Workaround mania with temporal implications! If you're as annoyed with RM2K3's lack of ATB manipulation functionality as I am, this workaround is for you! With this workaround, you can reset a character's ATB bar using battle events in a roundabout way. Pretty cool, eh? 



How to Make it Work

1. First, check to make sure that there is at least one living character in the party other than the character whose ATB bar is to be reset.

2. If there isn't one, you'll need to temporarily revive a dead character (or temporarily add a character to the party if there's only one party member)

3. One you've done this, store the current HP value of the character whose ATB bar is to be reset in a variable. Also, if that character is at maximum HP, turn on a switch called "Max HP"

4. Next, inflict the Defeat condition on the character whose ATB bar is to be reset.

5. Now, remove the Defeat condition.

6. Restore HP to that character equal to the amount you stored in a variable earlier.

7. Because removing the Defeat condition gives the character 1 HP, the character will have one too many HP unless he was at his maximum prior to the event executing. To remedy this, damage the character by 1 HP unless the "Max HP" switch is ON.

8. Kill the character you revived (or remove the character you added) in step 2.

9. The character's ATB bar will now be reset to empty.



Limitations and Caveats

- This workaround will not affect characters whose ATB bars are full. The character currently entering commands will not show any effect, while other characters whose ATB bars are full will have their ATB bars emptied, but they will still be prompted to enter commands.

- If you use this workaround with only one character in the party and are using automatic character placement, the addition of another character may cause the lone character's position to change, since the formation will be adjusted to fit two characters, but not be adjusted back when the other character is removed from the party.

- When you revive the dead character, that character's recovery of HP will show up on the screen, breaking the illusion. This can be remedied by having damage accompany the ATB drain. The most recent damage or recovery on a character takes precedence, so the damage will be shown instead of the recovery.

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