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Mar 25 2013, 07:02 AM
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#1
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() 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. 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 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.
Thank you, and enjoy! |#|
Attached File(s)
-------------------- *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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Mar 25 2013, 07:19 AM
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#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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Mar 25 2013, 07:21 AM
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#3
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![]() ![]() Type: Writer Alignment: Unaligned |
the basics are really well done.
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Mar 25 2013, 07:38 AM
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#4
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() 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. 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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Mar 25 2013, 08:14 AM
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#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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Mar 25 2013, 11:05 PM
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#6
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![]() Laziest Artist NA ![]() 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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Mar 26 2013, 06:32 AM
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#7
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Designer/Spriter ![]() Type: Designer Alignment: Chaotic Neutral |
Ah, yes, progress. Kinda thought you died.
Spoiler: 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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Mar 26 2013, 08:10 AM
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#8
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() Type: Coder Alignment: Chaotic Neutral |
@HungrySnake:
QUOTE I bet it's a frame of the Death1 animation. Nope; my offer still stands. @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: -------------------- *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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Mar 27 2013, 08:17 PM
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#9
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Designer/Spriter ![]() 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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Mar 27 2013, 11:08 PM
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#10
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![]() Can you stand my blazing soul? ![]() 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: |
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Mar 27 2013, 11:15 PM
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#11
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Designer/Spriter ![]() Type: Designer 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...? Wait, where is that at, exactly? Part of the demo? -------------------- Gutman's Ass.
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Mar 27 2013, 11:21 PM
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#12
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![]() Can you stand my blazing soul? ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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: |
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Mar 28 2013, 08:15 AM
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#13
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() 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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Mar 28 2013, 05:24 PM
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#14
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![]() Can you stand my blazing soul? ![]() Type: Undisclosed Alignment: Chaotic Neutral |
@Sissel Cabanela: Not sure about the scotch, but yay, pancakes! I had finished watching that recently, and I saw and recognized it.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: 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: |
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Mar 28 2013, 05:49 PM
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#15
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() Type: Coder Alignment: Chaotic Neutral |
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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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Mar 28 2013, 06:13 PM
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#16
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![]() Can you stand my blazing soul? ![]() Type: Undisclosed Alignment: Chaotic Neutral |
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. -------------------- ![]() Spoiler: |
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Mar 28 2013, 06:19 PM
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#17
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Designer/Spriter ![]() 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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Mar 28 2013, 06:36 PM
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#18
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![]() Can you stand my blazing soul? ![]() Type: Undisclosed 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. -__-;; 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. This post has been edited by Mateo-Lin: Mar 28 2013, 06:44 PM -------------------- ![]() Spoiler: |
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Mar 29 2013, 12:34 AM
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#19
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![]() I am the resource hog . . . ![]() Type: Designer Alignment: Chaotic Neutral |
Dude you deserve a handclap for this amazing script
-------------------- 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: |
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Apr 1 2013, 07:57 AM
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#20
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![]() Every Moogle's Worst Nightmare; plus ramen ![]() 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.
-------------------- *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: ACK Script Requests Spoiler: My Heart (Resources) Spoiler: Projects Project AMBROSIA *something generically clever* Support Bars Spoiler: |
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| Lo-Fi Version | Time is now: 26th May 2013 - 01:57 AM |
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