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atb_system [2022/05/05 18:19] – [Running] wylematb_system [2023/12/26 20:45] (current) – external edit A User Not Logged in
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   - A delay occurs based on the Battle Speed setting.   - A delay occurs based on the Battle Speed setting.
     * If the ATB is paused because the player is in a submenu or the game is paused, wait until the ATB is unpaused. This does not count towards the delay timer.     * If the ATB is paused because the player is in a submenu or the game is paused, wait until the ATB is unpaused. This does not count towards the delay timer.
-  - Any pending battle alerts are displayed 
   - All of the enabled timers of each participant are decremented by one, and those that reach zero are flagged as expired.   - All of the enabled timers of each participant are decremented by one, and those that reach zero are flagged as expired.
   - HP Sap and Regen are applied, if applicable.   - HP Sap and Regen are applied, if applicable.
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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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 When the party is ready to run: When the party is ready to run:
   * If running is enabled in this fight, the party runs away.   * If running is enabled in this fight, the party runs away.
-  * If running is disabled in this fight, add the "Can't run" message to the battle alert queue. It will be displayed after the delay step of the next tick, effectively freezing the ATB for the duration that it's displayed.+  * 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. Note that character menus will not appear while L and R are being held.
atb_system.1651774759.txt.gz · Last modified: 2022/05/05 18:19 (external edit)