Announcement
Announcement
| 2nd Quarter Contest Announcement posted! See the Community Announcements section. |
New threads (complete scripts) here will go into a moderation queue. You will not see your thread appear when you create it. A moderator will decide if it will be approved or denied.
![]() ![]() |
May 2 2011, 11:46 AM
Post
#1
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
Action Cost Card Turn System v1.3
by wltr3565 Introduction I just love GUST's Action Cost Card Turn System. I wanna make it for RGSS2, and of course, for my own project. You know Action Cost Card? The turn is indicated by slot of cards, similar to FFX's but fancier. And of course, most CBS(as they say)es lack of compatibility for Tankentai. I love both sideview and frontview, so the goal here to make a turn system that can be available for many battle engines. This Action Cost Card script, is specificially made for altering the turn system. Literally say, it does not change the engine for animations and such. It's the best choice for those that want to keep their game's aesthetic animations while want to alter the turn system into a new one. Making this script is one of my dreams for RGSS2. Features - Card-based turn counts! - The battle flows pretty fairly, I think? - Less configurations. - 3 graphic modes available! None: The simplest; Simple: Uses minimal resources; Beautiful: The best presentation with loadful resources - Good compatibility with other battle animation engines like Tankentai! Melody? I doubt. Melody alters the turn system too like this one, so don't hope much. There's a hope for using this with Melody if Melody is useable without it's turn-altering part, but charges and such won't accumulate without the patch for those. - Fancy. - Several types of skills depending on their manipulation on time! Currently: * Charge Skills * Knock Back * Time Skills - More for you to expand the thing! - Track up how many cards has elapsed! Screenshots ![]() Simple Mode ![]() Beautiful Mode ![]() Time Cards! How to Use See the manual inside the demo. Demo http://www.mediafire.com/?2h62tthhabha85q Simple Mode, includes default battle system and ACC in Simple Mode. Not much to bundle there but scripts and extra song http://www.mediafire.com/?uvtbfzax24v9vua Beautiful Mode, includes Tankentai and ACC in Beautiful bundled. Includes extra song and sample graphics too Script Isn't it too big? Terms of Use Credit me, wltr3565 properly. Oh yeah, if you want to use this for commercial use, contact me. I deserve a free sample from you. Thanks GUST: Inpiration. Author's Notes DISCLAIMER: I PREFER FOR THIS SCRIPT TO BE USED AS YOUR BASE ENGINE FOR YOU TO REVAMP YOUR- SELF. NOT JUST BLATANTLY USE THIS AS IS AND ONLY CHANGING THE CONFIGURATIONS. I WANT YOU TO HAVE INITIATIVE TO DO SOMETHING BETTER AND MORE TO WHAT YOU DESIRED. If you have something, it's the best to not ask here. Don't PM me, I seldom reply from that way. If you want to ask, from this thread: http://www.rpgmakerid.com/t2453p10-bs-acti...ystem-v11#58692 . The forum does welcome English speakers This post has been edited by wltr3565: May 21 2011, 06:10 AM -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 3 2011, 08:58 PM
Post
#2
|
|
![]() Type: Undisclosed Alignment: Unaligned |
Links had a typo in them, but I fixed them for you.
-------------------- I no longer support Tankentai.
|
|
|
|
May 4 2011, 06:28 AM
Post
#3
|
|
|
Worthless Tinkerer ![]() Type: Undisclosed Alignment: Unaligned |
This looks like a pretty good feature. I am downloading the demo to see what its like in action.
I will probably never use it but I want to see it in action lol. I always think nothing new ever comes out to look at and then something nice pops up. -------------------- Spoiler: |
|
|
|
May 4 2011, 08:51 AM
Post
#4
|
|
![]() ![]() Type: Coder Alignment: Chaotic Neutral |
I've made the same thing for my game on RMXP. Gust powah ftw.
Anyway, the cards animations are pretty accurate, so good job on that. My only concern would be that Time Cards are missing. It's kinda one of the best features of ACCB. -------------------- |
|
|
|
May 4 2011, 11:37 AM
Post
#5
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
@kread:
Yeah, GUST rocks~ The Time Cards will be added later. I wanna work on this slowly :|. Time Cards isn't easy to make afterall... ACC for XP... Maybe I can tell him and refrain from porting this to XP? XD -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 4 2011, 11:51 AM
Post
#6
|
|
![]() I MOVE THE STARS FOR NO ONE. ![]() Type: Writer Alignment: Lawful Evil |
Ooh this looks pretty interesting. Gonna take a look later. Good work on this!
-------------------- |
|
|
|
May 4 2011, 12:37 PM
Post
#7
|
|
![]() ![]() Type: Coder Alignment: Chaotic Neutral |
The Time Cards will be added later. I wanna work on this slowly :|. Time Cards isn't easy to make afterall... Actually, Time Cards are pretty easy to do, much more than you'd initially think. Personally, I simply made a new game object subclass of Game_Battler with a few more properties, namely the original caster, the associated skill and the number of turns before the Time Card disappear. After, you just have to inject those objects in the battle sequence when the required skill is used and determine each turn whether the "battler" is a real one or a Time Card. It sounds difficult but it was the easiest thing to do with ACCB for me (along with summons, to mimic Crowley's "Gate" skill). Making the cards flip correctly and correcting the eventual mess up in the turn order is the hardest thing. Meaning, you already did the bulk of the work. =w=d -------------------- |
|
|
|
May 4 2011, 12:56 PM
Post
#8
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
Actually, Time Cards are pretty easy to do, much more than you'd initially think. Personally, I simply made a new game object subclass of Game_Battler with a few more properties, namely the original caster, the associated skill and the number of turns before the Time Card disappear. After, you just have to inject those objects in the battle sequence when the required skill is used and determine each turn whether the "battler" is a real one or a Time Card. It sounds difficult but it was the easiest thing to do with ACCB for me (along with summons, to mimic Crowley's "Gate" skill). Making the cards flip correctly and correcting the eventual mess up in the turn order is the hardest thing. Meaning, you already did the bulk of the work. =w=d Well, I do the most important thing first: main engine, especially for the turn and turn indicator (the ACC bar). I add those later on The card flipping only plays with zoom_x though Actually the first version wasn't using array to count the turns, and it was a chaos XD -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 6 2011, 02:57 PM
Post
#9
|
|
![]() Type: Designer Alignment: Unaligned |
do you know any card battleing scripts like yu gi oh
|
|
|
|
May 6 2011, 03:14 PM
Post
#10
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
@patsy:
This only about turns, not skills or attacks-related. I do made something similar to Touhou Hisoutensoku -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 6 2011, 07:05 PM
Post
#11
|
|
|
The Derp of Awesome ![]() Type: Designer Alignment: Lawful Neutral |
Hey, Can you configure the script to be more instresting? I'd like to use this if it's configurable, Like if you have enough AGI stat with your characters, You have more places on the card turn list? Similar with the enemies as well! I might wanna use this system, But is this configure possible?
Oh yes, One more thing, In Beautiful Demo, The attack command list stays on it's place when your characters acts, Could you please remove the command list when characters are acting and while it's not the characters turn, I think it would be an better view if the Command list disappears after you've have selected your action until another character can act. Thanks! -------------------- |
|
|
|
May 7 2011, 04:34 AM
Post
#12
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
You mean depending on AGI the card slots vary? It's gonna be hard to control, so I'm not sure if doing that will be a good thing. Except, can you explain more detailed?
And that command position... I'll make the patch as soon as I can EDIT: The patch's done. Here: CODE #=============================================================================== # If you wish the battle status windows are clean. #=============================================================================== class Scene_Battle < Scene_Base alias command_readjust next_actor def next_actor move1_info_viewport command_readjust end def move1_info_viewport return if @active_battler == nil or !@active_battler.actor? if @info_viewport.ox == 0 loop do update_basic @info_viewport.ox += 8 break if @info_viewport.ox == 128 end else loop do update_basic @info_viewport.ox -= 8 break if @info_viewport.ox == 0 end end end def move2_info_viewport end end Place it below the Tankentai Patch. I'll bundle this at next upgrade. This post has been edited by wltr3565: May 7 2011, 05:18 AM -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 7 2011, 03:15 PM
Post
#13
|
|
|
The Derp of Awesome ![]() Type: Designer Alignment: Lawful Neutral |
You mean depending on AGI the card slots vary? It's gonna be hard to control, so I'm not sure if doing that will be a good thing. Except, can you explain more detailed? And that command position... I'll make the patch as soon as I can EDIT: The patch's done. Here: CODE #=============================================================================== # If you wish the battle status windows are clean. #=============================================================================== class Scene_Battle < Scene_Base alias command_readjust next_actor def next_actor move1_info_viewport command_readjust end def move1_info_viewport return if @active_battler == nil or !@active_battler.actor? if @info_viewport.ox == 0 loop do update_basic @info_viewport.ox += 8 break if @info_viewport.ox == 128 end else loop do update_basic @info_viewport.ox -= 8 break if @info_viewport.ox == 0 end end end def move2_info_viewport end end Place it below the Tankentai Patch. I'll bundle this at next upgrade. Of course, I'll try and explain. I'd like the card slots to be filled with more turns depending on the enemies and characters speed compared to each other, For example... If your AGI is twice as much as enemies speed, You act once again directly after the characters turns end, That is... You gain an extra card slot behind your card, However... If the enemies speed is twice as much than yours, The effect is vice-versa, The enemy gets to act twice instead. It might conflict problems with your scripting if there's too many enemies but i'd like to see if it's possible. You can say, That i wanna use this script as some sort of Turn Order Script that allows you to see your turns on the broad, That allows the player to see how the turns go, Enabling more tactical thinking, Oh yes, I came to think of this at bed, Could you enable an script that Notetag enemies in the Database, I would want an script that always allows some enemies to always have 2 cards between each other, In short, Always act twice, Regardless of characters speed, Oh yes, If it happens that enemies who has this tag, And also has twice as much speed as the character, That enemy should be able to act 3 times each turn. Here's an fun idea as well, Enable a spell in the game that scrambles the positioning in the card turn order, That would be an fun idea for an spell! It really adds up the challenge in the game! Oh yes, Magic that can increase speed greatly affects the card turn order obviously, If your speed and enemies speed are quite matched, Not when either character or enemies has twice or half as much in speed when compared, The turn order should be regular, Just like before. Thanks for the script anyway! I will test it today, Just let me know if you need to know something! Im here all day long! Am i asking for too much from you? EDIT: I've tested the script, It works gallantly, It makes me wonder, Does this script work with Ziife's Spin Command? This post has been edited by Xotser: May 7 2011, 03:31 PM -------------------- |
|
|
|
May 8 2011, 02:19 AM
Post
#14
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
In other words, like FFX? Sorry, it's not the goal of this script to clone FFX. The goal of this script is to clone Mana Khemia's turn system. But, between FFX and Mana Khemia's, they have similarities that you mentioned, like double turns. With this, if the battler's next turn is not interrupted with another fighter, the battler will have it's turn again. The battler with twice AGI compared to the others will have their turn delay twice shorter than the others as well.
About that "double act", I can think it later, though it's not favorable for me... Skills related to the cards' order (Time Control Skills) will be added later, but turn scrambling seems new. I'll add that one sooner or later With Ziifee's command it's compatible. A friend of mine has tried it and has no problem -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 8 2011, 06:32 PM
Post
#15
|
|
![]() Type: Designer |
thanks for this!
but i have a question for the simple mode what can i change in the scrpit so that the names in the left window disappear? |
|
|
|
May 8 2011, 08:21 PM
Post
#16
|
|
![]() ![]() Type: Artist Alignment: Lawful Good |
I'll try this
This post has been edited by Hanzo Kimura: May 8 2011, 08:24 PM -------------------- |
|
|
|
May 9 2011, 06:17 AM
Post
#17
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
@blackcold:
You mean it has the fighters' (cropped) face but no name for them? I'll make it as a graphical option for later update. @hanzo: ... I thought you've kicked me out of the team due to long absence? -------------------- This place is empty, just like I restarted myself.
|
|
|
|
May 9 2011, 05:31 PM
Post
#18
|
|
![]() ![]() Type: Artist Alignment: Lawful Good |
I don't remember kicking anyone in the team o.O I've been gone for like half a year xD
-------------------- |
|
|
|
May 10 2011, 05:02 PM
Post
#19
|
|
![]() Gravity ![]() Type: Designer Alignment: True Neutral |
Amazing script wltr3565! But there is a way to "mix" the turns of players and enemy? Because i always have 3 enemies attacking one after another and then 4 players.
-------------------- |
|
|
|
May 10 2011, 05:31 PM
Post
#20
|
|
![]() The best BAKA ever ![]() Type: Undisclosed Alignment: True Neutral |
Because they have a very similar value of agility...
I'll have it shuffled better later... -------------------- This place is empty, just like I restarted myself.
|
|
|
|
![]() ![]() |
| Lo-Fi Version | Time is now: 23rd May 2013 - 09:34 AM |
|
|