#===============================================================================# ACTION POINTS (AP):#------------------------------------------------------------------------------- #------------------------------------ ACTION AP COSTS: #------------------------------------ Applied only to Usable Items. (Skills, Items) <ap: formula> a = battler.self (the battler acting) v = $game_variables s = $game_switches p = $game_party t = $game_troop The default BASE cost of all actions without note-tags is (3). Guidelines are: 0 AP = Instant Action (Extremely limited in use, such as rare items.) Note: Instant actions completely BREAK game balance. Use cautiously. 1 AP = Quick Action (Should be limited to limited SELF only actions.) 2 AP = Partial Action (Intended for Item use, and SELF only actions.) 3 AP = Full Action (All actions that effect other battlers.) 4 AP = Slow Action (Intended for extra powerful effects.) 5 AP = V.Slow Action (Intended for RARE extra powerful effects.) Note: The above guidelines are based on the DEFAULT values for Battler AP and action Cost. However, changing the defaults will make these guidelines pointless. Thus, all AP defined note tags utilize value formulas for such flexibility. #------------------------------------ BATTLER BASE AP: #------------------------------------ Applied only to Feature Items. (Actor, Enemy, Class, Equip, State) <ap_adjust: formula> a = battler.self (the battler acting) v = $game_variables s = $game_switches p = $game_party t = $game_troop All battlers being equal, have a base of 3 AP to use every turn. However, this can change due to the addition of any feature object with AP Adjustments. (Such as a state, or class, or piece of equipment) #------------------------------------ BATTLER MAXIMUM AP: #------------------------------------ Applied only to Feature Items. (Actor, Enemy, Class, Equip, State) <ap_max_adjust: formula> a = battler.self (the battler acting) v = $game_variables s = $game_switches p = $game_party t = $game_troop Battlers are limited to a default maximum AP of (10) in a single turn. This can be changed like all other limits. However, its hard to justify why a battler would be able to perform more than THREE FULL ACTIONS in a single turn... Unless under extremely rare haste effects. #------------------------------------ ENEMY AP SCHEDULES: #------------------------------------ Applied only to Enemies. <ap_schedule: schedule> Replace 'schedule' with the string name of the schedule you create inside the options area below. Enemy AP Schedules, are very powerful overrides for default AP behavior. The value in the schedule is the 'base' value the enemy will have for that turn of battle. It will still receive all normal AP adjustments from feature items (listed above). Example: In the options section you'll find the below hash constant. AP_SCHEDULES = { :default => [], :test => [3,4,3] } Each array [#,] represents a chance to act for every enemy assigned that schedule. (starting with the very first action) The turn on which the first action occurs, will change if the enemy happens to have been preemptively attacked, or is benefiting from surprise. (Just think of each turn as CHANCES TO ACT.) In the 'test' schedule, the battler will always get at least 4 AP, with any adjustments added to it, on its second chance to act, its fifth chance, its eighth chance, etc... As the array repeats until the battler dies. Note: An actor unable to move (stun, etc) LOSES their chance to act that turn! The chance to act in the array is still tracked, and the battler will resume right were they would be if they had been able to move all along.#===============================================================================# INITIATIVE:#------------------------------------------------------------------------------- #------------------------------------ ORDER OF ACTION: (Initiative) #------------------------------------ Initiative is determined dynamically at the beginning of every turn. Every battler is assigned an initiative based on that battlers Finesse (aka: Agility or AGI) with a slight bias based on whether the battler is above or below the battlefield finesse average, and its Ingenuity (aka: Luck or LUK) as compared to the average of all battler's Ingenuity. In essence, if a battler has greater than average finesse, its initiative has less variation (positive or negative) randomization, but it is also less effected by its ingenuity. But, if a battler has average or lower than average finesse, its initiative variation is slightly MORE randomized and its MORE effected by ingenuity. This way, even extremely superior targets have at least some chance of being beaten to the punch. #------------------------------------ FOOTING! #------------------------------------ Applied only to Feature Items. (Actor, Enemy, Class, Equip, State) <nimble> <clumsy> Flagging a feature object as nimble, will grant a +1 Footing, while flagging it clumsy will grant a -1 Footing. The total of which is applied to the final initiative of the battler. Ex: A footing of -2 is by default -20% of the average finesse of the battlefield, applied to that battlers final initiative. So, if 10% of the battlefield avg finesse is 1, and the battlers total initiative was to be a 10, it becomes an 8. Due to the battlers footing. #------------------------------------ PASS TURN (Battle Command) #------------------------------------ Applied only to Actor or Class objects. <cmd: pass> Has two uses. First, it allows the battler to end its turn if it can no longer act, such as when all its actions requiring more AP than it has to use. Second, it allows an actor that has not taken any AP consuming action (instant actions do not use AP!) to 'save' roughly half of its total AP and carry it over into its next turn. By default, 50% (rounded down) of the battlers AP is saved. Thus if a battler has 3 AP, 2 AP will carry over. If that same battler had 4 AP, still only 2 AM will carry over. <ap_max_adjust: formula> Note: The total AP that a battler can 'accumulate' this way is limited by their AP CAP and adjusted by any feature objects with any AP Max Adjustments. Note: The AP carried over is based on the 'total' AP of the battler at the time of passing the turn. Thus, there is a diminishing return as this total increases. It is always most efficient to pass only ONE turn before acting. #------------------------------------ DELAY (Battle Command) #------------------------------------ Applied only to Actor or Class objects. <cmd: delay> This simply 'pauses' the current actors turn, and allows the next most battler to act instead. It can be done at any time, even if the actor has already acted and consumed AP. As long as an actor has AP to spend they can Delay its use until the very end of the turn. #------------------------------------ NEW TURN! (Popup) #------------------------------------ By default this popup uses the "DURSTATE" rule in Yanfly's Battle Engine POPUP_RULES hash. If you wish to change its size, color, etc... Simply change that rules details. Or, if you wish, you can add your own rule, and change the string called for the popup rule. #------------------------------------ SURPRISE SCRIPT CALL #------------------------------------ Intended for use inside a troop event as a conditional. This way you can check to see if the battle is a surprise, in order to execute an event on that turn. Such as a tutorial, or plot trigger. BattleManager.surprise? Simply add the above script call in the 'script' section of a conditional branch of an event.#===============================================================================# IMPORTANT!!!:#------------------------------------------------------------------------------- #------------------------------------ EFFECT DURATIONS: #------------------------------------ Due to the 'fluid' way that turns process in this system, effects such as 'Guard' might have significantly limited utility. It is suggested that for those types of 'one turn' fire and forget type effects, you change their Auto-removal Timing: from Turn End, to Action End. Be sure to keep in mind that such effects will remain active on the character until they 'ACT'. Thus 'Dealy' will NOT trigger Action End processing!! Effectively, it allows for a guarding character to stay guarded while they wait out the current turn. 'Pass Turn' however does trigger Action End normally. This way, total 'turn' durations for Action End triggers remains standard.#-------------------------------------------------------------------------------