Slot Atb
Posted By admin On 09/04/22Most extra-fine ATB crosscutting blades have very low or negative rake angles for smooth cutting. The top bevel angle is the angle across the top of a tooth when viewed straight on from the front. Bevel angles of 30 degrees and higher usually constitute high ATB teeth. The steeper the teeth, the better the scoring action on either side of the cut. Make sure this fits by entering your model number.; 10' Blade Diameter, 40 Teeth, Hi-ATB Grind, 5/8' Arbor,.126' Kerf, 18° Hook Angle The Fusion Trio includes a 30º Hi-ATB for slicing through plywood and melamine, a double side grind design for delivering polished cross cuts, and an Axial Shear Face Grind that zips through wood and sheet goods with minimal resistance. The ATB teeth on this type of blade cut the corners of the kerf, leaving the center of the bottom of the kerf for the FTG tooth. In these cases, the FTG tooth is referred to as a “raker.” It’s not only cleans out the bottom of the cut, but also removes any sawdust left by the ATB teeth.
In case you have ever wondered about ATC slots, Sylvia, the blogger behind the Fear of Landing blog has written an informative post to clear up any misunderstandings that you may have about the allocation of slots. Sylvia began her post by noting that there is always a tendency to blame the airport after an announced delay about a flight missing its slot or being given a bad slot. Sylvia then noted her explanation for how slots work:
- If you are flying VFR, you are flying visually and you choose the route as you go – just like a sail boat.
- On the other hand, IFR flight fly routes which they must apply for and be approved of in advance. Since an IFR flight is not using the see-and-avoid method, traffic must be managed to ensure that no airplanes are in the exact same place at once and as part of this planning, a slot time or a specific slot is allocated.
In other words, missing a slot is like missing the flight itself and the plane will just have to wait.
However, Sylvia also contacted “Jumpseater,” who blogs at Norven Munky’s Weblog, who came up with the following and by far the best and easiest explanation for how ATC slots work:
Idiot’s Guide to ATC Slots
by Jumpseater
ATC slots are issued as a function of airspace capacity.
It’s very simple: if you have a room that holds ten idiots, you can’t put eleven idiots in the room, as much as you might like to.
Idiot number eleven has to wait until one or more idiots come out or the room is made bigger, so the idiot (No11) is given a slot time. This is the time the idiot has to present himself to commence his journey to the room.
If there’s only seven idiots in the room, then you can get three further idiots in there without restricting their progress at all, but the fourth idiot and any subsequent idiots will have to wait their turn.
If that room is in fact a corridor joining two rooms, then you can only get so many idiots down that corridor at any one time, even if the room at either end has a limitless supply of idiot capacity. Therefore any idiot wishing to pass through the corridor may get a slot time for the corridor, depending on how many idiots wish to use the corridor at any given time.
If there is another different corridor joining the rooms, you can send the idiots down those corridors, which may mean that the idiots will not be restricted at all.
So using the above Idiot’s Guide, you should be able to see that ATC SLOTS do not get secured by an airlines schedule or their staffing levels, they are a tactical daily/hourly response to airspace capacity.
So the next time you are a passenger grumbling about an announced delay because your flight missed its slot or was given a bad slot, just remember both Sylvia’s and Jumpseater’s informative explanations.
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- 11Action Sequences
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System
This is a plugin created for RPG Maker MV.
For help on how to install plugins, click here.
For help on how to update plugins, click here.
Got errors with your RPG Maker MV plugin? Click here.
Support Discontinued
Support for this plugin has been discontinued by Yanfly. The plugin will still run and work properly, but it may or may not necessarily work with everything else found in the Yanfly Engine Plugins library.
For information on why it's been discontinued, read here.
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Extension Plugins
The following plugins are Extension Plugins that require this plugin as its Parent Plugin.
Place the following plugins below this plugin located in the Plugin Manager if you plan on using them.
Required Plugins
The following plugins are required in order to use this plugin.
Place the following plugins above this plugin located in the Plugin Manager.
Yanfly Engine Plugins
This plugin is a part of the Yanfly Engine Plugins library.
Introduction
Plugin Commands
Plugin Commands are event commands that are used to call upon functions added by a plugin that aren't inherently a part of RPG Maker MV.
Here is a list of Plugin Command(s) that you may use:
Notetags
RPG Maker MV's editor is unable to allow for custom traits/properties that a game dev may wish to associate with a database object, event, map, etc. Notetags are used to work around such limitations by allowing the game dev to tag certain traits/properties using specific Notetags declared by the related plugin.
Here is a list of Notetag(s) that you may use.
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Lunatic Mode
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For advanced users who have an understanding of JavaScript, you can use the following features added by the plugin to further enhance what you can do with your game project.
- Conditional ATB Speed and Conditional ATB Charge
Action Sequences
These are action sequences that you can use with this plugin. Action Sequences will require Yanfly's Battle Engine Core to work.
Action Sequences - ala Melody
Battle Engine Core includes Yanfly Engine Melody's Battle Engine system,where each individual aspect of the skill and item effects can be controlledto a degree. These are called Action Sequences, where each command in theaction sequence causes the game to perform a distinct individual action.
Each skill and item consists of five different action sequences. They are asfollows:
- 1. Setup Actions
- They prepare the active battler before carrying out the bulk of the action
and its individual effects. Usually what you see here are things such as theactive battler moving forward a bit, unsheathing their weapon, etc. This stepwill occur before the active battler expends their skill or item costs.
- 2. Whole Actions
- These actions will affect all of the targets simultaneously. Although this
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section does not need to be used, most actions will use this for displayinganimations upon all enemies. This step occurs after skill and item costs.
- 3. Target Actions
- This section will affect all of the targets individually. Used primarily
for physical attacks that will deliver more personal forms of damage. Actionsthat occur here will not affect other targets unless specifically ordered todo so otherwise.
- 4. Follow Actions
- This section will dedicate towards cleanup work after the individual
targeting actions. Here, it'll do things such as removing immortal flags,start up common events, and more.
- 5. Finish Actions
- This section will have the active battler close up the action sequence.
Usually stuff like running waits and holds at the last minute for skills anditems, moving back to place, and others.
Now that you know each of the five steps each action sequence goes through,here's the tags you can insert inside of skills and items. Pay attention toeach tag name.
They will do their own respective action sets. The methods to insert for theaction list can be found below in the core of the Help Manual.
Furthermore, to prevent overflooding every single one of your database item'snoteboxes with action sequence lists, there's a shortcut you can take to copyall of the setup actions, whole actions, target actions, follow actions, andfinish actions with just one line.
Replace x with 'item' or 'skill' to set the type for the action list code todirectly copy. The integer y is then the ID assigned for that particularobject type. For example, to copy 45th skill's action sequences, the codewould be <action copy: skill:45> for anything that will accept these actioncodes. If you do use this notetag, it will take priority over any customthat you've placed in the notebox.
Target Typing
You may notice that in some of the actions below will say 'refer to targettyping' which is this section right here. Here's a quick run down on thevarious targets you may select.
user | This will select the active battler. |
target, targets | These will select the active targets in question. |
actors, existing actors | These will select all living actors. |
all actors | This will select all actors including dead ones. |
dead actors | This will select only dead actors. |
actors not user | This will select all living actors except for the user. |
actor x | This will select the actor in slot x. |
character x | This will select the specific character with actor ID x. |
enemies, existing enemies | This will select all living enemies. |
all enemies | This will select all enemies, even dead. |
dead enemies | This will select only dead enemies. |
enemies not user | This will select all enemies except for the user. |
enemy x | This will select the enemy in slot x. |
friends | This will select the battler's alive allies. |
all friends | This will select the all of battler's allies, even dead. |
dead friends | This will select the battler's dead allies. |
friends not user | This will select the battler's allies except itself. |
friend x | This will select the battler's ally in slot x. |
opponents | This will select the battler's alive opponents. |
all opponents | This will select the all of the battler's opponents. |
dead opponents | This will select the battler's dead opponents. |
opponent x | This will select the battler's opponent in slot x. |
all alive | Selects all living actors and enemies. |
all members | Selects all living and dead actors and enemies. |
all dead | Selects all dead actors and enemies. |
all not user | This will select all living battlers except user. |
focus | Selects the active battler and its targets. |
not focus | Selects everything but the active battler and its targets. |
prev target | Requires Action Sequence Impact. During <Target Actions>, this will get the previous target in the targets list. |
next target | Requires Action Sequence Impact. During <Target Actions>, this will get the next target in the targets list. |
$UnisonMemberX | Requires Unison Attack. Replace X with the Unison Attack participant where X is slot used based on the <Unison Skill: x, y, z> notetag. |
$UnisonMembers | Requires Unison Attack. Returns all of the participating Unison Skill members. |
Action Sequence List
The following is a list of Action Sequences provided by this plugin.