- Joined
- May 30, 2015
- Messages
- 816
- Reaction score
- 826
- First Language
- English
- Primarily Uses
Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.
Script
How To Use
Set the battle type to itb in Yanfly's Battle Engine Core.
Use <free_itb_action:1> as a skill notetag to prevent
that skill from consuming an action for the battler - they will be able to act
again after the skill is used.
Make sure to set the parameters to your liking.
Put the <noExtraElemenWeaknessAction:1> notetag on a state to disallow opponents
from getting an extra action from hitting the battler in their weakness.
Put <elemWeaknessState:x> with x as the state id as a notetag for an actor or
enemy to define which state is applied when they are hit in their weakness.
This overrides the parameter setting for that actor or enemy. Use 0 to disable
states from being applied from being hit in the weakness.
Use <reAddBattler:1> in a skill/item to readd a battler to the pool of battlers if they had already finished their previous actions. Must be used with a state that increases action times.
Patch Notes
v1.11 - Add readd option. Use <reAddBattler:1> in a skill/item to readd a battler to the pool of battlers if they had already finished their previous actions. Must be used with a state that increases action times.
v1.10 - Added Ready Sound parameters. You can optionally have a sound play when an actor is ready to act.
v1.09 - Now allows an animation to be played on the battler when they get an extra action from hitting an opponent's weakness. Always works on enemies, only works on actors if sideview is on or with another plugin that supports animation on actors in front view. Set the animation in the parameters.
v1.08 - With parameters and notetags, a battler can earn an extra action by hitting an enemy weakness. Also, being hit in the weakness may apply a state to a battler.
The windows no longer jitter when selecting the fight command.
v1.07 - Surprise battles now correctly allow enemies (and only enemies) to attack the first turn.
v1.06 - Fixed state/buff turns being counted down twice per turn.
v1.05 - Fixed Regeneration
v1.04 - Enemies no longer have infinite actions when Yanfly's Battle A.I. Core is turned on.
v1.03 - Hitting cancel during input will not skip the actor's turn anymore, nor will it allow you to select actors that have already had their actions.
v1.02 - The battle system now needs to be set in Yanfly's Battle Engine Core. Set the battle type as itb. Troop events set to run on a certain turn or turn end now work. Battlers may now act more than once a turn after applying an action time increase state to themselves. Compatibility with Yanfly's Instant Cast is no longer applicable. Use <free_itb_action:1> as a skill notetag to prevent that skill from consuming an action for the battler - they will be able to act again after the skill is used.
v1.01 - Action time increases now work.
The plugin seems to work pretty well as-is. I would like to, however, increase compatibility with other scripts and introduce a few extra features. I would also like feedback, for suggestions as well as to catch any bugs.
My goal for this plugin is to make a battle system that is easy to understand and balance, and fast to play. One of my disappointments with the default battle system is how you need to process each actor's input before the actions are performed. This makes things feel sluggish. In addition, you could not adjust your tactics during the turn in response to how the battle was developing. I have noticed that some people have found difficulty balancing or understanding the turn mechanics in CTB and ATB scripts, so I believe the more predictable nature of this ITB script may be appreciated.
This script itself was based off of Yanfly's CTB script.
As mentioned in the script documentation, please remember to credit them should you use the script.
Known Issues
Future Updates
Credit and Thanks
- DreamX
- Yanfly
Author's Notes/Terms of Use
Free to use and modify for commercial and noncommercial games, with credit.
Script
How To Use
Set the battle type to itb in Yanfly's Battle Engine Core.
Use <free_itb_action:1> as a skill notetag to prevent
that skill from consuming an action for the battler - they will be able to act
again after the skill is used.
Make sure to set the parameters to your liking.
Put the <noExtraElemenWeaknessAction:1> notetag on a state to disallow opponents
from getting an extra action from hitting the battler in their weakness.
Put <elemWeaknessState:x> with x as the state id as a notetag for an actor or
enemy to define which state is applied when they are hit in their weakness.
This overrides the parameter setting for that actor or enemy. Use 0 to disable
states from being applied from being hit in the weakness.
Use <reAddBattler:1> in a skill/item to readd a battler to the pool of battlers if they had already finished their previous actions. Must be used with a state that increases action times.
Patch Notes
v1.11 - Add readd option. Use <reAddBattler:1> in a skill/item to readd a battler to the pool of battlers if they had already finished their previous actions. Must be used with a state that increases action times.
v1.10 - Added Ready Sound parameters. You can optionally have a sound play when an actor is ready to act.
v1.09 - Now allows an animation to be played on the battler when they get an extra action from hitting an opponent's weakness. Always works on enemies, only works on actors if sideview is on or with another plugin that supports animation on actors in front view. Set the animation in the parameters.
v1.08 - With parameters and notetags, a battler can earn an extra action by hitting an enemy weakness. Also, being hit in the weakness may apply a state to a battler.
The windows no longer jitter when selecting the fight command.
v1.07 - Surprise battles now correctly allow enemies (and only enemies) to attack the first turn.
v1.06 - Fixed state/buff turns being counted down twice per turn.
v1.05 - Fixed Regeneration
v1.04 - Enemies no longer have infinite actions when Yanfly's Battle A.I. Core is turned on.
v1.03 - Hitting cancel during input will not skip the actor's turn anymore, nor will it allow you to select actors that have already had their actions.
v1.02 - The battle system now needs to be set in Yanfly's Battle Engine Core. Set the battle type as itb. Troop events set to run on a certain turn or turn end now work. Battlers may now act more than once a turn after applying an action time increase state to themselves. Compatibility with Yanfly's Instant Cast is no longer applicable. Use <free_itb_action:1> as a skill notetag to prevent that skill from consuming an action for the battler - they will be able to act again after the skill is used.
v1.01 - Action time increases now work.
The plugin seems to work pretty well as-is. I would like to, however, increase compatibility with other scripts and introduce a few extra features. I would also like feedback, for suggestions as well as to catch any bugs.
My goal for this plugin is to make a battle system that is easy to understand and balance, and fast to play. One of my disappointments with the default battle system is how you need to process each actor's input before the actions are performed. This makes things feel sluggish. In addition, you could not adjust your tactics during the turn in response to how the battle was developing. I have noticed that some people have found difficulty balancing or understanding the turn mechanics in CTB and ATB scripts, so I believe the more predictable nature of this ITB script may be appreciated.
This script itself was based off of Yanfly's CTB script.
As mentioned in the script documentation, please remember to credit them should you use the script.
Known Issues
- None
Future Updates
- I'd like to add a visible turn order to the battle system that also predicts the turn order when hovering over skills that would alter it.
- Be able to have skills that have be charged up for x amount of turns before use.
- Be able to have team-up skills that require two or more actors to use.
Credit and Thanks
- DreamX
- Yanfly
Author's Notes/Terms of Use
Free to use and modify for commercial and noncommercial games, with credit.
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