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glossary [2022/03/25 18:24] – [Back Row Glitch] wylem | glossary [2022/03/25 18:28] – [Agility Anchor/Relative Agility/RA/RA[number]] wylem | ||
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The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks | The number of ATB ticks required for a character or enemy to get a turn. ATB calculation is based on a number the runner can manipulate (though some flags make it easier to manipulate than others). When used as RA1 (or any other number), refers to the number of ticks | ||
- | Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as '' | + | Final Fantasy 4 uses the Active Time Battle (ATB) system to determine character turns. The number of ATB ticks required for a character or enemy to get a turn is based on the agility anchor. The agility anchor can be changed based on flags, but the default is the center slot character. Characters and enemies with higher agility scores than the Agility Anchor require fewer ATB ticks to get their turn until the maximum speed is reached referred to as '' |
- | A more detailed explanation of how the ATB system works can be found here [[battle_mechanics# | + | For more details, see: [[Relative Agility]]. |
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+ | A more detailed explanation of how the ATB system works can be found here [[ATB System]]. | ||