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 CTB: Count Time Battle
#1
Count Time Battle
aka CTB (by Cogwheel)
Originally posted at http://members.jcom.home.ne.jp/cogwheel/


THE CONDITIONAL BATTLE VERSION
OF THE RTAB SYSTEM

Uses the same custom scripts for the
RTAB system designed by Cogwheel!
Built In Camera-Zoom feature
Doesn't NEED the SDK

'Error-FREE' Addons:
Battler Combos
Multiple-Effect Attacks (skills, melee and items)
Skills that can use up items
Enhanced Damage Displays
and more!


Introduction
I've translated (or butchered the english language) a number of scripts from the original website that hosts the RTAB. This very first post does not actually have CTB, but will contain links to other posts in this topic regarding CTB. This will include the original Japanese scripts as well as English Translated copies.

The premise of this forum is so that all features for use with this battle system could be looked up with ease. Well, that and I can't post both English and Japanese versions in a single post (size problems...).


Screenshot
[Image: ctb.jpg]


Script
Count Time Battle v 1.13 (English Translation)
Count Time Battle v 1.13 (Original Japanese)


And finally, a requested patch to remove the 'stretched' effect on the battle backgrounds. This feature was used to great effect when combined with the 'camera' system, but when the camera is turned off, the stretched effect is less impressive. And, for those using the Animated Battlers add-on script, this patch makes the battle look... prettier?

NOTE: This patch is intended for use ONLY when the camera system is turned off.

Credit goes to Minkoff for this.
Stretched Background Removal Patch by Minkoff


Instructions
Most of the control switches have now been translated into English, so listing instructions should... SHOULD... be unnecessary. Aw, who am I KIDDING?

The next post contains a brief explanation of the switches that controls the CTB system. Try experimenting.


One noted bug
It may freeze with a combination of 'All Allies' skills and having @action=1 in the config. Not for 'All Allies'... not for @action = 1... but specifically the two together.


FAQ
I used babelfish for most of the translations and utilized WWWJDIC for individual kanji phrases that didn't go through. Some of it was cleaned up using RMXP-English replacements.

There is an RTAB script that 'may' merit some attention, but cannot be properly integrated. This script (noted as 'edge' in the official site) was connected to its own custom menu system and wasn't cleaned. Many menu references do not coincide with the default menu system and causes errors. Edge, a two-weapon style return from RM2K causes serious crashes, so until further notice, this will not be posted.


Compatibility
Um... don't try to use this battlesystem WITH another battlesystem... right?

This script is designed to work with the officially sanctioned versions of RMXP. Japanese translated versions, including Postality Knights RMXP users will not be able to see the fonts in this demo, as the English version no longer needs the archaic $fontname/$fontface system of global variables.

The SDK Comatability Issue
Larger Parties than four...
Terms of Use


Credits and Thanks
Gotta thank the creator of RTAB and CTB for such a wonderful and adaptable battle system.
Reply }
#2
CTB'S SETUP CONTROLS
This system uses the same configuration layout as RTAB as the system was developed as an Conditional Turn alternate to RTAB.

One of the mysteries of the system was how to set it up. Since it was originally in Japanese, very few people examined the section called atb_setup. But, it IS understandably where you configure CTB's behavior.

[SIZE="1"]NOTE: If used in conjunction with Minto's RTAB Configuration System, edit the atb_setup there instead as it bypasses the one in CTAB itself.[/SIZE]


[SIZE="4"]speed[/SIZE]
Normally set to 150 in the script, this value determines the speed that CTB operates. It's based on how many ticks it cycles through before processing any event or delay. In essence, the HIGHER the number, the SLOWER it gets. While 150 is an average speed, 300 would take twice as long.


[SIZE="4"]@active[/SIZE] and [SIZE="4"]@action[/SIZE]
Given that this system is a conditional battle system, the system doesn't stay 'active' while you are making a decision... These values (as far as I'm aware) are not used by the system.


[SIZE="4"]@anime_wait[/SIZE]
This is a simple 'true / false' value that determines if the system waits until the RMXP Battle animation is done.


[SIZE="4"]@damage_wait[/SIZE]
This value sets up how long the system pauses after the damage displays. As it is set to 10 (or 10 frames), it has a tendency to be paused for about 1/4th a second (as it's 40 frames a second... right?).


[SIZE="4"]@after_wait[/SIZE]
This feature makes the system 'pause' after the battle is won or lost. Let's look at the default:
@after_wait = [80, 0]
This sets up the system to pause itself 80 frames (or 2 seconds) after the heroes lose the fight, and it pauses a whole... zero... frames before it goes to the battle status window, just before it goes back to the field menu.


[SIZE="4"]@enemy_speed[/SIZE]
This value controls how fast or slow an enemy reacts in the system when it is their turn to attack. The higher the number, the longer the delay before they make their move and the lower the number, the quicker the action. A value of 1 makes their reactions practically instantaneous.


[SIZE="4"]@force[/SIZE]
Now THIS is related to the Cooperative Skills script and the Skill Casting Time Counter script... haven't gotten it figured out yet.


[SIZE="4"]@drive[/SIZE]
This controls the "Camera" system. When turned to false, it'll behave like any other combat system, but when it's true, the "Camera" POV will zoom in on the battler in action.

[SIZE="1"]NOTE: Distracting and buggy when using Minkoff's Animated Battler. I recommend turning it off.[/SIZE]


[SIZE="4"]@scroll_time[/SIZE]
Used in conjunction with the "Camera" system, it controls how FAST the Point-Of-View Camera Angle changes.


[SIZE="4"]@zoom_rate[/SIZE]
Now THIS is an interesting feature. It adjusts the size of the battlers based on their vertical position on the screen. Originally intended for use without Minkoff's Animated Battlers script, it only adjusts the size of enemy battlers.... dang it. The first value in the brackets indicates the scale/size of the enemy closest to the top of the screen, while the 2nd value in the brackets indicates the scale.size of the enemy closest to the bottom. If both values are the same... you won't see a difference between like images.

[SIZE="1"]NOTE: The value of 1 (no scaling in size) must be entered with decimal points as such: 1.0. Also, values below 1 must also have decimals like: 0.8.[/SIZE]



REMEMBER: If used in conjunction with Minto's RTAB Configuration System, edit the atb_setup there instead as it bypasses the one in RTAB itself.
Reply }


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