Active Battle with a Script Call?

Sausage_Boi

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I was hoping someone had/knew of a script that allows active battle system, like legend of Zelda, (or even better, one with a straight line projectile, like a bullet), that also allows regular battles to be fought, as in default RPG maker battles. I am making a game that tells 2 stories from 2 characters, and I need separate battle systems for them. Thanks!

 

 

EDIT: Nope, after trying the Falcao Pearl ABS, I found this is NOT what I am looking for. What I need is just a simple on-map gun projectile script. Is there any way to break down the Pearl ABS to ONLY projectiles? that is really all I need. 

 

User Bex was kind enough to provide a Hit Box script, but I am totally lost as to how to operate it. And he has already helped a lot, I feel bad asking him for more. 

 

Projectile/Firearm/Gun Scripts: do they exist?
 
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Engr. Adiktuzmiko

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Most ABS don't really change how the default system works so I do think you could just get an ABS and still have the default battle, if not, you could just separate the games. As a player though, I'm not a fan of having more than 1 type of battle system in the game that I play.
 

Sausage_Boi

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My intention with the ABS is to be more of a minigame than a full blown battle system, hence the reason I want it to not disable the default battle. 
 

Engr. Adiktuzmiko

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So have you actually tried using an ABS then running a default battle? Most ABS uses it's own classes and I don't think they should in any way interfere with how the default battle goes...


At the very least, in my current game GSoD, which is a shooting game, I can still run the normal battles just fine even if my actual battle system is an ABS type.


Anyway, just how much of an ABS do you need in the game? As in full-blown ABS complete with skill usage and enemy AI and so on?
 
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Bex

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#----------------------------------------------
#Hit_Box Version1.1 19.06.2014 by Bex
#----------------------------------------------
for a in (1..100) #<--Enemy_Ids#

if $game_map.events[a] != nil

if Math.hypot($game_map.events[a].screen_x -
$game_map.events[@event_id].screen_x , $game_map.events[a].screen_y -
$game_map.events[@event_id].screen_y) <= 20  #<--Enemy on same Tile?#

if $game_self_switches[[$game_map.map_id, a, 'D']] == true #<--Enemy Dead?#
##Edit: I turned the D selfswitch on when enemies spawned, when it was false they are count as dead
if a != @event_id #<-- Bullet dont Hit yourself#
$game_self_switches[[$game_map.map_id, a, 'A']] = true

end ; end ; end ; end
end

The Event which executes this codeor which calls this code from common event, becomes the bullet and ask if event 1to100 are on same field.

if self switch d of target event is true than self switch a will turned on, that allows further damage animaion and stuff direct at the enemie.).

Its a Hitbox to prevent you from defining hundreds of variables for your combat system. Maybe it helps a little. (iam no scripter myself and this i only was able to archieve thanks to forum and nice people which helped a little with telling me some commands)
 
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Sausage_Boi

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...The Event which executes this codeor which calls this code from common event, becomes the bullet and ask if event 1to100 are on same field.

if self switch d of target event is true than self switch a will turned on, that allows further damage animaion and stuff direct at the enemie.).

Its a Hitbox to prevent you from defining hundreds of variables for your combat system. Maybe it helps a little. (iam no scripter myself and this i only was able to archieve thanks to forum and nice people which helped a little with telling me some commands)
Thanks a bunch, Bex. But I am a little confused as to it's operations, or how to use it. I know I am missing something, but I am not sure what...

edit: I keep rereading it, and it seems promising, but I don't know Jack about Ruby, so it is still kind of confusing. Where do I put this? Do I need to set events to activate based on this information? 

So have you actually tried using an ABS then running a default battle? Most ABS uses it's own classes and I don't think they should in any way interfere with how the default battle goes...

...which is a shooting game...
First, to be fair and completely honest: No, I have not loaded any scripts into my project for this, nor have I ever used an ABS. I am only now to the point where I am interested to incorporate this, but I didn't want to break anything, and was curious if anyone else has swam these waters. 

Second, if you're not using private scripts, could you point me in the direction of making a shooter? I am most keen on this idea, as opposed to bashing every event that comes charging at me (the player)... Even a tutorial would be sweeeeet.
 
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Bex

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Sorry i didnt explained it good.

The above is a simple Hit Box  to just determine if an Event got Hit.

In this Case the Code is used in Eventcommand Script. For better performance its just called when needed.

And it need to be changed to your needs.

for a in (1..100)#<--These are a range of Event IDs the Bullet can Hit

if $game_map.events[a] != nil #<-- in case the developer forgot to place a Event and id is missing, game would crash, this prevents gamecrash in such case.

if Math.hypot($game_map.events[a].screen_x -
$game_map.events[@event_id].screen_x , $game_map.events[a].screen_y -
$game_map.events[@event_id].screen_y) <= 20  #<--Enemy on same Tile?#

#<--The Above is just Pythagoras and it ask if Event is in Radius of 20Pixels Screencoordinates of the Bullet,

if $game_self_switches[[$game_map.map_id, a, 'D']] == true
##Edit: I turned the D selfswitch on when enemies spawned, when it was false they are count as dead and below code will not execute.

it cant be hit if its dead ^^
if a != @event_id #<-- Bullet dont Hit yourself# i implemented that because i was lazy and used one of the targets as bullet, and its good if the events shall fight against each other (future purpose^^)
$game_self_switches[[$game_map.map_id, a, 'A']] = true

#<--Here i was lazy again and just turned self switch of hited event on. than i anted to perform damage in that event, i know dirty code but i stoped working on it a while ago^^ have to get back to that .

So sorry i can just come up with this chineese.

end ; end ; end ; end
end

Edit: @event_id could be changed to any ID you want for example if your bullet is on every map event 001 than just change it to id1,

thatway the event themself does not need to call this code to work properly.

Maybe someone else can Help you further with this or just ask what you need.
 
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Engr. Adiktuzmiko

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I suggest really trying it out first, then asking when you determine that it doesn't work... :)

As for the shooter, I am using a private projectile script, the same one I made and used for Chicken Games.

Making projectiles is pretty easy, it just need lots of computations so it gets long.
 
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Sausage_Boi

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Well, after trying some of the ABS, I am pleased they don't interfere with battles, (especially considering Falcao's comments in script said it dealt with all aspects of the battle system...) Falcao's Pearl ABS Liquid was most close to what I am looking for, a gun script with projectiles, but all the excess baggage is too much. Especially when the HUD will display when you are playing as the other character. What I need is just a simple on-map gun projectile script. Is there any way to break down the Pearl ABS to ONLY projectiles? Or any other script that would handle JUST the projectiles? that is really all I need. 
 
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Engr. Adiktuzmiko

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It would be better to ask for a projectile only script than to ask to tone down Falcao's pearl...


I would gladly share my projectile with the public, if only it was at least user-friendly... At least right now it seems too much work for non-scripters to use, but then again even back then on my wc3 days, projectiles scripts aren't non-scripter friendly...
 
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Sausage_Boi

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Hmmm, learning Ruby is my list of things to do, but many items have languished there for years. I wasn't sure if it would be easier to build a new script or just strip out the Pearl ABS to just projectiles. The documentation said it came with like 9 modules, I didn't know if removing the HUD and the rest of the modules would leave the projectiles intact without having to build a new system. It's much easier to tear down than it is to build up, they say.
 

Engr. Adiktuzmiko

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That depends on the script... I haven't opened that script so I won't know for sure. If each part is it's own and does not require the others, then it might be easy.

It's much easier to tear down than it is to build up, they say.
From my point of view as a scripter, I find it way easier to just build from scratch than edit something. It's easier to put your own thoughts into code than insert your thoughts into something already made, especially if that was made by another person.


I've been trying to edit the default battle system for so long and I haven't been able to produce anything. Then I decided to just code one from scratch, I made it in less than 3 months, on and off.
 
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You can hide/show the HUD in Falcao's ABS anytime in the game anytime you want.


If the HUD is hidden, the player will not be able to use any tools, etc, so the ABS will be inactive, at least that is how it operated in a game I played, but maybe that is evented or is a separate script configuration.


You wrote that you need active battle which suggests that you need a full active battle system. If that is true, than you will need all part of Falcao's ABS anyway.
 

Engr. Adiktuzmiko

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@kaos - I could send you the script if you want, but I don't guarantee that I can help you in setting it up and in using it. If you have the older versions of CG though, you can open it on the editor as it's not encrypted anyway.


There is one tutorial I saw before that tackled evented projectile. Though since it involves using the character as a dummy for the projectile, that method means you can only have 1 projectile at any given time. and yeah, as posted by the OP on that thread, that also meant that the screen moved with the projectile. But of course, you could use a blank event as a dummy instead of the player to avoid the screen issue.
 
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Sausage_Boi

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@kaos - I could send you the script if you want, but I don't guarantee that I can help you in setting it up and in using it. If you have the older versions of CG though, you can open it on the editor as it's not encrypted anyway.
That would be greatly appreciated! I need(want) to learn RGSS3 anyways, so might as well steep myself in the language. I found galv's Invader script, which, not what I want for this current game, will be perfect for another, but I was doing some mods to the script to make it a little more what I want. If your script is more of a projectile shooting system like the ABS's, as opposed to a top-down space shooter, I would see if I could work out the details of your script. 

@Sixth: what I really need for this project is: to be able to move in all directions while firing a bullet or other projectile at enemy events and "kill" the event upon touch, or after a certain threshold has been reached for damage or whatever. I want to be able to keep regular battles as part of the game, but I want a shooting system as well. 
 
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Engr. Adiktuzmiko

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The script is just a projectile script... nothing more (well, plus a required image showing script that I made which is also used by the projectiles, plus a collision script used only by the projectiles)... You'll be the one to define what a projectile hit does, using RGSS3 too.

I'll send it tomorrow...

EDIT: Get the Scripts-Projectile.rvdata2 file then make a new project and replace the Scripts file there with this one (renaming this one to just Scripts too) and see the scripts for yourself.

https://onedrive.live.com/?cid=7517986215E9149B&id=7517986215E9149B%21123
 
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