Collition Battle System.

MusicWizard

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Hello folks.

I wonder if someone could help me once more?
I am searching for an quite unusual battle system script.

Collition / Bump to attack like "Ys series". Anyone that could help me with that?

Thanks in advance.

-- MuisicWizard
 

Tsukihime

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You're going to have to explain how you want the system to work in detail.
 
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Engr. Adiktuzmiko

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So like you "bump" into an enemy and you and the enemy auto-attacks each other? and this goes on until one dies or you walk away?

You could event that as you'd probably show the enemies into the map as events anyway... 
 
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Tsukihime

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So you want to be able to run around and hurl explosives at targets, break barrels and walls, and interact with NPC's by burning them alive?
 

tyler.kendrick

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@MusicWizard

The term you are looking for is ABS (Action Battle System).  Searching for this in the master script list on the wiki will yield a few different results that you could use.
 

Engr. Adiktuzmiko

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depends on which Ys game (can't watch the vid)... There was a Ys game that employed a collision style of battle, which is basically you collide with an enemy then you both start taking hits... The others are yeah, ABS.
 

MusicWizard

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depends on which Ys game (can't watch the vid)... There was a Ys game that employed a collision style of battle, which is basically you collide with an enemy then you both start taking hits... The others are yeah, ABS.
Yes, that's it. A collision battle system which you just "bump" into the enemie to cause some damage and eventually kill it. Just like the old Ys game for Sega Master System.

Check this video: https://www.youtube.com/watch?v=o_t8Uy69SeA  and jump to 9:30. There you will see what i mean.

Thanks in advance.
 

Engr. Adiktuzmiko

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You could do it via events... You could like make the enemies running on parallel process, move them, check if player is in range, if yes do the battle sequence, if not then ignore... 
 

MusicWizard

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You could do it via events... You could like make the enemies running on parallel process, move them, check if player is in range, if yes do the battle sequence, if not then ignore... 
The idéa was not to use the classic battle sequence.

Bump, damage, bump, miss, bump, damage, bump, damage, bump, dead enemie, or something like that and of course the same goes for me.

Not give one hit, take one hit. Check an old video at youtube, search for "Ys The Vanised Omen" for Sega Master System and check out the battle system used.
 

MirageV

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You could event this, but coming from playing the game just now, I can tell you that it wouldn't be an accurate representation of the system.

In essence, you just run your character into enemies and deal damage to them as long as you are pushing, but there's more to it.

If you just run into an enemy head on, you will take damage. You need to graze the enemy from the sides of their graphic, relative to which way they're facing(up/down or sideways) in order to deal damage to them without taking damage yourself. And you and your enemies take more damage when run into from behind.

Bosses worked under differing principles, such as having fireballs, waves, and other attack patterns out on the field that you needed to dodge or navigate before being able to run into them to deal damage. And then it would repeat. 

That being said, this would require a pixel movement system, some way of defining safe and unsafe hitboxes on enemies, and defining combat areas at the very least.

..So yeah, this probably isn't as simply made as one might think.
 
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MusicWizard

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You could event this, but coming from playing the game just now, I can tell you that it wouldn't be an accurate representation of the system.

In essence, you just run your character into enemies and deal damage to them as long as you are pushing, but there's more to it.

If you just run into an enemy head on, you will take damage. You need to graze the enemy from the sides of their graphic, relative to which way they're facing(up/down or sideways) in order to deal damage to them without taking damage yourself. And you and your enemies take more damage when run into from behind.

Bosses worked under differing principles, such as having fireballs, waves, and other attack patterns out on the field that you needed to dodge or navigate before being able to run into them to deal damage. And then it would repeat. 

That being said, this would require a pixel movement system, some way of defining safe and unsafe hitboxes on enemies, and defining combat areas at the very least.

..So yeah, this probably isn't as simply made as one might think.

Exactly, therefor i would love to fins a script that does just as you say.
But i guess there are no such script :/
 

Engr. Adiktuzmiko

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The idéa was not to use the classic battle sequence.


Bump, damage, bump, miss, bump, damage, bump, damage, bump, dead enemie, or something like that and of course the same goes for me.
 
Which as I said can be done via events... When did I say classic battle sequence? I just said battle sequence which is basically the "Bump, damage, bump, miss, bump, damage, bump, damage, bump, dead enemie, or something like that and of course the same goes for me." part... 


If you need to check hits from the side, you could check direction facing using events too... The whole system is totally doable via eventing...


but if you're adding this:

Bosses worked under differing principles, such as having fireballs, waves, and other attack patterns out on the field that you needed to dodge or navigate before being able to run into them to deal damage. And then it would repeat.
 
Well you could still event that, there's a really nice tutorial here somewhere about evented projectiles, though it might be troublesome already...
 
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