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atb_system [2021/12/31 21:56] – [What happens in each tick] clarification - pointer increments after a timer is handled wylematb_system [2023/12/26 20:45] (current) – external edit A User Not Logged in
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     * If the menu is currently open, the game checks for any conditions that would automatically close it (auto-hide or equipping the Avenger)     * If the menu is currently open, the game checks for any conditions that would automatically close it (auto-hide or equipping the Avenger)
     * If the player has just entered a menu command, it is queued at this point, setting that character's Action Timer accordingly.     * If the player has just entered a menu command, it is queued at this point, setting that character's Action Timer accordingly.
-    * Otherwise, if the menu was not open and any characters are in the Menu Queue, the first is pulled off that queue, and if they are eligible to act, their menu will start to open on the next frame.+    * Otherwise, if the menu was not open and any characters are in the Menu Queue, //and if L+R are not currently being held//, the first is pulled off that queue. If they are eligible to act, their menu will start to open on the next frame.
       * If the character has fired their last arrow, it will be removed here.       * If the character has fired their last arrow, it will be removed here.
       * If the character was Parrying, that status is removed here.       * If the character was Parrying, that status is removed here.
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       * In the case of characters, an expired Action Timer means that when the Pointer reaches that character, they will either execute their command (if one is queued), or enter the Menu Queue.       * In the case of characters, an expired Action Timer means that when the Pointer reaches that character, they will either execute their command (if one is queued), or enter the Menu Queue.
       * In the case of monsters, an expired Action Timer means that they will either execute their command (if one is queued), or the next turn of their battle script will be processed, queuing a command((This command could be "Do Nothing")) and handling any immediate actions such as changes to condition flags, resistances, stats like Magic Power, etc.       * In the case of monsters, an expired Action Timer means that they will either execute their command (if one is queued), or the next turn of their battle script will be processed, queuing a command((This command could be "Do Nothing")) and handling any immediate actions such as changes to condition flags, resistances, stats like Magic Power, etc.
-        * Note that if a monster starts a chain, all other participants' timers will be frozen until the chain is completed.+        * Note that if a monster starts a chain, all other participants' timers will be frozen until the chain is completed, and auto actions and the menu queue will not be processed.
       * Queuing a command sets the Action Timer based on the command entered. In the case of monsters, this is always? a fixed timer with a duration equal to 1, adjusted by the Speed Modifier. See the [[battle_timers#action_timer|Battle Timers]] article for more details.       * Queuing a command sets the Action Timer based on the command entered. In the case of monsters, this is always? a fixed timer with a duration equal to 1, adjusted by the Speed Modifier. See the [[battle_timers#action_timer|Battle Timers]] article for more details.
   - Any monster counters are processed.   - Any monster counters are processed.
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 The game then finds the lowest Action Timer value, and subtracts one less than that value from all Action Timers. (This effectively skips ahead until the lowest Action Timer is 1) The game then finds the lowest Action Timer value, and subtracts one less than that value from all Action Timers. (This effectively skips ahead until the lowest Action Timer is 1)
 +
 +=====Running=====
 +Immediately after the battle victory/defeat conditions are checked, the game checks if the L and R buttons are both held down during that frame. If so, it first checks whether the party is ready to run.
 +
 +For fights where the enemy in the first slot is less than level 97:
 +  * If a character has entered the menu queue, the party is ready to run.
 +For fights where the enemy in the first slot is level 97 or higher:
 +  * At the start of battle, a run delay timer is set to a value depending on this monster's level.
 +    * This value is 3, 7, or 10 for levels 97, 98, and 99, respectively.
 +  * If the timer has reached zero, the party is ready to run. Otherwise, the run delay timer is decremented, and will be checked again on the next tick.
 +  * Note that if the enemy in the first slot is level 99, then if at any point the player is not holding L+R, the delay timer is set to 15.
 +
 +When the party is ready to run:
 +  * If running is enabled in this fight, the party runs away.
 +  * If running is disabled in this fight, display the "Can't run" message immediately, effectively freezing the ATB for the duration that it's displayed.((The duration is dependent on the Battle Message Speed setting, though some fights automatically use the slowest speed))
 +
 +Note that character menus will not appear while L and R are being held.
atb_system.1640987761.txt.gz · Last modified: 2021/12/31 22:56 (external edit)