Solved by myself, but maybe it'll help somebody so I post it here..
- In "VE_ActiveTimeBattle" set the "ATB Mode Name" to "atbSpeed"
- Use the default atbSpeed option as is in the OptionsCore. We just need to customize a bit (following steps)
- Under "Show/Hide" delete the existing code and add "show = true;" to show it
- Under "Process OK Code" delete the existing code and add:
var index = this.index();
var symbol = this.commandSymbol(index);
var value = this.getConfigValue(symbol);
if (this.isAtbSpeed(symbol)) {
value += 1;
if (value > 10) {
value = 1;
}
value = value.clamp(1, 10);
$gameSystem.setAtbSpeed(value);
this.changeValue(symbol, value);
} else if (this.isAtbMode(symbol)) {
var modes = this.atbModes();
var index = (modes.indexOf($gameSystem.atbMode()) + 1) % modes.length;
var value = modes[index];
$gameSystem.setAtbMode(value);
this.changeValue(symbol, value);
} else {
VictorEngine.ActiveTimeBattle.processOk.call(this);
}
- Under "Cursor Right Code" delete the existing code and add:
var symbol = this.commandSymbol(this.index());
var value = this.getConfigValue(symbol);
if (this.isAtbSpeed(symbol)) {
value += 1;
value = value.clamp(1, 10);
$gameSystem.setAtbSpeed(value);
this.changeValue(symbol, value);
} else if (this.isAtbMode(symbol)) {
var modes = this.atbModes();
var index = Math.max(modes.indexOf($gameSystem.atbMode()) - 1, 0);
var value = modes[index];
$gameSystem.setAtbMode(value)
this.changeValue(symbol, value);
} else {
VictorEngine.ActiveTimeBattle.cursorLeft.call(this, wrap);
}
- Under "Cursor Left Code" delete the existing code and add:
var symbol = this.commandSymbol(this.index());
var value = this.getConfigValue(symbol);
if (this.isAtbSpeed(symbol)) {
value -= 1;
value = value.clamp(1, this.maxAtbSpeed());
$gameSystem.setAtbSpeed(value);
this.changeValue(symbol, value);
} else if (this.isAtbMode(symbol)) {
var modes = this.atbModes();
var index = Math.max(modes.indexOf($gameSystem.atbMode()) - 1, 0);
var value = modes[index];
$gameSystem.setAtbMode(value)
this.changeValue(symbol, value);
} else {
VictorEngine.ActiveTimeBattle.cursorLeft.call(this, wrap);
}