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Earthbound-ish Battle System

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Earthbound-ish Battle System
Version: 1.0h
Author: cozziekuns
Date: October 24, 2010

Version History


  • <Version 1.0i> 02.18.2012 - Bugfix.
  • <Version 1.0h> 08.09.2011 - Fixed some bugs here and there and also added a new feature.
  • <Version 1.0g> 08.08.2011 - Fixed a major bug concerning skill and item targeting.
  • <Version 1.0f> 05.09.2011 - (Hopefully) Fixed a major bug concerning random crashes.
  • <Version 1.0e> 12.21.2010 - Fixed a major bug concerning items.
  • <Version 1.0d> 10.24.2010 - Added a minor feature of transparency.
  • <Version 1.0c> 10.17.2010 - Fixed a major bug of being able to escape.
  • <Version 1.0b> 08.22.2010 - Fixed some bugs, like not seeing HP and MP when using skills
  • <Version 1.0a> 08.20.2010 - Fixed a major error
  • <Version 1.0> 08.13.2010 - Original Release

Planned Future Versions

  • 1.1 or 2.0? Maybe.

Description


My first battle system, so I hope it's a half-decent one. It basically a remade version of the different Earthbound battle systems. Features from both Earthbound and Earthbound 2 come in this battle system, and maybe one or two things snuck in from Earthbound Zero. The rest of the battle system is purely custom.

There might be a bit of lag from the odometer, but it shouldn't be too bad.

Features

  • A unique graphical system that gives a rejuvination to the old school Earthbound battle system.
  • On screen sprites that perform real-time movements, like in Touhou Mother.
  • Rolling-like Hit Point system, akin to Earthbound's system.
  • NO Damage Popups, because I like the retro feel more. You can always use Modern Algebra's Damage Popup Script.
  • NO Target Window, instead the enemy you are targeting will be whitened, like in Earthbound.

Screenshots



Enemies whiten when selected, like in Earthbound 2



Escape Animation, cause I can



Random picture of Duster Attacking


Instructions

See header.

Script


Way too long. Please retrieve it from the attached .txt document.

Credit


  • cozziekuns

Thanks

  • Earthbound, for inspiration.
  • wltr3565, for pointing out a major bug.
  • TDS, for helping me clear out a bug.
  • JDLXYZ, for pointing out a major bug.
  • Kail200X, for suggesting a feature and pointing out bugs.
  • aitherion, for pointing out a minor bug.

Support


Just post down here.

Known Compatibility Issues

None so far, but I imagine it won't be very compatible.

Author's Notes


Sorry about the roulette being just like a normal health bar, but I didn't have the time or experience to make that system. However, it should work exactly the same way.
« Last Edit: February 19, 2012, 05:59:51 AM by cozziekuns »

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Wow, looks great!

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Wow, looks awesome cozzie. I'll definitely take a look at it soon. Three yays for cozziekuns!

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The best BAKA ever
I do love how you make the battle system, a simple plug and play battle system and more graphical add ons at once, but this one has some fatal bugs...

- For some reason I can't switch targets...
- The HP scroll is pretty working, but doesn't that informative to the players. And you forgot to inform the mortal damage as well (where the damage makes the character's HP to 0)

Keep this up, this must be favorited! :twisted:

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Fixed the target problem. Forgot that command windows become inactive when invisible :-[ I'm probably going to change the rolling hit point algorithm, but it won't show mortal damage for a while.

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~ Legitimate Double Post ~

Updated to 1.0b. A few bugfixes, a slightly slower hit point system (will be customisable later), and you can now have inanimate sprites upon death if you choose.

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Hi
Well, i must admit that this is a great system battle, i'm using it (of course i give you the credits).
But i detected 2 problems, and its that when an enemy uses an "absorb" attack, you don't lose any HP or MP  =/
the other one is that when you set that you can't scape from the battle, during the battle you can do it  u.u
(sorry for my english skills, i'm not very good u.u)

Well... that's what i detected. And thanks for this great script  :)

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Fixed the escape problem. The drain problem is harder to fix, but I'll see what I can do.

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Is there a way that the character sprite only show up when it's is turn, like in Mother 3?

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Added a minor feature that allows you to set a characters transparency when it's not active. Still working on that drain glitch.

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You are great! :D
I'm testing the last version :p
Thanks!

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I love how this script works but I found some problems...

first when you use an item on the menue screen...it dosent heal them untile you enter a battle...

second bug is the game crashes after a little while...and I have no clue why and it dosent give me a scripting error...usually trhis accures when a battle is finished...

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Is there any way to make this compatible with Dargor's custom commands and party switcher scripts?

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Hmm... Sorry about all these problems. Unfortunately, I'm a bit busy with the winter solstice competition, but I'll be sure to fix them as soon as possible.

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Alright, fixed enemene's item problem since that seemed like the biggest issue. I'll try fix some of the incompatabilites later, when I have more time.

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my name is Timothy what's yours
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Is there anyway to make this script compatible with Wora's SceneVictory script? The system is amazing but I don't want to have the boring old victory screen and Wora's script is amazing. Also, can you have more than 4 members in your party? That would be absolutely amazing.
« Last Edit: April 11, 2012, 05:06:16 AM by Timothy »
it's like a metaphor or something i don't know

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Where do I click so I can download it?

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my name is Timothy what's yours
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The attachment at the end of the post, naturally.
it's like a metaphor or something i don't know

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Ah. I see it. I feel stupid :/

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Fantastic system, dude. But I've ran into some problems :S

Whilst the odometer is quite awesome, it seems that let's say my character has 78 health, andhe gets dealt with 100, he will die. (That's normal.)

But after he dies and I revive him, the remaining 22 damage suddenly starts running down again! This is a problem, because not only is it kind of weird, it also makes reviving difficult.

That, and I noticed after I sued your script, my game randomly crashes :(.

I think the problem might be fixed if you could find a way so that it won't drop the remaining health after death.

Thanks again, though. Great job on it!

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Where is the attached .txt file? :blizj:


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Its a very good script but the kicker is:

Sometimes the thing just crashes...

Also i would like to see it work with any "battle aftermath-like" scripts and  the large party ones because a few people use them.

Thanks
« Last Edit: May 09, 2011, 10:43:09 PM by M@pple »

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Well I'm not sure why it crashes; can you give some examples of why it crashed and try to recreate the scenario?

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If I had to make a guess about why it's crashing, I would say it's because of any new sprite classes created for the script.

I looked a bit at the script and noticed that the "Sprite_BattleActor" class lacks a dispose method with a super.

It might not sound like much, but after making a lot of battle systems I've learned that Sprites need to have a dispose method with super even if you're not terminating anything within it.

Of course all of this is just speculation based on experience, and the crashes could be caused by something else, but most of the time a battle scene crashes for no reason after a few uses it's usually due to not disposing sprites properly.