuration part needs to have 2100+ lines?          |</span><span class="pln">
</span><span class="com">#    A8. That's because this script does need that many lines to let users set |</span><span class="pln">
</span><span class="com">#        the configurations of this script. You may want to use CATB instead if|</span><span class="pln">
</span><span class="com">#        you don't need most of this script's configurations.                  |</span><span class="pln">
</span><span class="com">#    Q9. Why 'Let your published edits of this script be integrated as parts of|</span><span class="pln">
</span><span class="com">#        it' is included in the terms of use?                                  |</span><span class="pln">
</span><span class="com">#    A9. 1. It means I want to reserve that right but that doesn't mean I'll   |</span><span class="pln">
</span><span class="com">#           always do so. I'll never do so without discussing that with you.   |</span><span class="pln">
</span><span class="com">#           I'll even try to have your permissions beforehand.                 |</span><span class="pln">
</span><span class="com">#        2. Integrating the edits into this script may perform better in some  |</span><span class="pln">
</span><span class="com">#           cases. A case-by-case approach will be used for discussing that.   |</span><span class="pln">
</span><span class="com">#        3. If I didn't reserve that right, things could be chaotic when some  |</span><span class="pln">
</span><span class="com">#           edits done by some people did conflict with some of the others by  |</span><span class="pln">
</span><span class="com">#           some other people. Reserving this right can indeed be an insurance.|</span><span class="pln">
</span><span class="com">#        4. I'll credit you and clearly stating which parts are your work.     |</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<div>
	 
</div>

<div>
	<p>
		<strong>Authors</strong>
	</p>

	<div class="ipsSpoiler" data-ipsspoiler="">
		<div class="ipsSpoiler_header">
			 
		</div>

		<div class="ipsSpoiler_contents">
			<p>
				 
			</p>

			<pre class="ipsCode prettyprint prettyprinted">

<span class="com">#    DoubleX:                                                                  |</span><span class="pln">
</span><span class="com">#    1. This script                                                            |</span><span class="pln">
</span><span class="com">#    Yami:                                                                     |</span><span class="pln">
</span><span class="com">#    1. YSA Battle System: Classical ATB                                       |</span></pre>

			<p>
				 
			</p>
		</div>
	</div>
</div>

<div>
	 
</div>

<p>
	<strong>Changelog</strong>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		 
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			 
		</p>

		<pre class="ipsCode">

#    v0.05c(GMT 0600 28-11-2021):                                              |
#    1. Fixed wrong eval of ecatb_battler_scale and uninitialized battler turn |
#       bugs                                                                   |
#    v0.05b(GMT 0200 7-11-2015):                                               |
#    1. Updated (DoubleX)ECATB Base Formula                                    |
#    2. Notetag values are now symbols of methods in the configuration regions |
#    3. Fixed battler order icon not placed correctly when atb &gt;= 100.0 bug    |
#    4. Simplified the party/troop atb pool reset implementations              |
#    5. Updated some outdated documentations                                   |
#    6. Further improved this script's compatibility, efficiency and simplicity|
#    v0.05a(GMT 0400 21-10-2015):                                              |
#    1. Implemented the Gradual Action Points Gain feature                     |
#       - Right now it doesn't work well with the ATB Pool feature             |
#    2. Updated (DoubleX)ECATB Base Formula                                    |
#    3. Added configuration :ecatb_countdown_mib in the added feature COUNTDOWN|
#    4. ecatb_se_ready_act changed to take SE or nil instead of an array       |
#    5. Fixed battler order and se notetags falsely returning nil bug          |
#    6. Fixed undisposed battler atb order icons upon battle end bug           |
#    7. Fixed repeated actor sprite creation bug                               |
#    8. Fixed battler atb order icons not keeping updated upon icon change bug |
#    9. Fixed pre ecatb input act only triggering upon becoming able to act bug|
#    10. Fixed split second countdown interval never updating turns bug        |
#    11. Fixed active actor command window not showing in atb pool mode bug    |
#    12. Fixed enemy atb bar not showing for those having at least 1 state bug |
#    13. Fixed nil cooldown rate when the atb gain rate remain unchanged bug   |
#    14. Fixed false unison charging for non unison skills/items after using   |
#        unison ones bug                                                       |
#    15. Fixed corrupted battler's last skill/item cache bug                   |
#    16. Fixed running the atb frame update upon battle end bug                |
#    17. Fixed non-sync unison cooldown with party/troop atb pool mode bug     |
#    18. Fixed troop atb pool reset not resetting all enemies' atb values bug  |
#    19. Fixed party/troop atb pool reset falsely resetting other members'     |
#        actions bug                                                           |
#        Right now all members' actions will still be reset when the action    |
#        point pool's depleted                                                 |
#    21. Fixed battler ready se not playing when the battler's become able to  |
#        act bug                                                               |
#    22. Debugging this script becomes easier and simpler with the console open|
#    23. Removed some more redundant variables and methods                     |
#    24. Further boosted this script's compactness, correctness, effectiveness,|
#        efficiency, maintainability, readability, robustness and simplicity   |
#    v0.04f(GMT 0400 12-9-2015):                                               |
#    1. Added 3 script calls for notifying changes of new status window methods|
#    2. The battler sprite atb bar methods are now under ECATB_Bar             |
#    3. Fixed issues with clearing/resetting battler blocks twice consecutively|
#    4. Further improved this script's effectiveness, efficiency and robustness|
#    v0.04e(GMT 1500 11-8-2015):                                               |
#    1. Fixed crash upon changing equips outside battles bug                   |
#    2. Fixed triggering pre and post atb reset effects upon battle end bug    |
#    3. Fixed enemy ecatb bar show not working properly bug                    |
#    4. Fixed actors added during battles not properly initialized bug         |
#    5. Fixed disabling party escape if not all party members are movable bug  |
#    6. Fixed failed party escape attempts not cooling down properly bug       |
#    7. Updated the outdated configuration documentations                      |
#    8. Further improved this script's compactness, memory usage and robustness|
#    v0.04d(GMT 1400 1-8-2015):                                                |
#    1. Updated (DoubleX)ECATB Base Formula                                    |
#    2. Changed :color to :atb and %Q(%Q()) to %Q()                            |
#    3. Added configuration :ecatb_bar_multilayer in feature BAR               |
#    4. Changed configuration :ecatb_actor_hotkeys to :ecatb_battler_hotkeys   |
#    5. UNISON_DEFS doesn't have to include method arguments now               |
#    6. Battler bars displayed on their sprites can overlap with status window |
#    7. Added video https://www.youtube.com/watch?v=6E0-X0wbLAM                |
#    8. Fixed complete freeze upon battle end in the ctb replication mode bug  |
#    9. Fixed actors being inputable without action points in the atb pool mode|
#    10. Fixed uncleared blocks for actors not in the party when saving bug    |
#    11. Fixed unison rules not being properly applied to user's methods bug   |
#    12. Fixed countdown freeze not freezing the countdown clock entirely bug  |
#    13. Fixed notetag value reevaluation not always correctly triggered bug   |
#    14. Further increased this script's compactness, compatibility,           |
#        correctness, effectiveness, efficiency, flexibility, maintainability, |
#        modularity, readability, robustness, simplicity and user-friendliness |
#    v0.04c(GMT 1600 5-7-2015):                                                |
#    1. Fixed duplicate actor sprite creations from other scripts doing so     |
#    2. Fixed executing and/or inputting actions from/to hidden battlers bug   |
#    3. Further increased this script's compactness and efficiency             |
#    4. Removed some more redundant variables and compatibility socket methods |
#    v0.04b(GMT 1600 29-6-2015):                                               |
#    1. Reduced lag right after executing actions with ctb replication         |
#    2. Fixed nil atb bar color bug upon party member change at battle end     |
#    3. Removed some redundant variables and compatibility socket methods      |
#    v0.04a(GMT 0300 27-6-2015):                                               |
#    1. Implemented the CTB Replication feature                                |
#    2. Lets users set if problematic configuration values will be reset       |
#    3. Fixed retrieving nil battler name bug in the help window               |
#    4. Increased this script's compactness and memory performance             |
#    v0.03a(GMT 0900 27-5-2015):                                               |
#    1. Implemented these features:                                            |
#       -  Action Input Events                                                 |
#       -  ATB Reset Events                                                    |
#       -  Cooldown Finish Events                                              |
#    2. Improved this script's efficiency and robustness                       |
#    v0.02d(GMT 0400 25-5-2015):                                               |
#    1. Fixed starting atb value not working bug                               |
#    2. Fixed some typos and outdated stuffs                                   |
#    v0.02c(GMT 1300 15-5-2015):                                               |
#    1. Fixed default atb starting value not working bug                       |
#    2. Fixed nil color upon victory and unexpected change equip results bug   |
#    3. Fixed not clearing battlers' lambdas before calling Marshal bug        |
#    4. Fixed failing to load saved games upon restarting the game bug         |
#    5. Fixed unison method rules not working bug                              |
#    6. Improved the battler cooldown and party escape implementations         |
#    7. Further improved this script's efficiency                              |
#    v0.02b(GMT 1500 12-5-2015):                                               |
#    1. Fixed some typos and outdated stuffs                                   |
#    2. Fixed order battler icon bugs upon adding/removing party members       |
#    v0.02a(GMT 0700 9-5-2015):                                                |
#    1. Implemented the Action Input Speed feature                             |
#    2. Further improved this script's efficiency                              |
#    v0.01b(GMT 1600 4-5-2015):                                                |
#    1. Improved this script's efficiency                                      |
#    v0.01a(GMT 1300 2-5-2015):                                                |
#    1. Implemented the Battler Order Window feature                           |
#    v0.00d(GMT 0800 22-4-2015):                                               |
#    1. Fixed actor auto battle and confusion action not executing properly bug|
#    2. Fixed compatibility methods not being called bug                       |
#    3. Fixed unison charging value reset bug(the charging finishes upon reset)|
#    v0.00c(GMT 1200 18-4-2015):                                               |
#    1. Fixed the atb bar y offset not working bug                             |
#    2. Fixed the faulty example notetag values of &lt;ecatb color: type, num, CX&gt;|
#    3. Found unison charging value reset bug(the charging finishes upon reset)|
#    v0.00b(GMT 0900 15-4-2015):                                               |
#    1. Outsourced the countdown state sprite display to                       |
#       DoubleX RMVXA State Counters                                           |
#    2. Actor atb bars can be displayed on their sprites                       |
#    v0.00a(GMT 1200 9-4-2015):                                                |
#    1. 1st testing version of this script finished                            |</pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Download Link</strong>
</p>

<p>
	<a href="https://pastebin.com/HvfKwmrR" rel="external nofollow">DoubleX RMVXA Enhanced YSA Battle System: Classical ATB</a>
</p>
]]></description><guid isPermaLink="false">31333</guid><pubDate>Thu, 09 Apr 2015 12:56:31 +0000</pubDate></item><item><title>[CGMZ] Credits</title><link>https://www.rpgmakercentral.com/topic/42976-cgmz-credits/</link><description><![CDATA[
<p style="text-align:center;">
	<span style="font-size:26px;"><strong>CGMZ Credits</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:18px;"><strong>By: Casper Gaming</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:12px;"><strong>Last Update: 10/12/2021</strong></span>
</p>

<p style="text-align:center;">
	<span style="font-size:12px;"><strong>Latest Version: 1.0.0</strong></span>
</p>

<p>
	<span><span style="font-size:18px;">Introduction</span></span>
</p>

<p>
	This plugin adds a "credits" option on the title screen which allows you to enter in different categories such as art, programming, etc. and credit the people who helped you make your game.
</p>

<p>
	<span><span style="font-size:18px;">Features</span></span>
</p>

<ul>
	<li>
		Add a credits scene to your game
	</li>
	<li>
		Clickable links in credit scene
	</li>
</ul>

<p>
	<span style="font-size:18px;">Screenshots</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			The credits scene. Links are clickable and show pointer mouse cursor.
		</p>

		<p>
			<img alt="DKpzeUL.png" class="ipsImage" height="624" src="https://i.imgur.com/DKpzeUL.png" width="816" />
		</p>
	</div>
</div>

<p>
	<span><span style="font-size:18px;">How to Use</span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Import into plugin manager and enable the plugin. Some customization options are available. Further instructions in plugin.</span></span></span>
</p>

<p>
	<span><span style="font-size:18px;">Plugin</span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Plugin (along with all my other plugins) can be found here: <a href="https://www.caspergaming.com/plugins/cgmz/credits/" rel="external nofollow">https://www.caspergaming.com/plugins/cgmz/credits/</a></span></span></span>
</p>

<p>
	<span style="font-size:14px;"><span style="color:#282828;"><span style="background-color:#fdfdff;">Requires CGMZ Core which can be found here: <a href="https://www.caspergaming.com/plugins/cgmz/core/" rel="external nofollow">https://www.caspergaming.com/plugins/cgmz/core/</a></span></span></span>
</p>

<p>
	<span><span style="font-size:18px;">Credit &amp; Terms</span></span>
</p>

<p>
	<a href="https://www.caspergaming.com/terms-of-use/" rel="external nofollow">https://www.caspergaming.com/terms-of-use/</a>
</p>

<p>
	<span style="font-size:18px;">Version Info</span>
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			Version 1.0.0:<br />
			- Initial Release
		</p>
	</div>
</div>

<p>
	 
</p>
]]></description><guid isPermaLink="false">42976</guid><pubDate>Tue, 12 Oct 2021 21:31:00 +0000</pubDate></item><item><title>Land Vehicle 1.07 [Update: 09/29/2021]</title><link>https://www.rpgmakercentral.com/topic/8787-land-vehicle-107-update-09292021/</link><description><![CDATA[
<p>
	<span style="font-size:24px;"><strong>Land Vehicle v1.07</strong></span>
</p>

<ul>
	<li>
		By: William Couillard (Coolie)
	</li>
	<li>
		Last Update: September 29th, 2021
	</li>
</ul>

<p>
	This script allows you to change the "Boat" vehicle into a land vehicle capable of traveling on the same terrain that the player is able to. You can opt to keep random encounters on or off (you can change this for the other vehicles, also), as well as choose whether or not touch events (including teleports) or action button events (pressing a button to start an event) should still process while piloting the vehicle. You can also set the movement speed of the vehicle.<br />
	<br />
	<span style="font-size:20px;"><strong>Screenshot(s)</strong></span><br />
	<img alt="Chocobo.PNG" src="http://rpgmaker.net/media/content/games/4071/screenshots/Chocobo.PNG" /><br />
	<br />
	<span style="font-size:20px;"><strong>Features</strong></span>
</p>

<ul>
	<li>
		Changes the "boat" vehicle to be changed to travel on land
	</li>
	<li>
		Customizable land vehicle speed
	</li>
	<li>
		Allow or disallow touch events from processing while driving the land vehicle
	</li>
	<li>
		Allow or disallow action button events from processing while driving the land vehicle
	</li>
	<li>
		Allow or disallow enemy encounters from processing while driving the land vehicle, ship, and/or airship
	</li>
	<li>
		Land Vehicle will only animate while moving
	</li>
	<li>
		Ship and Airship still animate while idle
	</li>
</ul>

<p>
	<span style="font-size:20px;"><strong>Special Thanks</strong></span>
</p>

<ul>
	<li>
		<strong>Galv</strong> (1.01 compatibility help)
	</li>
	<li>
		<strong>MrTrivel</strong> (1.04 feature help)
	</li>
	<li>
		<b>Chigoo</b> (1.06 feature help)
	</li>
</ul>

<p>
	<span style="font-size:20px;"><strong>Script Link</strong></span>
</p>

<p>
	<a href="http://pastebin.com/aSFvZiY1" rel="external nofollow">http://pastebin.com/aSFvZiY1</a><br />
	<br />
	<span style="font-size:20px;"><strong>Compatibility Patch Script: Land Vehicle v1.07 &amp; Galv's Vehicle On/Off Locations</strong></span><br />
	<a href="http://pastebin.com/3FC5Cxyb" rel="external nofollow">http://pastebin.com/3FC5Cxyb</a>
</p>
]]></description><guid isPermaLink="false">8787</guid><pubDate>Sun, 02 Dec 2012 04:47:47 +0000</pubDate></item></channel></rss>
