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Does this BattleSystem Script Exist?

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**
Rep: +0/-0Level 89
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.

PH34R T3H L33T

***
Rep:
Level 90
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.
Yay i got a zoo sort of
 

A Tactics Battle System?
Last I heard someone was still trying to make one.

***
Rep:
Level 90
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
Yay i got a zoo sort of
 

*******
I am epic, you are not.
Rep:
Level 93
Defender of Justice
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

**
Rep: +0/-0Level 89
Thanks so much guys  :D
Ill have a look at this when I get home ^.^ b

PH34R T3H L33T

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?

**
Rep: +0/-0Level 89
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....

PH34R T3H L33T

Nevermind, it probably has to many beyond my knowledge to fix.

**
Rep: +0/-0Level 89
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 ^.^

PH34R T3H L33T

Actully, sorry on second thought I'll keep it for reference.
Sorry for chagning my mind.

**
Rep: +0/-0Level 89
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.
Code: [Select]
#==============================================================================
# ? 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

PH34R T3H L33T

Ya, you can use Megauploads.com
Put it in a zip though if your going to compress it.

**
Rep: +0/-0Level 89
I prefer SendSpace, but Zipped as you requested: Linky

PH34R T3H L33T