Hey guys,
I was wondering if theres an existing BattleSystem Script that something close to this:
Instead of the default battlesystem, I want to use a "BattleMap System". Were once an encounter has been initiated, you are taken to this battle map, where you move about like you would normally. Only, here its on a grid and its turn based.
Then lets say you reach the enemy(he/she should move toward you aswell, btw)
and you select an attack, some of the grids should light up, indicating the range of the attack (Im going to be using a lot of long range weaponry, for examlpe: Shuriken and Kunai) and the attack should only be executable if the target is within the higlighted area.
And if at any possible, I'd like the battle menu to look and function somewhat like that in FF-X.
Does this thing exist? Or is anyone crazy enough to make something like this lol (I can just imagine how much work this could be)
I use RMXP btw.
I belive its called the suad based movment script u can find it here
http://s11.invisionfree.com/Rpg_Maker_XP/index.php?showtopic=542 Ayden found that site
edit:opps thats not it try looking up a finalfantasy tatics style cbs ive seen one somewere in the forum.
A Tactics Battle System?
Last I heard someone was still trying to make one.
Mwhahahahahahahaha i found the script mwhahahhahah its was on rmxp of course heres the link hope it works and it is the one u wanted
http://www.rmxp.net/forums/index.php?showforum=87&prune_day=100&sort_by=Z-A&sort_key=last_post&topicfilter=all&st=175
that takes you to the script index...
http://www.rmxp.net/forums/index.php?s=ec6238b1d961480bff4d4539c43405f8&showtopic=13857
that, however, takes you to the page
Thanks so much guys :D
Ill have a look at this when I get home ^.^ b
I hate RmXp 'cause they want you to sign-in for access to there resources, scripts, etc.
I'm very curious about the script so can you post it here?
I could, but are you sure you want it? Its got a lot of bugs....
Ive pretty much given up on this system, till I can write it myself, which can only happen when Ive recieved my books....
Nevermind, it probably has to many beyond my knowledge to fix.
It does have quite a few :/ sorry
But if anyone is crazy enough to wanne try and fix it, just ask lol, and Ill hand over what i have ^.^
Actully, sorry on second thought I'll keep it for reference.
Sorry for chagning my mind.
Lol, ok, here ya go:
Theres like 50 scripts tho, so wouldnt it be better to upload it for you somewhere? In case not, heres the first of... a lot.
#==============================================================================
# ? Taret__Game_Battler
#------------------------------------------------------------------------------
# The first three scripts here are basically just carbon copies
# of the default Game_Battler script, although a few changes are
# made, including the removal or addition of a few member variables
# Actually, a few functions in these first three scripts are overloaded
# and therefore go with the "most recent" version, which is to say,
# the version of the function in 4 or 5.
#==============================================================================
class Taret__Game_Battler
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
attr_reader :battler_name # ???? ?????
attr_reader :battler_hue # ???? ??
attr_reader :hp # HP
attr_reader :sp # SP
attr_reader :ep
attr_reader :states # ????
attr_reader :character_name
attr_reader :character_hue
attr_reader :path
attr_accessor :x
attr_accessor :y
attr_reader :real_x
attr_reader :real_y
attr_reader :tile_id
attr_reader :opacity
attr_reader :blend_type
attr_reader :direction
attr_reader :pattern
attr_reader :through
attr_reader :class_id # ??? ID
attr_accessor :hidden # ?????
attr_accessor :immortal # ??????
attr_accessor :damage_pop # ?????????
attr_accessor :damage # ?????
attr_accessor :critical # ?????????
attr_accessor :animation_id # ??????? ID
attr_accessor :animation_hit # ??????? ??????
attr_accessor :white_flash # ?????????
attr_accessor :blink # ?????
attr_accessor :transparent
attr_accessor :ct
attr_accessor :element
attr_reader :skills
attr_reader :weapon_id # ?? ID
attr_reader :armor_id # ? ID
attr_reader :accessory1_id # ??? ID
attr_reader :accessory2_id # ??? ID
#--------------------------------------------------------------------------
# ? ?????????
#--------------------------------------------------------------------------
def initialize
@battler_name = ""
@battler_hue = 0
@hp = 0
@sp = 0
@ep = 0
@states = []
@states_turn = {}
@maxhp_plus = 0
@maxsp_plus = 0
@str_plus = 0
@dex_plus = 0
@agi_plus = 0
@int_plus = 0
@hidden = false
@immortal = false
@damage_pop = false
@damage = nil
@critical = false
@animation_id = 0
@animation_hit = false
@white_flash = false
@blink = false
@current_action = Taret__Game_BattleAction.new
@x = 0
@y = 0
@real_x = 0
@real_y = 0
@tile_id = 0
@blend_type = 0
@opacity = 255
@direction = 2
@pattern = 0
@through = false
@transparent = false
@original_direction = 2
@original_pattern = 0
@walk_anime = true
@step_anime = false
@direction_fix = false
@always_on_top = false
@anime_count = 0
@stop_count = 0
@wait_count = 0
@locked = false
@prelock_direction = 0
@jump_count = 0
@jump_peak = 0
@ct = 0
@class_id = 0
@path = []
@move_speed = 4
@move_frequency = 6
@skills = []
@element = rand(4)
end
def str
n = [[base_str + @str_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].str_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def dex
n = [[base_dex + @dex_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].dex_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def agi
n = [[base_agi + @agi_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].agi_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
def int
n = [[base_int + @int_plus, 1].max, 12].min
for i in @states
n *= $data_states[i].int_rate / 100.0
end
n = [[Integer(n), 1].max, 12].min
return n
end
#--------------------------------------------------------------------------
# ? MaxHP ???
# maxhp : ??? MaxHP
#--------------------------------------------------------------------------
def maxhp=(maxhp)
@maxhp_plus += maxhp - self.maxhp
@maxhp_plus = [[@maxhp_plus, -9999].max, 9999].min
@hp = [@hp, self.maxhp].min
end
#--------------------------------------------------------------------------
# ? MaxSP ???
# maxsp : ??? MaxSP
#--------------------------------------------------------------------------
def maxsp=(maxsp)
@maxsp_plus += maxsp - self.maxsp
@maxsp_plus = [[@maxsp_plus, -9999].max, 9999].min
@sp = [@sp, self.maxsp].min
end
#--------------------------------------------------------------------------
# ? ?????
# str : ?????
#--------------------------------------------------------------------------
def str=(str)
@str_plus += str - self.str
@str_plus = [[@str_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
# dex : ??????
#--------------------------------------------------------------------------
def dex=(dex)
@dex_plus += dex - self.dex
@dex_plus = [[@dex_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
# agi : ??????
#--------------------------------------------------------------------------
def agi=(agi)
@agi_plus += agi - self.agi
@agi_plus = [[@agi_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ?????
# int : ?????
#--------------------------------------------------------------------------
def int=(int)
@int_plus += int - self.int
@int_plus = [[@int_plus, -999].max, 999].min
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def hit
n = 100
for i in @states
n *= $data_states[i].hit_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def atk
n = base_atk
for i in @states
n *= $data_states[i].atk_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def pdef
n = base_pdef
for i in @states
n *= $data_states[i].pdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def mdef
n = base_mdef
for i in @states
n *= $data_states[i].mdef_rate / 100.0
end
return Integer(n)
end
#--------------------------------------------------------------------------
# ? ???????
#--------------------------------------------------------------------------
def eva
n = base_eva
for i in @states
n += $data_states[i].eva
end
return n
end
#--------------------------------------------------------------------------
# ? HP ???
# hp : ??? HP
#--------------------------------------------------------------------------
def hp=(hp)
@hp = [[hp, maxhp].min, 0].max
# ????????????
for i in 1...$data_states.size
if $data_states[i].zero_hp
if self.dead?
add_state(i)
else
remove_state(i)
end
end
end
end
#--------------------------------------------------------------------------
# ? SP ???
# sp : ??? SP
#--------------------------------------------------------------------------
def sp=(sp)
@sp = [[sp, maxsp].min, 0].max
end
#--------------------------------------------------------------------------
# ? ???
#--------------------------------------------------------------------------
def recover_all
@hp = maxhp
@ep = maxep
for i in @states.clone
remove_state(i)
end
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def current_action
return @current_action
end
#--------------------------------------------------------------------------
# ? ????????????
#--------------------------------------------------------------------------
def make_action_speed
@current_action.speed = agi + rand(10 + agi / 4)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def dead?
return (@hp == 0 and not @immortal)
end
#--------------------------------------------------------------------------
# ? ????
#--------------------------------------------------------------------------
def exist?
return (not @hidden and (@hp > 0 or @immortal))
end
#--------------------------------------------------------------------------
# ? HP 0 ??
#--------------------------------------------------------------------------
def hp0?
return (not @hidden and @hp == 0)
end
#--------------------------------------------------------------------------
# ? ??????????
#--------------------------------------------------------------------------
def inputable?
return (not @hidden and restriction <= 1)
end
#--------------------------------------------------------------------------
# ? ??????
#--------------------------------------------------------------------------
def movable?
return (not @hidden and restriction < 4)
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def guarding?
return (@current_action.kind == 0 and @current_action.basic == 1)
end
#--------------------------------------------------------------------------
# ? ?????
#--------------------------------------------------------------------------
def resting?
return (@current_action.kind == 0 and @current_action.basic == 3)
end
end
Ya, you can use Megauploads.com
Put it in a zip though if your going to compress it.
I prefer SendSpace, but Zipped as you requested: Linky (http://www.sendspace.com/file/knxcbd)