Some Hidden YSA Battle System: Classical ATB Tips and Tricks

DoubleX

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This post aims to let YSA Battle System: Classical ATB users knows some features and workarounds that aren't obvious to them, unless they've studied the scripts themselves. Readers are assumed to be familiar with non-scripting RMVXA usage, basic notetags and script calls usage and basic YSA Battle System: Classical ATB usage. Developer side hidden tips and tricks aren't the focus of this post.

Level 1(Needing no scripting proficiency)

1. Suggested Full Script List Ordering

1. Luna Engine(needed to pull the actor atb bars out of the status window; sample version should do the job):

2. Yanfly Engine Ace - Ace Core Engine(needed to fix the force action bug and ensure DoubleX RMVXA Percentage Addon to YSA Battle System: Classical ATB to work properly):

3. Yanfly Engine Ace - Ace Battle Engine(needed):

4. YSA Battle System: Classical ATB(needed):

4. YSA Battle Add-on: Lunatic CATB Start(optional):

5. YSA Battle Add-on: Lunatic CATB Rate(optional):

6. YSA Battle Add-on: Lunatic CATB Reset(needed if DoubleX RMVXA Reset Addon to YSA Battle Add-on: Lunatic CATB Reset is used):

8. DoubleX RMVXA Bug Fix to YSA Battle System: Classical ATB(needed to fix bugs):

9. Yanfly Engine Ace - Buff & State Manager(needed if DoubleX RMVXA Countdown Addon to YSA Battle System: Classical ATB is used):

10. DoubleX RMVXA Bug Fixes for Yanfly Engine Ace - Buff & State Manager(not needed if DoubleX RMVXA CATB Clear Addon Compatibility Fix is used and Luna Engine isn't used; needed if Luna Engine is used):

11. Yanfly Engine Ace - Skill Cost Manager(not needed but highly recommended if DoubleX RMVXA Action Addon to YSA Battle System: Classical ATB is used to display the action cost):

12. DoubleX RMVXA Compatibility Fix to YSA Battle System: Classical ATB(needed to fix compatibility issues with addressed scripts):

13. DoubleX RMVXA Action Addon to YSA Battle System: Classical ATB(optional):

14. DoubleX RMVXA ATB Addon to YSA Battle System: Classical ATB(optional):

15. DoubleX RMVXA Cancel Addon to YSA Battle System: Classical ATB(optional):

16. DoubleX RMVXA Clear Addon to YSA Battle System: Classical ATB(optional):

17. DoubleX RMVXA CATB Clear Addon Compatibility Fix(optional):

18. DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB(optional):

19. DoubleX RMVXA Charge Addon to YSA Battle System: Classical ATB(optional):

20. DoubleX RMVXA Speed Addon to YSA Battle System: Classical ATB(optional):

21. DoubleX RMVXA Countdown Addon to YSA Battle System: Classical ATB(optional):

22. DoubleX RMVXA Countdown Addon Compatibility Fix(optional):

23. DoubleX RMVXA Escape Addon to YSA Battle System: Classical ATB(optional):

24. DoubleX RMVXA Hotkey Addon to YSA Battle System: Classical ATB(optional):

25. DoubleX RMVXA Input Addon to YSA Battle System: Classical ATB(optional):

26. DoubleX RMVXA Percentage Addon to YSA Battle System: Classical ATB(optional):

27. DoubleX RMVXA Reset Addon to YSA Battle Add-on: Lunatic CATB Reset(optional):

28. DoubleX RMVXA SE Addon to YSA Battle System: Classical ATB(optional):

29. DoubleX RMVXA Tick Addon to YSA Battle System: Classical ATB(optional):

30. DoubleX RMVXA Turn Addon to YSA Battle System: Classical ATB(optional):

31. DoubleX RMVXA Unison Addon to YSA Battle System: Classical ATB(optional):

32. DoubleX RMVXA Update Addon to YSA Battle System: Classical ATB(optional):

33. DoubleX RMVXA Wait Addon to YSA Battle System: Classical ATB(optional):
P.S.: There's also Dhoom Manipulate State as a YSA Battle System: Classical ATB addon, although it isn't compatible with some of those made by mine:

2. Implicit Reverse ATB Feature(Approximate)

https://www.youtube.com/watch?v=0w6lG5xfebE&index=26&list=PLp-0SJbFnYdw-laxpgITmo88EvluvBg2x

The following are needed:

1. Set DEFAULT_FILL_TIME as an extremely small value. In my case, it's 6.

2. Set the charge rate of every skill as an extremely small value. In my case, the charge rate of Attack is 1%.

3. To stop displaying the atb bar(but not charge nor cooldown bar), DoubleX RMVXA Color Addon to YSA Battle System: Classical ATB is needed. Set ATB_RGBA as true and both ATB_COLOR1 and ATB_COLOR2 as Color.new(0, 0, 0, 0).
3. Some Possibly Uninformed Info

1. The maximum atb value is 100000.0

2. $game_system.set_battle_system:)system) can be used to change the battle system from catb to any of those supported by Yanfly Engine Ace - Ace Battle Engine. The vice versa can also be done.

3. DoubleX RMVXA Percentage Addon to YSA Battle System: Classical ATB may cause a significant average fps drop on less powerful machines. Mine is i7-3820 + 2 * 2GB DDr3 1333 and the average fps dropped from roughly 119 to roughly 110.

Level 2(Needing little scripting proficiency)

1. Some Uninformed Script Calls

1. battler.catb_filled_rate

    Returns the battler's atb fill percent.

2. battler.catb_ct_filled_rate

    Returns the battler's skill/item charge percent.

If DoubleX RMVXA Bug Fix to YSA Battle System: Classical ATB is used:

1. battler.catb_action_times

    Returns the battler's number of action points.

If DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB is used:

1. battler.catb_cd_filled_rate

    Returns the battler's cooldown percent.

If DoubleX RMVXA Escape Addon to YSA Battle System: Classical ATB is used:

1. battler.ct_catb_value = val

    Sets the battler's skill/item charge percent as val / 100000.0

If DoubleX RMVXA Reset Addon to YSA Battle Add-on: Lunatic CATB Reset is used:

1. battler.reset_value

    Returns the battler's atb reset value used when that battler's atb's reset

2. battler.reset_value = val

    Sets the battler's atb reset value used when that battler's atb's reset as val
2. Some Uninformed YSA Battle Add-on: Lunatic CATB Rate Usages

1. Its notetags can be used on actors' skills as well. If an actor's skill list has skills having the notetags, those notetags will be effective as well.

2. Severe average fps drop can take place if an actor's an extremely long skill list. This can be remedied by not letting those notetags to be applicable to skills:

def lunatic_catb_rate_formula formulas = [] formulas = self.actor.catb_rate + self.class.catb_rate if self.actor? formulas = self.enemy.catb_rate if self.enemy? value = real_gain_catb value_percent = 100 if self.actor? if self.equips self.equips.each { |a| formulas += a.catb_rate if a } end # Delete this part if self.skills self.skills.each { |a| formulas += a.catb_rate if a } end # end    states.each { |state| formulas += state.catb_rate } # The rest of the codes
Similarly:

self.actor.catb_rate refers to the notetags in the Actor's notebox

self.class.catb_rate refers to the notetags in the Class's notebox

self.enemy.catb_rate refers to the notetags in the Enemy's notebox

if self.equips self.equips.each { |a| formulas += a.catb_rate if a } endrefers to the notetags in the Weapon and Armor's notebox

states.each { |state| formulas += state.catb_rate } refers to the notetags in the State's notebox



Level 3(Needing some scripting proficiency)

1. Some Extended YSA Battle Add-on: Lunatic CATB Rate Usages

1. Adding new notetag string types(needing basic regular expression knowledge)

For example:

for formula in formulas case formula.upcase # Add this to implement a new notetag string type #---------------------------------------------------------------------- # Custom Notetag String #---------------------------------------------------------------------- when CUSTOM_REGEX does_custom_stuffs # #---------------------------------------------------------------------- # ATB Rate Formula No.1: BOOST PERCENT # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Boost ATB rate by x percents. # # Formula notetag: # <custom catb rate: boost percent x%> #---------------------------------------------------------------------- when /BOOST PERCENT[ ](\d+)([%?])/i value_percent *= 1 + $1.to_i / 100.0 # The rest of the codes
This can also be used on YSA Battle Add-on: Lunatic CATB Reset and YSA Battle Add-on: Lunatic CATB Start.

2. Variable atb gain value per frame

It can be done as the atb gain value per frame is always reevaluated per frame as long as the atb's refilling.

For example, to have a 10% variance from using the <custom catb rate: boost percent x%> notetags

#---------------------------------------------------------------------- # ATB Rate Formula No.1: BOOST PERCENT # - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - # Boost ATB rate by x percents. # # Formula notetag: # <custom catb rate: boost percent x%> #---------------------------------------------------------------------- when /BOOST PERCENT[ ](\d+)([%?])/i value_percent += ($1.to_i - 10 + (rand + rand) * 10) / 100.0
3. Doing completely unrelated stuffs

For example:

def lunatic_catb_rate_formula # Add this does_completely_unrelated_stuffs # formulas = [] # The rest of the codes
This can also be used on YSA Battle Add-on: Lunatic CATB Reset and YSA Battle Add-on: Lunatic CATB Start.


2. Some Extended DoubleX RMVXA ATB Addon to YSA Battle System: Classical ATB Usages

3. Implicit Reverse ATB Feature(Real)

https://www.youtube.com/watch?v=0w6lG5xfebE&index=26&list=PLp-0SJbFnYdw-laxpgITmo88EvluvBg2x

The following are needed:

1. Set DEFAULT_FILL_TIME as 1.

2. Use DoubleX RMVXA ATB Addon to YSA Battle System: Classical ATB. Set CATB_GAIN_MODIFIER as:

"charge = max_catb_value? && @ct_catb_value < MAX_CATB_VALUE; charge &&= current_action && current_action.item && (!actor? || current_action.confirm) && current_action.item.charge_on; charge ? charge_gain_modifier / original_default_fill_time : 1"
Where charge_gain_modifier is a desirable reverse atb gain rate modifier set by you and original_default_fill_time is a desirable default reverse atb gain rate modifier set by you.

3. To stop displaying the atb bar(but not charge nor cooldown bar), DoubleX RMVXA Color Addon to YSA Battle System: Classical ATB is needed. Set ATB_RGBA as true and both ATB_COLOR1 and ATB_COLOR2 as Color.new(0, 0, 0, 0).
 
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DoubleX

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Level 3(Needing some scripting proficiency)

Some More Extended DoubleX RMVXA ATB Addon to YSA Battle System: Classical ATB Usages

1. Variable Charge Rate

For example, set CATB_GAIN_MODIFIER as:

"charge = max_catb_value? && @ct_catb_value < MAX_CATB_VALUE;" charge &&= current_action && current_action.item && (!actor? || current_action.confirm) && current_action.item.charge_on; original_gain_modifier * (charge && actor? && id == x ? modified_charge_rate : 1)"
This multiplies the charge rate of all skills/items by modified_charge_rate when they're used by the actor with id x.

2. Variable Cooldown Rate(Needing DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB)

For example, set CATB_GAIN_MODIFIER as:

"original_gain_modifier * (@cd_catb_value > 0 && actor? && id == x ? modified_cooldown_rate : 1)"
This multiplies the cooldown rate of all skills/items by modified_cooldown_rate when they're used by the actor with id x.


Level 4(Needing decent scripting proficiency)

Unfortunately, at this level, listing all the hidden tips and tricks, if even possible, would be too exhaustive, as you need to comprehend how the YSA Battle System: Classical ATB System works by diving into the script implementations, in order to fully utilize the whole system. So, I want to give those willing to dive in some reminders:

1. Be prepared to deal with long methods

2. Be prepared to deal with codes with few documentations

3. Be prepared to deal with long lines of codes

Also, the below briefly explain how the whole system work on a high level:

1. The system uses the MVC(Model View Controller) pattern:

- BattleManager are mainly Model although it has some Controller functions

- Game classes are all almost entirely Model

- Sprites and Windows are almost entirely View

- Scene_Battle are mainly Controller although it has some Model functions

Usually the interaction between Model, View and Controller per frame here is:

- Control first asks some parts of Model to calculate something and return the results back to Control

- Control asks some parts of View to display the results returned by Model

What those some parts and something are are controlled by Control.

2. There's 2 atb clock types: The global atb clock used by the whole battle, and the battler atb clock used by each battler. The latter's reflected by the battler's atb bar.

When the atb wait condition isn't met, in every frame update, the global atb clock will be updated by 1 frame. If a battler's atb need to be updated, its fill rate will be increased by its atb gain per frame.

3. The turn clock determining the turn progression is different from the atb clock, as the former can be either a tick clock, an action clock or a battler clock. While the tick clock and battler clock is effectively the same as the global atb clock, the action clock isn't, as it's triggered by executing actions(which is done in perform_catb_action under Scene_Battle), but not by updating the global atb clock. Also, the turn clock's shown by DoubleX RMVXA Tick Addon to YSA Battle System: Classical ATB.

4. The global atb clock is updated in process_catb under Scene_Battle, which also updates the battler atb clock by calling make_catb_update under Game_Battler for type atb, make_ct_catb_update under Game_Battler for type charge, and make_cd_catb_update under Game_Battler for type cooldown.

Bear in mind that there are 3 battler atb types. When a battler's charging a skill/item, the type is charge; When a battler's cooling down, the type is cooldown; Otherwise the type is atb.

5. Whether a battler's able to act is determined by BattleManager.action_actors for actors and BattleManager.action_enemies for enemies. When a battler becomes able to act, that battler will be added into the respectively array; When a battler becomes unable to act, that battler will be removed from the respective array.

6. An action has a confirm flag, indicating that action is confirmed to be executed. Only actors' actions need to be confirmed to be executed. The confirm flag will be automatically set as true if the action subject is in auto battle or confusion.

7. To grasp the whole system's big picture, comprehend process_catb and perform_catb_action under Scene_Battle first, as the former controls the atb updates and the latter controls the action executions, both being the most important mechanics in the whole system.
 
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DoubleX

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Level 2(Needing little scripting proficiency)

Editing notetag values on the fly

The below are the list of script calls available for editing notetag values:

1. data.charge_rate = x

- Sets the charge rate of the skill/item as x%

2. data.charge_on = boolean

- Sets the skill/item charging flag

3. data.catb_rate = array

- Sets the array of atb rate formulae strings

4. data.catb_rate[index] = string

- Sets the (index + 1)th atb rate formula string as string

5. data.catb_reset = array

- Sets the array of atb reset formulae strings

6. data.catb_reset[index] = string

- Sets the (index + 1)th atb reset formula string as string

7. data.catb_formula = array

- Sets the array of atb starter formulae strings

8. data.catb_formula[index] = string

- Sets the (index + 1)th atb starter formula string as string
If DoubleX RMVXA Action Addon to YSA Battle System: Classical ATB is used as well:

9. data.action = x

- Sets the skill/item action cost as x action points

10. data.action_add = x

- Sets the action points added to the skill/item targets as x
If DoubleX RMVXA CATB Clear Addon to YSA Battle System: Classical ATB is used as well:

11. data.catb_minus_atb = array

- Sets the array of atb value reduction percents triggered by adding states

12. data.catb_minus_atb[index] = x

- Sets the (index + 1)th atb value reduction percent triggered by adding states as x%

13. data.catb_minus_atb = array

- Sets the array of atb value reset percents triggered by adding states

14. data.catb_minus_atb[index] = x

- Sets the (index + 1)th atb value reset percent triggered by adding states as x%

15. data.catb_minus_charge = x

- Sets the charging value reduction percent triggered by adding states as x%

16. data.catb_reset_charge = x

- Sets the charging value reset percent triggered by adding states as x%

17. data.catb_minus_cooldown = x

- Sets the cooldown value reduction percent triggered by adding states as x%

18. data.catb_reset_cooldown = x

- Sets the cooldown value reset percent triggered by adding states as x%
If DoubleX RMVXA Color Addon to YSA Battle System: Classical ATB is used as well:

19. data.catb_color1 = text_color

- Sets the color 1 of the atb bar as text color text_color

20. data.catb_color2 = text_color

- Sets the color 2 of the atb bar as text color text_color

21. data.catb_color = boolean

- Sets the text color usage flag

22. data.catb_color1 = [r, g, b, a]

- Sets the color 1 of the atb bar as rgba values r, g, b, a

23. data.catb_color2 = [r, g, b, a]

- Sets the color 2 of the atb bar as rgba values r, g, b, a

24. data.catb_rgba = boolean

- Sets the rgba usage flag
If DoubleX RMVXA Cooldown Addon to YSA Battle System: Classical ATB is used as well:

25. data.cooldown_rate = x

- Sets the cooldown rate of the skill/item as x%
If DoubleX RMVXA Charge Addon to YSA Battle System: Classical ATB is used as well:

26. data.charge_prior_action_cost

- Sets the skill/item charging before paying action cost flag

27. data.charge_prior_item_cost

- Sets the skill/item charging before paying item cost flag
If DoubleX RMVXA Speed Addon to YSA Battle System: Classical ATB is used as well:

28. data.custom_catb_speed_reduce[index] = eval(frame)

- Sets the (index + 1)th battler action input speed reduction as frame frames(frame needs to be in string form; frame can also be CATBSRX)
If DoubleX RMVXA Countdown Addon to YSA Battle System: Classical ATB is used as well:

29. data.catb_cs_interval[index] = x

- Sets the (index + 1)th interval-condition-action triple's interval as x seconds

30. data.catb_cs_interval[index] = cond

- Sets the (index + 1)th interval-condition-action triple's condition as RGSS3 code string cond

31. data.catb_cs_interval[index] = act

- Sets the (index + 1)th interval-condition-action triple's action as RGSS3 code string act
If DoubleX RMVXA SE Addon to YSA Battle System: Classical ATB is used as well:

32. data.catb_se_file = [file, volume, pitch]

- Sets the actor ready act se as se with name file, volume volume and pitch pitch
If DoubleX RMVXA Unison Addon to YSA Battle System: Classical ATB is used as well:

33. data.catb_unison_actor_id = array

- Sets the unison actor id list as an array of actor ids

34. data.catb_unison_actor_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list as id

35. data.catb_unison_rule = rule

- Sets the unison skill/item param calculation rule as rule

36. catb_unison_param_0_id = array

- Sets the unison actor id list used to calculate the resulting mhp stat as an array of actor ids

37. catb_unison_param_0_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting mhp stat as id

38. catb_unison_param_1_id = array

- Sets the unison actor id list used to calculate the resulting mmp stat as an array of actor ids

39. catb_unison_param_1_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting mmp stat as id

40. catb_unison_param_2_id = array

- Sets the unison actor id list used to calculate the resulting atk stat as an array of actor ids

41. catb_unison_param_2_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting atk stat as id

42. catb_unison_param_3_id = array

- Sets the unison actor id list used to calculate the resulting def stat as an array of actor ids

43. catb_unison_param_3_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting def stat as id

44. catb_unison_param_4_id = array

- Sets the unison actor id list used to calculate the resulting mat stat as an array of actor ids

45. catb_unison_param_4_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting mat stat as id

46. catb_unison_param_5_id = array

- Sets the unison actor id list used to calculate the resulting mdf stat as an array of actor ids

47. catb_unison_param_5_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting mdf stat as id

48. catb_unison_param_6_id = array

- Sets the unison actor id list used to calculate the resulting agi stat as an array of actor ids

49. catb_unison_param_6_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting agi stat as id

50. catb_unison_param_7_id = array

- Sets the unison actor id list used to calculate the resulting luk stat as an array of actor ids

51. catb_unison_param_7_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting luk stat as id

52. catb_unison_param_hp_id = array

- Sets the unison actor id list used to calculate the resulting hp stat as an array of actor ids

53. catb_unison_param_hp_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting hp stat as id

54. catb_unison_param_mp_id = array

- Sets the unison actor id list used to calculate the resulting mp stat as an array of actor ids

55. catb_unison_param_mp_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting mp stat as id

56. catb_unison_param_tp_id = array

- Sets the unison actor id list used to calculate the resulting tp stat as an array of actor ids

57. catb_unison_param_tp_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting tp stat as id

58. catb_unison_param_level_id = array

- Sets the unison actor id list used to calculate the resulting level stat as an array of actor ids

59. catb_unison_param_level_id[index] = id

- Sets the (index + 1)th actor id in the unison actor id list used to calculate the resulting level stat as id

60. catb_unison_param_0 = boolean

- Sets the unison mhp calculation flag

61. catb_unison_param_1 = boolean

- Sets the unison mmp calculation flag

62. catb_unison_param_2 = boolean

- Sets the unison atk calculation flag

63. catb_unison_param_3 = boolean

- Sets the unison def calculation flag

64. catb_unison_param_4 = boolean

- Sets the unison mat calculation flag

65. catb_unison_param_5 = boolean

- Sets the unison mdf calculation flag

66. catb_unison_param_6 = boolean

- Sets the unison agi calculation flag

67. catb_unison_param_7 = boolean

- Sets the unison luk calculation flag

68. catb_unison_param_hp = boolean

- Sets the unison hp calculation flag

69. catb_unison_param_mp = boolean

- Sets the unison mp calculation flag

70. catb_unison_param_tp = boolean

- Sets the unison tp calculation flag

71. catb_unison_param_level = boolean

- Sets the unison level calculation flag

For those having at least decent scripting proficiency, reading How to write an atb system script might help you better understand CATB.
 
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Cosmic Architect

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Thanks, seems quite useful! I'll have to give it a shot when I get to that point. Just a question or two- are you against your scripts being used for monetization; if so, do you consider making the game available to anyone, although asking for donations, monetization?
 

DoubleX

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Thanks, seems quite useful! I'll have to give it a shot when I get to that point. Just a question or two- are you against your scripts being used for monetization; if so, do you consider making the game available to anyone, although asking for donations, monetization?
I can't answer you for this, as after all, YSA-CATB is Yami's script. To be 100% safe, you'll want to ask him/her.

However, according to its terms of use, monetization should be safe(but you better comprehend it first), as long as you clearly credit Yami(not crediting me as well might be even safer, but crediting me instead of Yami is strictly forbidden) :)

Edit: One exception is DrDhoom Manipulate State, and you'll want to ask there to clarify :D
 
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Cosmic Architect

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Indeed, I was actually talking about your addons lol. Or, at least I assumed them to be yours when they began with "DoubleX". I may be wrong though, I hadn't actually looked at them in detail yet xD Was just considering using her classical atb script, and thought that yours(as I thought they were) would come in handy if that was the system I used. (thanks for the link btw! I'm not completely sure I have covered that base yet lol)
 

DoubleX

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Indeed, I was actually talking about your addons lol. Or, at least I assumed them to be yours when they began with "DoubleX". I may be wrong though, I hadn't actually looked at them in detail yet xD Was just considering using her classical atb script, and thought that yours(as I thought they were) would come in handy if that was the system I used. (thanks for the link btw! I'm not completely sure I have covered that base yet lol)
To clarify, credits should be given to Yami when using any YSA-CATB script. This includes the bug/compatibility fixes and addons that are written by me, as strictly speaking, they're all just edits of YSA-CATB, so I don't think I can claim them as mine. While I'd be glad to be credited for those fixes/addons as well, crediting Yami is a must to use them. Also, crediting me for YSA-CATB itself is strictly forbidden :)
 

Cosmic Architect

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Ah, I hear you. I'll give you credit for *bug fixes* anyways :) Thanks for the clarification, enjoy your summer!
 

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Couple hours of work. Might use in my game as a secret find or something. Not sure. Fancy though no? :D
Holy stink, where have I been? Well, I started my temporary job this week. So less time to spend on game design... :(
Cartoonier cloud cover that better fits the art style, as well as (slightly) improved blending/fading... fading clouds when there are larger patterns is still somewhat abrupt for some reason.
Do you Find Tilesetting or Looking for Tilesets/Plugins more fun? Personally I like making my tileset for my Game (Cretaceous Park TM) xD
How many parameters is 'too many'??

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