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> ACK Battle Engine v0.1, It's far from complete, but it's fully functional.
Rating 5 V
???nOBodY???
post Mar 25 2013, 07:02 AM
Post #1


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




Autonomous Code Killing Battle Engine

by ???nOBodY???


Introduction
#
# Megaman. Rockman.exe. Lan's navi. All three of these refer to one of the main
# protagonists of the Megaman Battle Network series; Megaman himself. To be clear,
# the ACK Battle Engine is an addon-based battle system, inspired by the battle
# system found in the majority of the Battle Network titles.
#
# It's named the Autonomous Code Killing Battle Engine for a reason; in the Battle
# Network games, the player would control Megaman across the vast reaches of the
# net, occassionally entering random battles with "viruses". Defeating viruses
# was referred to as "deleting" the viruses, thereby purging the system of the
# malicious code; hence, "Code Killing". The "Autonomous" part comes from the
# fact that the ACK Battle Engine revolves around it's unique enemy AI. They
# aren't hard to create (for one with the know-how), and can be dynamically
# "programmed" for each enemy separately, via a configuration module.
#
# Originally, ACK didn't mean anything at all; it was merely an acronym I had
# included in a certain scripting shop's logo, to provoke thought, and illicit
# questions. In truth, it was merely what remained of a different logo, that I
# had scrapped and photoshopped beyond recognition.
#
CODE
# *This script is compatible with my Scene_Battle_Default script, as well as
# GuBiD's GTBS; both overwrite [i]Scene_Map: call_battle[/i], and so does this script, so
# the other two have had $imported functionality implemented in this one.
#
# Battle System priority is like so:
# Scene_Battle_TBS > ACK_Scene_Battle > Scene_Battle_Default > Scene_Battle
#
#     -Overwrites:
#       -Sprite_Base: initialize
#       -Sprite_Base: animation_set_sprites
#       -Scene_Map: call_battle
#     -Aliases:
#       -Game_Actor: use_sprite?


Features
#
# FEATURES IMPLEMENTED:
# -battle HUD (basic)
# -battle HUD (P4 HUD add-on)
# -panels drawn (default 6x6 grid, /w player & enemy sides)
# -player drawn
# -player basic movement (user-input)
# *movable_player? method checks panel_alignment
# -enemies drawn
# -enemies basic movement (dynamic AI config)
# -enemy AI attack conditions
# -enemy AI attacks
# -enemy AI attack animations (database animation: "screen")
# -enemy AI attack animations (database animation: "sprite")
# -enemy AI attack animations (attack_end animation)
# -player attack
# -multiple attacks/animations occurring at once
# -player "deletion"; player death animation & defeat processing
# -enemy "deletion"; enemy death animation & victory processing
#
# FEATURES TO BE IMPLEMENTED:
# *Targetting Command Compendium
# *Targetting Condition Compendium
# *AI Command Compendium
# -battle HUD (updated)
# -enemy AI multiple attack conditions
# -enemy AI attack animations (attack_end animation: hit and non-hit versions)
# -enemy AI attack damage
# -enemy AI attack speed
# -hideable enemy hp (hideable via notetag)
# -custom victory/defeat results
# -player defend/run
# -attack is an action that has a default, but can change depending on wpn
# -player skills/items (via popup window, after gauge fill-up)
# -animated battlers

Screenshots
Spoiler:





Scripts
Currently, it's just the core engine.
It's in the attached demo. wink.gif

FAQ
Q: Is this compatible with YEM?
A: Probably.

Q: Is this compatible with Tankentai?
A: Probably.

Q: Is this compatible with GTBS?
A: Probably.

Q: I've encountered #bug#. Do something!
A: Please report the bug in this topic.

Q: Give me a support bar!
A: Here it is, if you want it.
CODE
[url="http://www.rpgmakervx.net/index.php?showtopic=58468"][img]http://imageshack.us/a/img854/1360/rmvxackbattleenginesupp.jpg[/img][/url]



Author's Notes
QUOTE (Sissel Cabanela @ Mar 12 2013, 07:58 PM) *
Sissel: Hey, can I get this little script here done?

Snake: Oh yeah, sure, it looks pretty mundane and easy, actually.

Nobody: True, true...BUT LETS CRANK IT UP A NOTCH!!!

|#|
This is "beta" version of my first battle system, based off of the battle system found in Megaman Battle Network #integer#.
What this means, is that I'm looking to get some feedback from the community, to improve the engine.
  • This script is VX.net-exclusive, and should not be posted anywhere else without my express permission.
  • If you'd like to use it non-commercially, go right ahead. It's free!
  • If you'd like to use it commercially, contact me via PM.

Thank you, and enjoy!
|#|
Attached File(s)
Attached File  ACK_Battle_Engine_v0.1.zip ( 2.91MB ) Number of downloads: 82
 


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*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
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My Scripts
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*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



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HungrySnake
post Mar 25 2013, 07:19 AM
Post #2



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Type: Coder
Alignment: Chaotic Good




Not bad for a beta version of your first battle script. Of course, it could always use some improvement. Let me go ahead and REWRITE the whole engine...

Jk, I'll try to add new features and report em to you (if I have time, that is).


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Zakkie
post Mar 25 2013, 07:21 AM
Post #3



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Type: Writer
Alignment: Unaligned




the basics are really well done.


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???nOBodY???
post Mar 25 2013, 07:38 AM
Post #4


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




QUOTE
the basics are really well done.

Thanks, I tried to at least make it usable. You have no idea how well I understand the Scene_Battle script now. XD

QUOTE
Not bad for a beta version of your first battle script. Of course, it could always use some improvement. Let me go ahead and REWRITE the whole engine...

Jk, I'll try to add new features and report em to you (if I have time, that is).

If you need help understanding how it works or anything, let me know.
Try to keep whatever new features you may or may not edit, make, whatever, in an add-on format. That way, I'll know exactly what was changed, and whatnot.


Edit: There are two HUDs on opposite sides of the screen, because I implemented my Persona 4 BattleStatus HUD script, requested both originally, and as an add-on, by machogrubba14. I should probably add in something so you only use one... lol

The biggest parts of the script that need additions are:
CODE
# *Targetting Command Compendium
# *Targetting Condition Compendium
# *AI Command Compendium

Since this script focuses heavily on dynamic ai configuration, these three Compendiums are the meat and bones of the system.


Edit2: Free pancakes + scotch if you recognize the image used in the player's death animation. wink.gif

This post has been edited by ???nOBodY???: Mar 25 2013, 07:47 AM


--------------------
*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic.
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



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HungrySnake
post Mar 25 2013, 08:14 AM
Post #5



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Type: Coder
Alignment: Chaotic Good




QUOTE
Free pancakes + scotch if you recognize the image used in the player's death animation.

I bet it's a frame of the Death1 animation.



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Andinator
post Mar 25 2013, 11:05 PM
Post #6


Laziest Artist NA
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Type: Artist
Alignment: Unaligned




still not too sure what this does? is it like an advanced enemy ai sort of thing?


--------------------

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Sissel Cabanela
post Mar 26 2013, 06:32 AM
Post #7


Designer/Spriter
Group Icon


Type: Designer
Alignment: Chaotic Neutral




Ah, yes, progress. Kinda thought you died.

Spoiler:

And so, Nobody sat- or rather idly slouched in front of his computer, his eyes blackened from neglect of rest. Lids heavy and his body sore, most notably his fingers which has gone red from hours tediously typing in code, his posture and general appearance was a mess.

But his expression did not reflect this.

On his face was a calm yet prideful smile was plastered upon his features as he looked at the long, long, lines of coding that filled his screen, the rest of the editor could
only be a figment of his imagination at this point. For the millionth time this hour, Nobody closed the script editor for the engine, a small sigh stirring in his lungs as his smile faded as he did so. It was time for business. Slowly, her dragged his mouse cursor the green 'Playtest' arrow, of which much like the 'Battle Test...' button he had formed a nice sort of comradeship with over time. And after a few moments of dully mulling around, the battle scene opened. Almost dreading it, he pressed the UP arrow key.

Ralph moved up.

Now with a full on grin, Nobody gleamed murder as he stared down at the petty slimes in front of him, for they knew not of the death that awaited them. His thirst quenched and his fingers ready he thought to himself 'I WILL DESTROY THESE PEOPLE.'


Anyway, error report:

Animations are not properly disposed of. They still linger on the map if they exist at the end of battle.

Attacks continue once battle is over. I killed a slime as it was firing a projectile and it still did damage to me after the battle was over.

Suggestions:
The transition to battle could be a bit smoother. It draws the battle field then the BG as a recall and looks a bit clunky.

I didn't see Charge Weapon in the future implementations, so I thought I'd remind you of that.

Also, the ability to scale the battle area would be nice. It's rather small right now as it is. Like, Pinto Bean small.



All that aside, bravo. Great job, Nobody-sama.


--------------------
Gutman's Ass.
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???nOBodY???
post Mar 26 2013, 08:10 AM
Post #8


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




@HungrySnake:
QUOTE
I bet it's a frame of the Death1 animation.

Nope; my offer still stands. laugh.gif

@Andinator:
QUOTE
still not too sure what this does? is it like an advanced enemy ai sort of thing?

Nope. It's a battle system based of that found in Megaman Battle Network.

@Sissel Cabanela:
QUOTE
Ah, yes, progress. Kinda thought you died.

No such luck. Xd
That narration is amazing.
Spoiler:
QUOTE
Animations are not properly disposed of. They still linger on the map if they exist at the end of battle.

Ahahaha, yes. Thank you for reminding me. I actually noticed it before releasing the demo, but was too lazy to fix it. This should do the trick:
Spoiler:
CODE
    #sprites
    for field_sprite in @field_sprites
      field_sprite.dispose
    end
    @battler_p.dispose
    for battler_e in @battler_e
      battler_e.dispose unless battler_e.nil?
    end
    for anime_sprite in @anime_sprites
      anime_sprite.dispose
    end
    #sprites


This code snippet is from the terminate method, under the script entry *mods.


QUOTE
Attacks continue once battle is over. I killed a slime as it was firing a projectile and it still did damage to me after the battle was over.

I noticed this one too, but perhaps this should be a configurable option: CONTINUE_ATTACKS_AFTER_BATTLE, or something like that, 'cause I kinda think it's cool, even though it's obviously a bug. I can see how it could become annoying though.

QUOTE
The transition to battle could be a bit smoother. It draws the battle field then the BG as a recall and looks a bit clunky.

I personally cannot replicate this issue, but it may be because of a processor issue. Mine is an Intel i5, 2nd gen. If there's anyway you can grab some video footage of the effect, that'd be great.

QUOTE
I didn't see Charge Weapon in the future implementations, so I thought I'd remind you of that.

Thanks! tongue.gif Check the bottom of the Animations tab in the editor; I didn't TOTALLY forget about it, lol. Just a little.

QUOTE
Also, the ability to scale the battle area would be nice. It's rather small right now as it is. Like, Pinto Bean small.

On it chief. Actually, just about everything is based on bitmap size, so you could technically just make the panel images, say, twice as large (do the same for other sprites shown though).


--------------------
*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic.
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



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+Quote Post
   
Sissel Cabanela
post Mar 27 2013, 08:17 PM
Post #9


Designer/Spriter
Group Icon


Type: Designer
Alignment: Chaotic Neutral




Hm? Oh, where do I enter this snippet, by the way?

I don't want to mess up and have my computer flash colors not perceivable by the light spectrum.


--------------------
Gutman's Ass.
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Mateo-Lin
post Mar 27 2013, 11:08 PM
Post #10


Can you stand my blazing soul?
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




This looks interesting. I'd like to try it out.

That 'You Are Dead' part..... I've seen that from somewhere.....Sword Art Online...?


--------------------


Spoiler:
Current Test Project: Red Cascade
Currently:
-Searching for scripts.
-Making skills.
-Testing different scripts and events....
-Watching and researching Final Fantasy-related stuff.
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Sissel Cabanela
post Mar 27 2013, 11:15 PM
Post #11


Designer/Spriter
Group Icon


Type: Designer
Alignment: Chaotic Neutral




QUOTE (Mateo-Lin @ Mar 27 2013, 11:08 PM) *
This looks interesting. I'd like to try it out.

That 'You Are Dead' part..... I've seen that from somewhere.....Sword Art Online...?


Wait, where is that at, exactly? Part of the demo?


--------------------
Gutman's Ass.
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Mateo-Lin
post Mar 27 2013, 11:21 PM
Post #12


Can you stand my blazing soul?
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (Sissel Cabanela @ Mar 27 2013, 06:15 PM) *
Wait, where is that at, exactly? Part of the demo?

In the screenshot he provided.

Edit: I tested it out and let myself get killed. It comes up when you die.

This post has been edited by Mateo-Lin: Mar 27 2013, 11:23 PM


--------------------


Spoiler:
Current Test Project: Red Cascade
Currently:
-Searching for scripts.
-Making skills.
-Testing different scripts and events....
-Watching and researching Final Fantasy-related stuff.
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+Quote Post
   
???nOBodY???
post Mar 28 2013, 08:15 AM
Post #13


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




@Sissel Cabanela:
QUOTE
Hm? Oh, where do I enter this snippet, by the way?

This code snippet is from the terminate method, under the script entry *mods. lol

@Mateo-Lin:
QUOTE
This looks interesting. I'd like to try it out.

That 'You Are Dead' part..... I've seen that from somewhere.....Sword Art Online...?

You sir, have just won those free pancakes + scotch. XD
Spoiler:


--------------------
*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic.
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



Go to the top of the page
 
+Quote Post
   
Mateo-Lin
post Mar 28 2013, 05:24 PM
Post #14


Can you stand my blazing soul?
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (???nOBodY??? @ Mar 28 2013, 03:15 AM) *
@Sissel Cabanela:

This code snippet is from the terminate method, under the script entry *mods. lol

@Mateo-Lin:

You sir, have just won those free pancakes + scotch. XD
Spoiler:
Not sure about the scotch, but yay, pancakes! I had finished watching that recently, and I saw and recognized it.

I was about to ask if this battle system was going to affect the normal menu in the demo while I was checking it outside of battle because the item menu was drawing up an error for this line:
CODE
@target_window = Window_MenuStatus.new(0, 0, item = true)

saying that there was an AugmentError wrong number of augments (3 for 2).

I cleared it by replacing it with a Scene_Item script from another project. Were you going to do something with that?


--------------------


Spoiler:
Current Test Project: Red Cascade
Currently:
-Searching for scripts.
-Making skills.
-Testing different scripts and events....
-Watching and researching Final Fantasy-related stuff.
Go to the top of the page
 
+Quote Post
   
???nOBodY???
post Mar 28 2013, 05:49 PM
Post #15


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




QUOTE (Mateo-Lin @ Mar 28 2013, 12:24 PM) *
Not sure about the scotch, but yay, pancakes! I had finished watching that recently, and I saw and recognized it.

I was about to ask if this battle system was going to affect the normal menu in the demo while I was checking it outside of battle because the item menu was drawing up an error for this line:
CODE
@target_window = Window_MenuStatus.new(0, 0, item = true)

saying that there was an AugmentError wrong number of augments (3 for 2).

I cleared it by replacing it with a Scene_Item script from another project. Were you going to do something with that?

That's a bug. Ironically has nothing to do with the project. I've had several instances where "rogue code" has inserted itself into the default scripts...

Change the part in parentheses on that line to 0,0 instead of 0,0,true.


--------------------
*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic.
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



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Mateo-Lin
post Mar 28 2013, 06:13 PM
Post #16


Can you stand my blazing soul?
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (???nOBodY??? @ Mar 28 2013, 12:49 PM) *
That's a bug. Ironically has nothing to do with the project. I've had several instances where "rogue code" has inserted itself into the default scripts...

Change the part in parentheses on that line to 0,0 instead of 0,0,true.

okay. That was the only thing I found so far, since I saw the list of things you might be adding soon.


--------------------


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Current Test Project: Red Cascade
Currently:
-Searching for scripts.
-Making skills.
-Testing different scripts and events....
-Watching and researching Final Fantasy-related stuff.
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Sissel Cabanela
post Mar 28 2013, 06:19 PM
Post #17


Designer/Spriter
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Type: Designer
Alignment: Chaotic Neutral




Sweet Semen of Baby Jesus.















You can actually DIE in that demo?

Also, yeah, snippet works for me. No problems with the hanging animations anymore.


--------------------
Gutman's Ass.
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Mateo-Lin
post Mar 28 2013, 06:36 PM
Post #18


Can you stand my blazing soul?
Group Icon


Type: Undisclosed
Alignment: Chaotic Neutral




QUOTE (Sissel Cabanela @ Mar 28 2013, 01:19 PM) *
Sweet Semen of Baby Jesus.















You can actually DIE in that demo?

Also, yeah, snippet works for me. No problems with the hanging animations anymore.

-__-;; Yeah, if you get hit by those blasts enough times while trying to avoid them by jumping panels and running into them by accident. But that time when I was checking the death sequence, I died on purpose.

Also, where did you put that snippet that gets rid of the hanging animations that appear after the battle? I caught it after I tried it out again. Nevermind, I found it. I had to reread it. ^__^;;

This post has been edited by Mateo-Lin: Mar 28 2013, 06:44 PM


--------------------


Spoiler:
Current Test Project: Red Cascade
Currently:
-Searching for scripts.
-Making skills.
-Testing different scripts and events....
-Watching and researching Final Fantasy-related stuff.
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apoc
post Mar 29 2013, 12:34 AM
Post #19


I am the resource hog . . .
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Type: Designer
Alignment: Chaotic Neutral




Dude you deserve a handclap for this amazing script biggrin.gif


--------------------
Support The EasternDragon

Yes, I created a game . . . that somehow never made it to the light

Super Realeases by me



www.nv-usg.com
Spoiler:

Sometimes you got to jump for joy

. . . I feel like this is so gonna get me banned . . .
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???nOBodY???
post Apr 1 2013, 07:57 AM
Post #20


Every Moogle's Worst Nightmare; plus ramen
Group Icon


Type: Coder
Alignment: Chaotic Neutral




Thanks for the support guys! I've got a lot of time to do nothing but think while at work, so I've accumulated quite a bit of notes jotted down here and there (not just for the ACK Battle Engine). Can't say for certain what will be in v0.2, or when, but I'm sure you'll like it if you like this beta. happy.gif


--------------------
*It is time to update the Master Script List! Stop by and help out at the Master List Update Project.
*Oh? You have feedback for me? Take it to The Shadowed Topic.
*By entering the RGSS2/Ruby Scripting section, you are agreeing to abide by The Coder's Creed.

My Scripts
Spoiler:

*All of my publicly released RGSS2 scripts are free to use noncommercially, provided that credits are given where due.
*If you want to use any of them commercially, contact me via PM.
*All of my publicly released RGSS2 scripts are rpgmakervx.net exclusive, and should not be posted elsewhere without my permission.

Scripts
Advanced Force Actions
Advanced Piano System
Auto-Databaser
Checkpoint System - Export/Import Game Data
Djinn System
Dual-Wield Overhaul
Durability & TP System
Fableish Experience System
FFTA:Custom Exp Formulas
FFTA:CEF:EBS Add-On
Game_BattleAction Rewrite v2.0
GIF Animation Player
GTBS Add-Ons
Scene_Battle_Default
Show Player/Event Sprite During Fadeout
Spell System
Spell System: Spell Levels
Spell System: Custom Targetting System
???nOBodY???'s ACE => VX Archive (4 scripts)
???nOBodY???'s snippets Archive (61 scripts)

ACK Script Requests
Spoiler:

Scripts
Stat Change Formulas
GTBS Ziifee's spin menu Submenus
GTBS Weapon Unleash
GTBS Enemy Status
Attack Command Submenu
Jump To (X,Y)
BGM/BGS Fadein
Window_Message - Pop Text
Spell Management Menu
Melee Mastery Management Menu
Ghost List
Save / Autoload
Some Popup v2.9 => v2.91
Scene_StringEntry v1.02
Scene_StringEntry: More Than 24-Character Input
Scene_StringEntry: Scrolling Character Input Window
Scene_StringEntry: Typing Input
MA's Quest Journal - Accept Quest Add-On (internal)
MA's Quest Journal - Accept Quest Add-On (external)
Easy-to-Add Extra Ziifee Spin Commands
Scrolling Battle Message
Non-Differentiating Enemies
Quest Item Drops
(VX) FP Conditional Drops
FFTA World Map HUD bugfix
RSSBS / SSS - Wereforms patch
Death Counterattack
Targetting Extension

My Heart (Resources)
Spoiler:

Projects
Project AMBROSIA
*something generically clever*

Support Bars
Spoiler:



Go to the top of the page
 
+Quote Post
   

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