{"title":"使用主动时间战斗系统算法的角色扮演游戏战斗节奏的最佳输入","authors":"Agrivian Anditya, Agus Sihabuddin","doi":"10.1109/ICSTC.2016.7877348","DOIUrl":null,"url":null,"abstract":"This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.","PeriodicalId":228650,"journal":{"name":"2016 2nd International Conference on Science and Technology-Computer (ICST)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2016-10-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"An optimal input for Role-Playing Game's combat pace using an Active Time Battle system algorithm\",\"authors\":\"Agrivian Anditya, Agus Sihabuddin\",\"doi\":\"10.1109/ICSTC.2016.7877348\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.\",\"PeriodicalId\":228650,\"journal\":{\"name\":\"2016 2nd International Conference on Science and Technology-Computer (ICST)\",\"volume\":\"12 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2016-10-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2016 2nd International Conference on Science and Technology-Computer (ICST)\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/ICSTC.2016.7877348\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2016 2nd International Conference on Science and Technology-Computer (ICST)","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/ICSTC.2016.7877348","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
An optimal input for Role-Playing Game's combat pace using an Active Time Battle system algorithm
This paper discusses the use of the Active Time Battle (ATB) system to improve the default combat/battle system of RPG Maker MV. The default RPG Maker MV battle system is a simple single-phase one in which all battlers take their turns and commence action immediately. The objective of this paper is to find the optimal tick rate time input and gauge speed requirement calculation, which affect time consumption in battle, the speed at which the ATB gauge charges, and whether the ATB system changes the battle flow or not. Implementation of the ATB system was done using a plugin. The results indicate that the optimal time calculation gives a tick rate of 0.1 – 0.15 and gauge speed requirement of 5000–6000 for full gauges and 2000–3000 for charge gauges, while m works best at 100 and 20 for full gauge and charge gauge speed requirements, respectively. With the ATB system implemented, agility statistics have a better role, battle flow is more organized, and an ATB/time bar is displayed as a turn indicator and charges based on the agility of the battler.