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Instant Turn Battle
By DreamX
Introduction/Features
Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.
My goal for this plugin is to make a battle system that is easy to understand and balance, and fast to play. One of my disappointments with the default battle system is how you need to process each actor's input before the actions are performed. This makes things feel sluggish. In addition, you could not adjust your tactics during the turn in response to how the battle was developing. I have noticed that some people have found difficulty balancing or understanding the turn mechanics in CTB and ATB scripts, so I believe the more predictable nature of this ITB script may be appreciated.
This script itself was based off of Yanfly's CTB script.
As mentioned in the script documentation, please remember to credit them should you use the script.
Script
How To Use
Set the battle type to itb in Yanfly's Battle Engine Core.
Set under Yanfly plugins.
You MUST turn Dynamic Actions off if you're using YEP Battle AI Core!
I should note that you shouldn't be using anything less than 100% for Action Times+ trait in states. You can, but it'll be considered 100% by the plugin. The reason for this is that I need to keep track of the action times+ states with every action, so having less than 100% is not very compatible. If you want a chance to add an extra action, apply that to the state itself (from skill/item effect) rather than the trait.
Compatibility
There's a good chance that this plugin is not very compatible with other plugins that either alter or are based off of a different turn structure. If you spot incompatibility and would like me to introduce either a compatibility patch or intergration of what that plugin offered, let me know.
Future Updates
By DreamX
Introduction/Features
Battlers perform actions instantly in an order decided by their agility. A turn ends after each battler acts. The order will be adjusted in-turn if a battler's agility is increased or decreased. This means that an example action order could be Enemy-Actor-Enemy-Enemy-Actor-Actor-Enemy.
My goal for this plugin is to make a battle system that is easy to understand and balance, and fast to play. One of my disappointments with the default battle system is how you need to process each actor's input before the actions are performed. This makes things feel sluggish. In addition, you could not adjust your tactics during the turn in response to how the battle was developing. I have noticed that some people have found difficulty balancing or understanding the turn mechanics in CTB and ATB scripts, so I believe the more predictable nature of this ITB script may be appreciated.
This script itself was based off of Yanfly's CTB script.
As mentioned in the script documentation, please remember to credit them should you use the script.
Script
How To Use
Set the battle type to itb in Yanfly's Battle Engine Core.
Set under Yanfly plugins.
You MUST turn Dynamic Actions off if you're using YEP Battle AI Core!
I should note that you shouldn't be using anything less than 100% for Action Times+ trait in states. You can, but it'll be considered 100% by the plugin. The reason for this is that I need to keep track of the action times+ states with every action, so having less than 100% is not very compatible. If you want a chance to add an extra action, apply that to the state itself (from skill/item effect) rather than the trait.
Compatibility
There's a good chance that this plugin is not very compatible with other plugins that either alter or are based off of a different turn structure. If you spot incompatibility and would like me to introduce either a compatibility patch or intergration of what that plugin offered, let me know.
Future Updates
- I'd like to have the visible turn order also predict the new turn order when hovering over skills that would alter it.
- Be able to have skills that have be charged up for x amount of turns before use.
- Be able to have team-up skills that require two or more actors to use.
Code:
* ============================================================================
* How To Use
* ============================================================================
Set the battle type to itb in Yanfly's Battle Engine Core.
Use <free_itb_action> as a skill/item notetag to prevent
it from consuming an action for the battler - they will be able to act
again after it is used.
Do NOT use YEP Instant Cast to do this - it won't work.
Make sure to set the parameters to your liking.
Put the <noExtraElemenWeaknessAction> 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> 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.
To use a custom ready overlay, use a file in the same folder and same style as
States.png in img/system, make sure the parameter is set to the custom file
name.
* ============================================================================
* Turn Order Window
* ============================================================================
Use <ITBSheet: x y z> with x being whatever you want, y being the number of
columns and z being the number of rows, to specify the image sheet for the
turn order window icon for the actor or enemy. The filename required for the
image will be the notetag without leading spaces. See example below.
Use <ITBSheetIndex: x> to specify the index used for that image with x as
the index.
Example:
<ITBSheet: TurnIcons 9 10>
<ITBSheetIndex: 1>
This will use the sheet "TurnIcons 10 10.png" with 9 rows and 10 columns.
The index will be 1. Indices start at 0.
If you do not specify the rows and columns in the filename, the default
parameters will be used instead.
You will name the end turn sheet used in the parameter "End Turn Sheet"
the same way.
The plugin will trim the spaces in the beginning and end of the
notetag/parameter so do not use leading and trailing spaces in your filename.
For example, use (without quotes)
"turnIcons 9 10.png"
instead of
" turnIcons 9 10 .png"
* ============================================================================
* Patch Notes/Known Issues/Future Updates
* ============================================================================
* See the forum thread for patch notes:
* http://forums.rpgmakerweb.com/index.php?/topic/54880-instant-turn-battle-system/
* ============================================================================
* Terms Of Use
* ============================================================================
Free to use and modify for commercial and noncommercial games, with credit.
This script was based off of Yanfly's Battle System - Charge Turn Battle
and was programmed using Yanfly's Battle Engine Core turned on. Please credit
them for both scripts.
* ============================================================================
* Credits
* ============================================================================
DreamX
Yanfly - "Battle System - Charge Turn Battle" & "Battle Engine Core"
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