# Sets the base atb fill time from empty to full as BASE_FILL_T seconds
# If BASE_FILL_T_VAR_ID is a natural number, the value of variable with id
# BASE_FILL_T_VAR_ID will be used instead of using BASE_FILL_T
BASE_FILL_T = 5
BASE_FILL_T_VAR_ID = 0
# Sets the atb wait condition code as WAIT_COND_CODE
# If WAIT_COND_CODE_VAR_ID is a natural number, the value of variable with
# id WAIT_COND_CODE_VAR_ID will be used instead of using WAIT_COND_CODE
# Available atb wait condition codes:
# 0 - Wait only when an action's executing or a message's showing
# 1 - Wait when an animation's playing as well
# 2 - Wait when the target selection window's shown as well
# 3 - Wait when the skill/item selection window's shown as well
# 4 - Wait when players can input actions as well
WAIT_COND_CODE = 0
WAIT_COND_CODE_VAR_ID = 0
# Sets the code of the unit of the turn clock as TURN_UNIT_CODE
# If TURN_UNIT_CODE_VAR_ID is a natural number, the value of variable with
# id TURN_UNIT_CODE_VAR_ID will be used instead of using TURN_UNIT_CODE
# Available codes of the unit of the turn clock:
# 0 - Seconds
# 1 - Number of executed actions in the same turn
TURN_UNIT_CODE = 0
TURN_UNIT_CODE_VAR_ID = 0
# Sets the maximum turn clock unit as MAX_TURN_UNIT
# If MAX_TURN_UNIT_VAR_ID is a natural number, the value of variable with id
# MAX_TURN_UNIT_VAR_ID will be used instead of using MAX_TURN_UNIT
MAX_TURN_UNIT = 5
MAX_TURN_UNIT_VAR_ID = 0
# Sets the atb fill mode as ATB_FILL_MODE
# If ATB_FILL_MODE_VAR_ID is a natural number, the value of variable with id
# ATB_FILL_MODE_VAR_ID will be used instead of using ATB_FILL_MODE
# Available atb fill modes:
# 0 - Lets battlers input and execute actions when that battler's atb's full
# Empties and refills that battler's atb right after executing actions
# 1 - Lets battlers input actions when that battler's atb's empty
# Refills that battler's atb right after inputting actions
# Let battlers execute actions when that battler's atb's full
# Empties that battler's atb right after executing actions
# The value of variable with id ATB_FILL_MODE_VAR_ID should remain the same
# during battles to ensure proper atb fillings and action executions
ATB_FILL_MODE = 0
ATB_FILL_MODE_VAR_ID = 0
# (v1.01a+)Sets the starting atb value mode as ATB_START_MODE
# If ATB_START_MODE_VAR_ID is a natural number, the value of variable with
# id ATB_START_MODE_VAR_ID will be used instead of using ATB_START_MODE
# The starting atb value is always 0.0 for:
# - unmovable battlers
# - atb fill mode as 1
# - actors with start type surprise
# - enemies with start type preemptive
# The starting atb value is always 100.0 for:
# - movable actors with atb fill mode as 0 and start type preemptive
# - movable enemies with atb fill mode as 0 and start type surprise
# Available starting atb value mode for normal start:
# - agi is the battler's agi
# - param_max(6) is the maximum value of any battler's agi
# 0 - 0.0
# 1 - 100.0 * agi / param_max(6)
ATB_START_MODE = 0
ATB_START_MODE_VAR_ID = 0
# (v1.02a+)Sets the party escape invocation speed as PARTY_ESC_SPEED
# It'll only be used with ATB_FILL_MODE being 1
# With ATB_FILL_MODE being 1, if no actor would be able to act without the
# party escape attempt, that attempt will fail immediately
# If PARTY_ESC_SPEED_VAR_ID is a natural number, the value of variable with
# id PARTY_ESC_SPEED_VAR_ID will be used instead of using PARTY_ESC_SPEED
PARTY_ESC_SPEED = 0
PARTY_ESC_SPEED_VAR_ID = 0
# Sets the atb refill rate code as ATB_RATE_CODE
# If ATB_RATE_CODE_VAR_ID is a natural number, the value of variable with id
# ATB_RATE_CODE_VAR_ID will be used instead of using ATB_RATE_CODE
# Available atb refill rate code:
# - speed is
# Battler's agi for atb fill mode 0
# Battler's agi + batb_item_speed_sum for atb fill mode 1
# - batb_item_speed_sum is the sum of invocation speeds(+ attack speed for
# the attack skill) of all inputted skills/items
# - DoubleX_RMVXA::BATB.base_batb_fill_t is the base atb fill time
# - Graphics.frame_rate is the number of frames per second
# - BattleManager.batb_avg_agi is the average of all battler's agi
# 0 - speed * 100.0 / DoubleX_RMVXA::BATB.base_batb_fill_t /
# Graphics.frame_rate
# 1 - (formula in code 0) / BattleManager.batb_avg_agi
# 2 - Same as 1, except BattleManager.batb_avg_agi will always be
# reevalauted per frame instead of just at the start of a battle
ATB_RATE_CODE = 1
ATB_RATE_CODE_VAR_ID = 0
# Sets the code of the reset atb mechanism as ATB_RESET_CODE
# If ATB_RESET_CODE_VAR_ID is a natural number, the value of variable with
# id ATB_RESET_CODE_VAR_ID will be used instead of using ATB_RESET_CODE
# Available codes of the atb reset mechanism:
# 0 - Freezes the atb refill while not movable
# 1 - Same as 0, except the atb will be emptied when becoming unmovable
ATB_RESET_CODE = 1
ATB_RESET_CODE_VAR_ID = 0
# Sets the 1st atb bar color as text color ATB_BAR_COLOR1
# If ATB_BAR_COLOR1_VAR_ID is a natural number, the value of variable with
# id ATB_BAR_COLOR1_VAR_ID will be used instead of using ATB_BAR_COLOR1
# The value of variable with id ATB_BAR_COLOR1_VAR_ID should remain the same
# during battles to ensure proper atb bar color displays
ATB_BAR_COLOR1 = 7
ATB_BAR_COLOR1_VAR_ID = 0
# Sets the 2nd atb bar color as text color ATB_BAR_COLOR2
# If ATB_BAR_COLOR2_VAR_ID is a natural number, the value of variable with
# id ATB_BAR_COLOR2_VAR_ID will be used instead of using ATB_BAR_COLOR2
# The value of variable with id ATB_BAR_COLOR2_VAR_ID should remain the same
# during battles to ensure proper atb bar color displays
ATB_BAR_COLOR2 = 8
ATB_BAR_COLOR2_VAR_ID = 0
# Sets the atb bar description text as ATB_BAR_TEXT
# If ATB_BAR_TEXT_VAR_ID is a natural number, the value of variable with id
# ATB_BAR_TEXT_VAR_ID will be used instead of using ATB_BAR_TEXT
# The value of variable with id ATB_BAR_TEXT_VAR_ID should remain the same
# during battles to ensure proper atb bar text displays
ATB_BAR_TEXT = "AP"
ATB_BAR_TEXT_VAR_ID = 0