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Yami's Classical ATB, Charge Skill State

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: Yami's Classical ATB, Charge Skill State
  • Original author: nazgul
  • Original date: February 24, 2016
  • Source thread: https://forums.rpgmakerweb.com/threads/yamis-classical-atb-charge-skill-state.57438/
  • Source forum path: Game Development Engines > Ruby Game System (RGSS) Scripts > RGSSx Script Support

Summary

Scripts I am asking for help with sorry there is a lot and they seem related to the issue. https://github.com/suppayami/rmvxa-collection/blob/master/old-ace-scripts/catb.txt Yamis Classical ATB also his amazing battle engine symphony! Yanfly Ace core and Battle Engine

Archived First Post

Scripts I am asking for help with sorry there is a lot and they seem related to the issue.
https://github.com/suppayami/rmvxa-collection/blob/master/old-ace-scripts/catb.txt Yamis Classical ATB
also his amazing battle engine symphony!
https://github.com/suppayami/rmvxa-collection/tree/master/battle-symphony
Yanfly Ace core and Battle Engine
https://yanflychannel.wordpress.com/rmvxa/core-scripts/ace-core-engine/
https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/

http://forums.rpgmakerweb.com/applications/core/interface/file/attachment.php?id=19586 Doublex bugfixes for CATB
And a few of his add on I will name them here but I do not think they are relevant I can edit and link them later if requested.
Doublex Add ons for CATB
Color add on
Cooldown add on
Se on full ATB add on


I want to thank you for reading this far! To make it easier I will post an image and explain my thoughts to see if someone can help me achieve a few effects.

Final_Fantasy_IV_(SNES)_16.gif

Note that Cecil and Kain are in a charged pose during the time between the command or skill selection and the actual execution. Because of the way symphony is coded altering that script seems out of the question. Instead I am proposing a simple solution if someone can help me achieve it. Now I am ignorant when it comes to code so my simple solution may not be as simple as I think but please let me know anyone who is more educated on this topic.

Basically what I am looking for is an add on that will allow for a state to be added to a character after they select a command. That is it. Each command in my game has a charge time, so i figured the charge function of Yamis ATB might be an appropriate way to do this. Or perhaps some kind of add on.

The idea I have is to use Neon Blacks State graphics script, and edit my sprites ready pose to the channel pose. So When the actor selects a skill and it starts to charge his atb I need to add a specified state to him to alter his graphic. because of the nature of symphony he should stay animated with the edited sprite sheet. Then I can simply add a state to the end of skill sequences which nullifies the charge skill state. This seems like an easy way to emulate this effect. What do you guys think? Is this possible? Please can anyone help me get this working in my project: Anime Fighting Fantasy. 

Note: due to the nature of how I plan to use it, you would need to be able to choose which state you add, to which character, So they have the right poses when charging a skill.

Thanks!

P.S.
Less important but bonus work and questions if anyone is interested: Could you make ally sprites flash when there ATB gauge is full and they are selecting their actions like in the GIF above?

P.S.S.
Is there anyway to Make https://yanflychannel.wordpress.com/rmvxa/battle-scripts/victory-aftermath/ Yanflys Victory Aftermath script, have looped sprite movement during the victory scene? See how Cecil and Kain keep there fist bumping up during the victory of the gif above? That effect.

Much love sorry for all the requests, they are listed in order of importance.

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Final_Fantasy_IV_(SNES)_16.gif
Final_Fantasy_IV_(SNES)_16.gif
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