![[Image: battlesysadd.png]](http://save-point.org/images/prefix_icons/SPEC-Scripts/battlesysadd.png)
If you're looking for something to tweak your existing battlesystem with new commands or features, come on in.
Battle Add-Ons: A-E

DerVVulfman (August 7, 2019)
This fixes a major flaw with the ACBS (Atoa's CBS) by Victor Sant. The bug was caused by an oversight which would crash the system if one wished to have audible cues from actors when they win a battle (or enemies taunting the heroes if they lose).

DerVVulfman (August 8, 2019)
This fixes a major flaw with the ACBS (Atoa's CBS) by Victor Sant. The bug was caused by an oversight where the action ID (skill ID, Item ID, etc) was not correctly synced in a method that played audio effects. If a BASE audio effect was set, only that would play. But if one was not set, the system was set to crash.

SoulPour777 (March 8, 2014)

The function of this script is to change the default critical damage calculation. Using this script, you can assign which value should the critical damage be. Instead of using the default critical=damagex3. This also allows individual critical damage per actor.

SoulPour777 (March 8, 2014)

The function of this script is notably simple. Normally, physical damage and magical damages are calcualted via its value increment multiplied by physical damage rante and magical damage rate. However, by using this script, additional percentage of damage can be added.

by DerVVulfman (March 5th, 2008)
This system can draw projectiles that stream from one battler to another. It even includes a boomerang/return projectile feature. The one caveat is that all background action halts until this process is accomplished.

by Trickster ()
This script Displays a message whenever an action is performed, you can define a message for each battler for attacks (w/wo weapon), skills, items, defends, escapes, waiting, and other actions. Also supports individual messages for skills and items.

by Trickster ()
This script is an addon for the my CTB, ATB, or RTAB script. It improves the Built-In Version of Action Timer and allows actions to be interrupted when Attacked.

by Trickster ()
Instead of magic points or skill points you get battle points (BP). Both magic spells and physical techniques use up BP.

by Trickster ()
This script allows you greater control over the commands that show up in battle. It also allows you to define the names of the Attack, Skill, Item, and Defend and allows you to create new commands.

by Trickster ()
This script is the Ip System featured in Lufia 2. This system can be explained like so: The Heros have another stat ip. This stat grows (depending upon damage taken) whenever a character is attacked. When a character dies their ip goes back to zero. Ip (Ikari/Item Points) allows you to execute an ip skill. The Ip Skills you have are determined by what weapons/armor you have equipped.

by Trickster ()
A completely rewritten version of my Skill Scope Library and Hero/Enemy/Single/All Target Switching, The Skill Scope Library builds upon the default scopes (None, One Enemy, All Enemies, ...), and adds new ones...

by DerVVulfman (August 17, 2007)
Ever wanted your heroes to surprise their foes? Ever wanted your party to be surprised? Now you can. This system allows you to take advantage to be ambushed by your foes. You can set up conflicts to 'automatically' have the advantage and a bonus round at the start of combat... or lose a couple rounds... or have the system arbitrarily decide based on who's the fastest in combat.

by ParaDog (June 27, 2005)
Translated from the original Japanese code, this script allows your battlers to increase their stats (HP/SP/Str/Dex/Agi/Int) after battle depending on the actions that they've taken against enemies.

by DerVVulfman (Feb 23, 2008)
This patch prevents Zephren's "timed hits" bar from looping twice when used with Minkoff's Animated Battler - Enhanced.

by DerVVulfman (March 9th, 2008)
This system allows you to convert your default battlesystem into a sideview battlesystem using actual 'battlers' rather than charset graphics.

by DerVVulfman (May 26th, 2008)
This system allows you to convert your default battlesystem into a sideview battlesystem using actual 'battlers' rather than charset graphics.

by DerVVulfman (December 11th, 2008)
This increases the z.depth of the Message Window in battle which is covered up/hidden by the joint conflict of both Animated Battlers and the STR33 ATB Battlesystem.

by DerVVulfman (July 16, 2006) (November 22, 2018)
This script adapts front-view battle systems (like the default battle system, or the RTAB system), and turns it into a side-view battle system. Battlers can bob and weave while waiting to attack, charge forward to attack, and strike a victory pose when they win.

by RPG Advocate (Date Unknown)
This script allows you to display any string you like as damage in battle. If you want to construct a string, perhaps to show MP damage, all you need to do is append the integer portion of the string to the rest of the string by using a statement like "game_actors[0].damage = "MP" + "$game_variables[1].to_s" to convert the integer contained in the variable to a string.

by DerVVulfman (August 17, 2009)
It allows Atoa's battlesystem to work with the Random Monster Groups script created by RPG Advocate.

DerVVulfman (January 3, 2016)
This script, an add-on to ATOA's ACBS system, adds the ability to apply battle animations to battlers that are delayed by the ATB/CTB casting time delays, known as Chanting Times. It is only for use with the ACBS and requires either the ATB or CTB add-on.

DerVVulfman (January 10, 2016)
This script creates a new damage pop option for the ATOA ACBS system, now drawing status effect/ailment names along when a character is so effected while in battle.

by Claihm ()
Translated from the original Japanese code, this system allows you set actor battlers to perform actions in battle without player control... effectively making them NPCs in combat.

by Claihm ()
Translated from the original Japanese code, this creates an 'Auto' function in the command window so battlers can perform their OWN decision in combat.

SoulPour777 (November 23, 2015)

Plugins that adds spice to the default battle systems (FBS / SBS).

SoulPour777 (January 10, 2016)

Plugins that adds spice to the default battle systems (FBS / SBS).

SoulPour777 (January 10, 2016)

Plugins that adds spice to the default battle systems (FBS / SBS).

by Sue
Posted by Helel (December 12, 2009)
This Japanese script displays a short random quip from the battler whenever they act in battle to Attack, Defend, use Skills, or Items, from a set databank of phrases depending on either his or her class, OR the skill or item they are using.

by ParaDog
Posted by DerVVulfman (February 7, 2008)
This menu addon tells you how many times you've entered combat, how many individual enemies you've defeated and/or how many times you've escaped. Simple customization feature built-in.

by kyonides (June 17, 2023)
This scriptlet or short plugin provides you with the following features:
Treat a Win as a Loss
Treat an Escape as a Loss

by Trickster ()
This script seriously adds a Battle Help Window for Phase 4, this replaces the original help window and it looks a bit more neat in my opinion.

SoulPour777 (January 10, 2016)

Plugins that adds spice to the default battle systems (FBS / SBS).

SoulPour777 (December 26, 2015)

Plugins that adds spice to the default battle systems (FBS / SBS).

Tigurus Fae (May 3, 2014)
This script adds a morale bar to the battle system. The morale bar changes when the battle goes bad or well and gives bonuses to the party or removes stats from the party.

Kain_Nobel (June 3, 2016)
A script that allows the developer to temporarily disable the Battle End Me.

by Raziel
A script that shows the battle result like in the Final Fantasy games.

by Krazplay
Posted by mageone (November 20, 2009)
Just a nice BR script as there re already so many.

by XRXS & Edit by Sutebe-san
Posted by mageone (November 20, 2009)
This is a battle report system script that instead of opening a new page after a battle will just pop up a window in the battle ending, only if any actor level or learn a skill.

by Woratana (March 5th, 2008)
What this script basically does is after player lose the battle and go to Gameover screen, there will be a choice for player to choose whether to retry the battle again, or go to title screen.

Helladen (August 2, 2012)
This is part of YEA - Battle Engine. I took all the enhancements to the interface and removed any code that broke other system's compatibility. There are still issues with specific systems, but this should work in a much wider range than it did previously. I have tested it with VE: Animated Battler (the battle system I use) and it worked perfectly. This script should work with almost every system, and to install it just paste it above main and below all your other scripts. I hope people can make some use out of it.

Kain_Nobel (June 3, 2016)
A script that allows the developer to override the Battle BGM and use Map BGM in combat instead.

SoulPour777 (November 18, 2015)

Plugins that adds spice to the default battle systems (FBS / SBS).

BattleWeather ACE
by kyonides (October 23, 2023)
VX Ace doesn't seem to offer you a way to make it rain or snow by default. This scriptlet arrives to solve your weather issues.

by DerVVulfman (May 9th, 2009)
This system can load & save changes to a character's battlefield position in reference to their 'front, middle, and rear' positions normally set in the 'Class' database. With this system, the position can now be changed in-game with the value from the 'Class' database being the default.

Kain_Nobel (June 3, 2016)
This script allows the developer to flag Actors and Enemies to die as soon as their SP reaches 0. What this means is if an actor or enemy uses up all their magic reserves, they're dead.

by kyonides (March 29, 2024)
This scriptlet allows you to change the way the help window works while selecting an enemy. Even if you've just selected the attack option, it will be displayed on screen and hide at the right time.

by DerVVulfman (October 13, 2009)
A simple script/patch that highlights the name of the current actor in the battle status window. Meant as a 'basis' and not as a final product.

by DerVVulfman (June 22, 2006)
This is a simple configurable script to change the battlestatus window at the bottom. Resembling the Final Fantasy games' combat display, it shows the data for each hero left to right (or right to left). And each hero has his or her own line... the top most hero being the party leader.

SoulPour777 (December 8, 2015)

Plugins that adds spice to the default battle systems (FBS / SBS).

by Penguinboyroy (June 22, 2010)
FIRST CREATE A NEW MAP, AND LEAVE THE GENERIC NAME. MAKE THIS THE ROOM WITH YOUR BOSSES OR AT LEAST THE FIRST IN A SET. You will need to leave the generic name to know the Map ID.

by Trickster ()
This script centers the Battle Status window with respect to how many actors there are.

by Claihm ()
Translated from the original Japanese code, this script changes the BattleStatus window to show a list of the enemies you're facing. It also lists the character stats top-down instead of side-to-side.

by DerVVulfman (February 10, 2010)
This system takes the statistics of your current party and the immediate enemy troop when you engage them in battle, and returns a numeric rating for each of them. This way, you can gauge whether the enemy is stronger then the current party or if the party can easily overpower the enemy.

SoulPour777 (January 16, 2016)

Plugins that adds spice to the default battle systems (FBS / SBS).

by Cogwheel
This is an add-on feature for the RTAB battle system enabling an attack (be it weapon-based, skill or item) to inflict multiple hits.

by DerVVulfman
It repairs a conflict when using both Skills That Consume Items and Connected Attacking.

by kyonides (June 6, 2023)
This scriptlet allows you to let the game call a preset common event whenever an actor or an enemy strikes the foe with a critical hit. The only thing you have to do is setting the appropriate common event ID's and that's it, guys! Grinning

by Blazingamer (August 3rd, 2007)
modeled a cross command system for battle since my brother likes them. So in my spare time I made it.

by DerVVulfman (May 12th, 2008)
Adds a pop-up display to show the damage to health and/or mana points.

by ParaDog
Posted by DerVVulfman (February 7, 2008)
This system allows you to change the font and colors in the damage pop when in combat.

by PK8 (November 19, 2009)
Are you tired of looking at that boring Arial Black font in battle? Are you looking to fancy the look of your damage text? Well, wait no more! Presenting Damage Text Revamp! It's customisable, it's packed with options and... Go check it out!

Helladen (July 27, 2012)
This is part of YEA - Battle Engine by Yanfly, one of my favorite systems in it is the debug controls. This script contains only those controls. You can read more about it in the comments section of the code, which explains which controls do what.

DoubleX (April 17, 2016)
Lets you set some skills/items to need more than 1 action slots.

by DoubleX (September 6, 2020)
Lets you sets a timer that will cause all actors not inputted actions yet to have their turns skipped in turn based battles.

DoubleX (January 3, 2016)
Lets you set some states to reverse the ally/foe identification

DoubleX (December 23, 2015)
Lets users set some states to let their owners share some stats

DoubleX (October 18, 2017)
Lets you use plugin calls to use new unit filters in order to write much, much less codes to perform much, much more tasks.

by DoubleX (September 14, 2020)
Adds a party command to add an autobattle state to the party in battles

by DoubleX (August 25, 2020)
Lets you control some skills/items target selection AI behaviors by notetags[FSLText]
DoubleX_RMMZ_TPBS_Actor_Hotkeys
by DoubleX (October 30, 2020)
[FSLText]Lets you set some custom hotkeys to select the previous counterparts as well as those with specified party member indices.

by DoubleX (October 30, 2020)
Lets you set some states to have its turn count updated after a set amount of seconds.

by DoubleX (October 30, 2020)
Lets you set some states to have its turn count updated after a set amount of seconds

DoubleX (January 1, 2014)
Posted (January 24, 2014)
If a battler has inflicted states with restrictions "attack an enemy", "attack anyone" or "attack an ally", he/she/it'll attack the respective targets via autobattle like actions with the autobattle flag unchanged. This is done by reversing his/her/its identifications of allies and enemies(allies are identified as enemies and vice versa) with 50% and 100% chance with "attack anyone" and "attack an ally" respectively. The battler won't just use "Attack"(skill #1), but instead will use all available skills. Actors will randomly pick actions as if they've autobattle flags; Enemies will pick actions according to their action patterns.

by DoubleX (February 13, 2014)
A battler's states are cleared if a he/she/it dies in the default setting. This is hardcoded and can only be edited via scripting. With this script, users can set specific states to be always added back automatically upon battlers' revival. These states may be regarded as permanent states.

DoubleX (February 19, 2016)
Lets users set when/how ATB bars are shown on battler sprites.

DoubleX (February 9, 2016)
Lets users set skills/items to need time to charge before using.

DoubleX (January 24, 2016)
Lets users show the battle turn clock, unit and count in battle

DoubleX (April 12, 2016)
Fixes DoubleX RMMV Popularized ATB compatibility issues.

DoubleX (February 9, 2016)
Lets users set skills/items causing user to cooldown after user.

DoubleX (January 23, 2016)
Lets users switch the battle system to mimic charge turn battle

DoubleX (February 9, 2016)
Lets users set some enemies and/or autobattle/confusion actors to wait for a while after being actable before inputting action.

DoubleX (January 24, 2016)
Lets users set some keys to force run/stop the atb frame update

DoubleX (July 10, 2016)
Lets users set some hotkeys to select various inputable actors

DoubleX (June 4, 2016)
Lets you set the battle to show all battlers' atb in 1 bar.

DoubleX (February 20, 2016)
Lets users set skills/items to have different ATB reset values.

DoubleX (August 14, 2016)
Lets you set some hotkeys selecting actor/enemy target by index
[PFIIcon]Scr-MZ.png[/PFIcon] DoubleX_RMMZ_Confusion_Edit
by DoubleX (September 27, 2020)
The default RMMZ confusion causes the battler to only use attack and nothing else. This plugin lets you set some confusion states to cause the battlers to behave like autobattle ones, with the definitions of friends and opponents being reversed.

by DoubleX (September 29, 2020)
Lets you set some custom hotkeys to select some skill/item targets.
[PFIIcon]Scr-MZ.png[/PFIcon] DoubleX_RMMZ_TPBS_CTB
by DoubleX (September 27, 2020)
This plugin lets you skip TPBS frames having no important moments, like inputting actions, executing actions, to mimic the CTB functionality in TPBS.

DoubleX (January 27, 2014)
If a battler has inflicted a reflect state, he/she/it'll always reflect non certain hit skills and items from anyone to enemies. Such reflection overrides magic reflection(MEV) and counterattack but not evasion nor magic evasion. To effectively set the reflection to override evasion or magic evasion, minus EVA or MEV in reflect state's features until they're non-positive.

DoubleX (January 2, 2014)
Posted (January 24, 2014)
In the default setting, if more than one battler in the same side have the substitute flag, the one with the lowest id(the leftmost one) will always do the job, even if his/her/its hp isn't the highest among them all. With this script, it's the one with the highest hp that'll always do the job, thus increasing the effectiveness of the substitute flag if more than one battler in the same side have it.

DoubleX (January 15, 2014)
Posted (January 24, 2014)
Allows users to create unison skills or items for actors. These skills only function when a required actor or actors are present.