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ATB Gauge for LNX Battle

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: ATB Gauge for LNX Battle
  • Original author: Nérylis
  • Original date: July 28, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/atb-gauge-for-lnx-battle.66007/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Hello, I would need your help for the last step of my battle system, the integration of ATB gauge. For those who don't know, it is an evolution of the classic turn by turn of integrating an action bar that gradually fills. When the gauge is totally filled, the character can act. Gradually, as the player progresses, the ATB gauge fills more quickly. Note that I used the LNX Battle which is an esthetic overhaul of the global system default. I tried to use the existing ATB scripts but I have found many mistakes or...

Archived First Post

Hello,


I would need your help for the last step of my battle system, the integration of ATB gauge. For those who don't know, it is an evolution of the classic turn by turn of integrating an action bar that gradually fills. When the gauge is totally filled, the character can act. Gradually, as the player progresses, the ATB gauge fills more quickly.


Note that I used the LNX Battle which is an esthetic overhaul of the global system default. I tried to use the existing ATB scripts but I have found many mistakes or incompatibilities. I don't know if it would be easier to edit an existing system or to create a new script (I don't know enough script to say that).


First, here is a demo with simple scripting of LNX Battle: http://www.mediafire.com/download/a01l8y0jhfbk28a/Test+ATB.exe


Here are my specs :


- For the location of the ATB gauge, I think of a vertical bar on the left of the avatar (see my screenshot here: http://www.servimg.com/view/11188066/132#). The gauge would fill from the bottom to the top. 
- For the representation of the ATB gauge, I think to a black bar and yellow inside, with the ATB mention at the top.


- For the enemies, the ATB gauge will be invisible (I am a regular player of Final Fantasy). So no chance to make it visible.


- For minimum fill rate of the ATB gauge : when agility is to 1, the bar fills in 10 seconds.
- For maximum fill rate of the ATB gauge : when agility reached 200, the bar fills in 1 second. We must take this value as a fixed value and not as a max. In other words, we will consider that going beyond 200 becomes unnecessary to fill quickly the ATB gauge. As I am not sure of this value, I'd like the ability to configure these elements in the script (AGI minimum value and maximum value).


- Factor acting on the ATB gauge : I think only of skills such as Booster or Slow. I have an idea to set up these skills in the database resulting on a new status in which we put a notetag like "ATB: x2" or "ATB: x0.5". If, for example, a character with Booster effect was to undergo Slow or reverse, the new status would take precedence over the old.
- For states as paralysis : stopped ATB gauge and reset to 0 after the end of the state.


- The Battle LNX provides a function to speed up the fight but I don't want to keep this option fast forward. But I want an option "Auto Battle" which is activated by pressing a button, which results to launch the basic attack of each character without the player does not act by himself while accelerating the speed of battle. The fight becomes automatic until the player turns off the mode "Auto Battle", something he will have to do if he wants to launch another action. This option is stored in the next fight if it has not been disabled in the previous fight. But it will not be persistent to the point of being preserved through a save of game. The key to activate / deactivate this mode in battle will be Z in the config RPG Maker. When Auto Battle will be activated, the targeting will be done always on the first opponent.


- Added a menu to give the choice to the player to select the ATB mode : "Active" (the time continues to run normally when the player travels the menu), "Semi-Active" (time is running four times slower) or "Passive" (the time freezes). See later to put other setting options.


- A key point to finish : the ability to switch between characters whose ATB gauge is totally filled (not applicable in Passive mode). This function would be available at any time in battle with the Y button (in the config RPG Maker). We would move directly to the next character whose ATB gauge is totally filled. If there is a single character with the completed ATB gauge (that is to say that the player is on the orders of this character obviously), this function does not apply.
To sum up, pressing the button to skip to :
- The next character whose ATB gauge is full.
- We return to the current character if no other character has full ATB gauge.
- It nothing happens if no character has full ATB gauge.
In all cases :
- Pressing this button lets the ATB gauge of current character 100%
- You can press this button at any time, regardless of the command window from which you sail
- When going to the next character or that returns the current character, it's on the default base command window and not that we left earlier.


So, if you have any questions, do not hesitate.

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