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Dynamic Skill Speed (for Yanfly's ATB/CTB)

BMM Archive · July 15, 2026

Preserved forum archive. This topic stores the original first post and locally mirrored RPG Maker Web attachments when available. It is posted by the BMMPlay archive account, not by the original creator.

Original Source

  • Original title: Dynamic Skill Speed (for Yanfly's ATB/CTB)
  • Original author: Riff
  • Original date: December 6, 2015
  • Source thread: https://forums.rpgmakerweb.com/threads/dynamic-skill-speed-for-yanflys-atb-ctb.52321/
  • Source forum path: Game Development Engines > RPG Maker Javascript Plugins > JS Plugin Requests

Summary

Hello, everyone! Yanfly released two different battle systems (so far): ATB and CTB. From my understanding, the speed required (charge time) for a skill can be defined in the database and using (requires YEP_BattleEngineCore.js). The problem I am having now is I have some skills that have longer charging time, and the Agility stats of my actors range from 30 to 300. So it is hard for me to set up a skill that requires 'fixed' rate of charging time. For example, a Raise skill will require twice the normal...

Archived First Post

Hello, everyone!

Yanfly released two different battle systems (so far): ATB and CTB.

From my understanding, the speed required (charge time) for a skill can be defined in the database and using <speed: +x> (requires YEP_BattleEngineCore.js).

The problem I am having now is I have some skills that have longer charging time, and the Agility stats of my actors range from 30 to 300. So it is hard for me to set up a skill that requires 'fixed' rate of charging time. For example, a Raise skill will require twice the normal charge time. I can't achieve it using the existing tags.

I would like to define the charge time (or item/skill speed) using an eval formula.

I hope my explanation is sufficient. In short, I would like <speed: +x> or <speed: -x> to be evaluated using formula (in battle) instead of fixed amount. 'cause I'm planning to use something like:

BattleManager.highestBaseAgi() * 100for full gauge parameter, and the Raise skill will have charge time of:

BattleManager.highestBaseAgi() * 200or just insert this into the skill notetag.

Code:
<speed: +(BattleManager.highestBaseAgi() * 200)>

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