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glossary [2022/03/25 18:27] – [Agility Anchor/Relative Agility/RA/RA[number]] wylemglossary [2022/03/25 18:28] – [Agility Anchor/Relative Agility/RA/RA[number]] wylem
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 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 ''RA1''. That character's turn can come up once every 1 ATB tick. 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 ''RA1''. That character's turn can come up once every 1 ATB tick.
  
-Also see: [[Relative Agility]].+For more details, see: [[Relative Agility]].
  
 A more detailed explanation of how the ATB system works can be found here [[ATB System]]. A more detailed explanation of how the ATB system works can be found here [[ATB System]].
glossary.txt · Last modified: 2024/04/12 00:47 by plumeriaknight