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> Action Cost Card Turn System v1.3, Time Card has been added!
wltr3565
post May 2 2011, 11:46 AM
Post #1


The best BAKA ever
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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 smile.gif

http://www.mediafire.com/?uvtbfzax24v9vua

Beautiful Mode, includes Tankentai and ACC in Beautiful bundled. Includes extra song and sample graphics too smile.gif

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 smile.gif.

This post has been edited by wltr3565: May 21 2011, 06:10 AM


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Mr. Bubble
post May 3 2011, 08:58 PM
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Links had a typo in them, but I fixed them for you.


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wsensor
post May 4 2011, 06:28 AM
Post #3


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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.


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Kread-EX
post May 4 2011, 08:51 AM
Post #4



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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.


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wltr3565
post May 4 2011, 11:37 AM
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@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


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quigonkeichy
post May 4 2011, 11:51 AM
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I MOVE THE STARS FOR NO ONE.
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Ooh this looks pretty interesting. Gonna take a look later. Good work on this!


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Kread-EX
post May 4 2011, 12:37 PM
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QUOTE (wltr3565 @ May 4 2011, 01:37 PM) *
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


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wltr3565
post May 4 2011, 12:56 PM
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QUOTE (Kread-EX @ May 4 2011, 08:37 PM) *
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 tongue.gif
The card flipping only plays with zoom_x though tongue.gif And the turn order... yeah, if it messed even just a bit, it's a ruin sad.gif
Actually the first version wasn't using array to count the turns, and it was a chaos XD


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patsy
post May 6 2011, 02:57 PM
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do you know any card battleing scripts like yu gi oh rolleyes.gif
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wltr3565
post May 6 2011, 03:14 PM
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@patsy:
This only about turns, not skills or attacks-related. I do made something similar to Touhou Hisoutensoku smile.gif here.


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Xotser
post May 6 2011, 07:05 PM
Post #11


The Derp of Awesome
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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!


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wltr3565
post May 7 2011, 04:34 AM
Post #12


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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 wink.gif

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


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Xotser
post May 7 2011, 03:15 PM
Post #13


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Type: Designer
Alignment: Lawful Neutral




QUOTE (wltr3565 @ May 7 2011, 04:34 AM) *
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 wink.gif

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. laugh.gif

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! laugh.gif
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


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wltr3565
post May 8 2011, 02:19 AM
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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 wink.gif

With Ziifee's command it's compatible. A friend of mine has tried it and has no problem smile.gif


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blackcold
post May 8 2011, 06:32 PM
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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?
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Hanzo Kimura
post May 8 2011, 08:21 PM
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I'll try this biggrin.gif Since you're my scripter in VS... I'm proud of you wink.gif

This post has been edited by Hanzo Kimura: May 8 2011, 08:24 PM


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wltr3565
post May 9 2011, 06:17 AM
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The best BAKA ever
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@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?


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Hanzo Kimura
post May 9 2011, 05:31 PM
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I don't remember kicking anyone in the team o.O I've been gone for like half a year xD


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Gravity
post May 10 2011, 05:02 PM
Post #19


Gravity
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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.


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wltr3565
post May 10 2011, 05:31 PM
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Because they have a very similar value of agility...

I'll have it shuffled better later...


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