Is There a Script for the UT Battle System for VXACE?

FrozenNuke0327

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So...


I'm Working On An UNDERTALE REMAKE
In (RMVXACE)


Anyone Know a UT Script


That Contains a


*MERCY SYSTEM


*ACT & FIGHT SYSTEM


*SOULS


*BULLET BOX


*AND UT ATTACKS.


If Anyone Could tell me where I could find a script like this Plz tell me...


Thnx in advance,


~FrozenNuke0327.

I Will Reply To All Comments on This Post :)
 

Andar

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You'll get faster and better responses if you describe the game mechanics instead of saying "something like unkown game XY".


I know for a fact that several of the better plugin writers don't play many games and won't be able to follow such references.


So what is a "mercy system" for those of us who never played Undertale (I for example never played it), what are souls used for and what is a bullet box?


If you describe the mechanics, it will be much easier to point you to similiar plugins that don't use those names for the same function.
 

Dalamar

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You will also get better responses if you post in the VxAce forums.
 

ashikai

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@SumRndmDde has an undertale battle system plugin for MV but not VXAce. It may be worth switching if you're not too far along. 
 

mlogan

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I've moved this thread to Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.
 

FrozenNuke0327

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The 


"Mercy System" is used to spare monsters.


Souls are the core element


Of the underTale Battle System.


They Usually are Color Coded.


And ARE Either Affected by Gravity or Not Affected by Gravity, Sometimes 


The souls are much different than expected.


Bullet Box.


The Area Where


Bullets Spawn at Random.


That's pretty much every thing
 

Shaz

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You need to explain in more detail.  You understand it without thinking because you know the system.  But you need to explain it (explain <> "dot points") to someone who's never played the game before.
 

FrozenNuke0327

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Undertale is a role-playing game that uses a top-down perspective.[1] In the game, players control a child and complete objectives in order to progress through the story.[2] Players explore an underground world of towns and caves, and are required to solve numerous puzzles on their journey.[2][3] The underground world is the home of monsters, many of whom challenge the player in combat;[3] players decide to kill, flee, or befriend them.[2][4]


When players encounter enemies in either scripted events or random encounters, they enter a battle mode. During battles, players control a small red heart which represents their soul, and must avoid attacks unleashed by the opposing monster in a similar fashion to a bullet hell shooter.[2][3] As the game progresses, new elements are introduced, such as colored obstacles which require players to remain stationary or move through them, and boss battles which change the way players control the heart.[5] Players may choose to attack the enemy, which involves timed button presses, earning EXP and gold for defeating them.[6] Alternatively, they can use the ACT option to perform non-violent actions, which vary depending on the enemy.[2] If players uses the right actions to respond to the enemy, they can choose to spare them and end the fight without killing them.[7] In order for some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features various story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.[8]


Monsters will converse with players during the battles, and the game will tell the players what the monster's feelings and actions are.[9] Enemy attacks alter based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become difficult if players choose violent options.[3][9] The game relies on a number of metafictional elements in both its gameplay and story.[10] When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs.[11]


Plot



Undertale takes place in the Underground, a realm where monsters, once equal to humans, were banished to after war broke out between them. The Underground is sealed from the surface world by an imperfect magic barrier, the only point of entry being at Mount Ebott.[12] A human child falls into the Underground and encounters Flowey, a sentient flower who teaches them the game's mechanics and encourages them to raise their "LV", or "LOVE", by gaining "EXP" through killing monsters.[a] When Flowey attempts to murder the human to take their soul for himself, the human is rescued by Toriel, a motherly goat-like monster, who teaches the human to solve puzzles and survive conflict in the Underground without killing. She intends to adopt the human, wanting to protect them from Asgore Dreemurr, the king of the Underground.


The human eventually leaves Toriel to search for Asgore's castle, which contains the barrier leading to the surface world. Along the way, the human encounters several monsters, including: the skeletons Sans and Papyrus, two brothers who act as sentries for the Underground; Undyne, the head of the royal guard; Alphys, the kingdom's royal scientist; and Mettaton, a robotic television host Alphys created. Some of them are fought, with the human having to choose whether to kill them or to show mercy; should the human spare them, they become friends. During their travels, the human learns the cause of the war between humans and monsters. Asriel, the son of Asgore and Toriel, befriended a human child who fell into the Underground and was adopted by Asgore and Toriel. One day, the child was fatally poisoned by some flowers. When Asriel returned their body to the humans, they attacked and killed him, resulting in Asgore declaring war. Asgore now seeks to break the barrier, which requires him to collect seven human souls, of which he has six.


The game's ending depends on how the player resolved encounters with monsters.[8] If the player killed some but not all monsters, the human arrives at Asgore's castle and learns that they also need a monster's soul to cross the barrier, forcing them to fight Asgore. Sans stops the human before their confrontation, revealing that the human's "LOVE" is an acronym for "Level Of ViolencE" and "EXP" for "EXecution Points." Sans judges the human based on the combined resolution of the encounters. The human fights Asgore, but Flowey interrupts them, killing Asgore and stealing the human souls, becoming a monstrous abomination. With the aid of the rebelling souls, the human defeats Flowey, falls unconscious, and awakens on the human side of the barrier; they receive a phone call from Sans, explaining the state of the Underground after the human's departure.





If the player instead kills no monsters, as well as having completed a previous Neutral playthrough of the game,
[15] the player gains access to the Pacifist Route, returning the player to immediately before they fight Asgore. If they haven't done so already, the player goes about befriending Papyrus and Undyne, then goes to cheer up Alphys. Flowey is revealed to be a reincarnation of Asriel, created as part of Alphys's experiments. Toriel intervenes before the human fights Asgore, and is joined by the other monsters the human has befriended. Flowey ambushes the group, using the souls of all the monsters to take an older Asriel's form to fight the human. The human connects with their new friends during the fight, eventually triumphing. Asriel reverts to his child form, destroys the barrier, and expresses his remorse to the others before leaving. The human falls unconscious, and is awoken to see their friends surrounding them, with the knowledge of the human's name – Frisk. The monsters reintegrate with the humans on the surface, while Frisk has the option of accepting Toriel as their adoptive mother.





Another ending ensues if the player kills all monsters,
[11][15] known as the 'Genocide' or 'No Mercy' route. In this route, Frisk becomes influenced by the malevolent spirit of the fallen human child whose body Asriel attempted to return. When Frisk reaches Asgore's castle, Sans attempts to stop them, but Frisk kills him along with Asgore and Flowey. The fallen human child assumes control over the course of the player's journey through the Genocide Route and appears after Flowey is killed, explaining that the player's determination made them whole again, then prepares to destroy everything, but asks the player if they want to join them. Regardless of whether the player agrees or not, the first fallen child destroys the universe. In order to enable further replays of the game, Frisk must first give their soul to the fallen human child in exchange for restoring the universe. In doing so, every future playthrough becomes marred by the fallen child's presence.






Development





Undertale was developed by Toby Fox across 2.7 years.[16] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people (1022.48% of the original goal).[17]Undertale's creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[18] He wanted to develop a role-playing game that was different from the traditional design, which he often found "boring to play".[19] He set out to develop a game with "interesting characters", and that "utilizes the medium as a storytelling device ... instead of having the story and gameplay abstractions be completely separate".[19]




Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.
[16] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on a number of EarthBound ROM hacks while in high school.[19] Temmie Chang worked as the main artistic assistant for the game, providing most of the sprites and concept art.[20] Fox has said that the game's art style would likely remain the same if he had access to a larger team of artists. He found that "there's a psychological thread that says audiences become more attached to characters drawn simply rather than in detail", particularly benefiting from the use of visual gags within the art.[21]




Undertale is a role-playing game that uses a top-down perspective.[1] In the game, players control a child and complete objectives in order to progress through the story.[2] Players explore an underground world of towns and caves, and are required to solve numerous puzzles on their journey.[2][3] The underground world is the home of monsters, many of whom challenge the player in combat;[3] players decide to kill, flee, or befriend them.[2][4]




When players encounter enemies in either scripted events or
random encounters, they enter a battle mode. During battles, players control a small red heart which represents their soul, and must avoid attacks unleashed by the opposing monster in a similar fashion to a bullet hell shooter.[2][3] As the game progresses, new elements are introduced, such as colored obstacles which require players to remain stationary or move through them, and boss battles which change the way players control the heart.[5] Players may choose to attack the enemy, which involves timed button presses, earning EXP and gold for defeating them.[6] Alternatively, they can use the ACT option to perform non-violent actions, which vary depending on the enemy.[2] If players uses the right actions to respond to the enemy, they can choose to spare them and end the fight without killing them.[7] In order for some boss encounters to be completed peacefully, the player is required to survive until the character they are facing has finished their dialogue. The game features various story branches and endings depending on whether players choose to kill or spare their enemies; and as such, it is possible to clear the game without killing a single enemy.[8]




Monsters will converse with players during the battles, and the game will tell the players what the monster's feelings and actions are.
[9] Enemy attacks alter based on how players interact with them: should players choose non-violent options, enemy attacks are easy, whereas they become difficult if players choose violent options.[3][9] The game relies on a number of metafictional elements in both its gameplay and story.[10] When players participate in a boss battle on a second playthrough, the dialogue will be altered depending on actions in previous playthroughs.[11]





Plot





Undertale takes place in the Underground, a realm where monsters, once equal to humans, were banished to after war broke out between them. The Underground is sealed from the surface world by an imperfect magic barrier, the only point of entry being at Mount Ebott.[12] A human child falls into the Underground and encounters Flowey, a sentient flower who teaches them the game's mechanics and encourages them to raise their "LV", or "LOVE", by gaining "EXP" through killing monsters.[a] When Flowey attempts to murder the human to take their soul for himself, the human is rescued by Toriel, a motherly goat-like monster, who teaches the human to solve puzzles and survive conflict in the Underground without killing. She intends to adopt the human, wanting to protect them from Asgore Dreemurr, the king of the Underground.





The human eventually leaves Toriel to search for Asgore's castle, which contains the barrier leading to the surface world. Along the way, the human encounters several monsters, including: the skeletons Sans and Papyrus, two brothers who act as
sentries for the Underground; Undyne, the head of the royal guard; Alphys, the kingdom's royal scientist; and Mettaton, a robotic television host Alphys created. Some of them are fought, with the human having to choose whether to kill them or to show mercy; should the human spare them, they become friends. During their travels, the human learns the cause of the war between humans and monsters. Asriel, the son of Asgore and Toriel, befriended a human child who fell into the Underground and was adopted by Asgore and Toriel. One day, the child was fatally poisoned by some flowers. When Asriel returned their body to the humans, they attacked and killed him, resulting in Asgore declaring war. Asgore now seeks to break the barrier, which requires him to collect seven human souls, of which he has six.





The game's ending depends on how the player resolved encounters with monsters.
[8] If the player killed some but not all monsters, the human arrives at Asgore's castle and learns that they also need a monster's soul to cross the barrier, forcing them to fight Asgore. Sans stops the human before their confrontation, revealing that the human's "LOVE" is an acronym for "Level Of ViolencE" and "EXP" for "EXecution Points." Sans judges the human based on the combined resolution of the encounters. The human fights Asgore, but Flowey interrupts them, killing Asgore and stealing the human souls, becoming a monstrous abomination. With the aid of the rebelling souls, the human defeats Flowey, falls unconscious, and awakens on the human side of the barrier; they receive a phone call from Sans, explaining the state of the Underground after the human's departure.





If the player instead kills no monsters, as well as having completed a previous Neutral playthrough of the game,
[15] the player gains access to the Pacifist Route, returning the player to immediately before they fight Asgore. If they haven't done so already, the player goes about befriending Papyrus and Undyne, then goes to cheer up Alphys. Flowey is revealed to be a reincarnation of Asriel, created as part of Alphys's experiments. Toriel intervenes before the human fights Asgore, and is joined by the other monsters the human has befriended. Flowey ambushes the group, using the souls of all the monsters to take an older Asriel's form to fight the human. The human connects with their new friends during the fight, eventually triumphing. Asriel reverts to his child form, destroys the barrier, and expresses his remorse to the others before leaving. The human falls unconscious, and is awoken to see their friends surrounding them, with the knowledge of the human's name – Frisk. The monsters reintegrate with the humans on the surface, while Frisk has the option of accepting Toriel as their adoptive mother.





Another ending ensues if the player kills all monsters,
[11][15] known as the 'Genocide' or 'No Mercy' route. In this route, Frisk becomes influenced by the malevolent spirit of the fallen human child whose body Asriel attempted to return. When Frisk reaches Asgore's castle, Sans attempts to stop them, but Frisk kills him along with Asgore and Flowey. The fallen human child assumes control over the course of the player's journey through the Genocide Route and appears after Flowey is killed, explaining that the player's determination made them whole again, then prepares to destroy everything, but asks the player if they want to join them. Regardless of whether the player agrees or not, the first fallen child destroys the universe. In order to enable further replays of the game, Frisk must first give their soul to the fallen human child in exchange for restoring the universe. In doing so, every future playthrough becomes marred by the fallen child's presence.






Development





Undertale was developed by Toby Fox across 2.7 years.[16] Development was financed through a crowdfunding campaign on the website Kickstarter. The campaign was launched on June 25, 2013 with a goal of US$5,000; it ended on July 25, 2013, with US$51,124 raised by 2,398 people (1022.48% of the original goal).[17]Undertale's creation ensued after Fox created a battle system using the game creation system GameMaker: Studio.[18] He wanted to develop a role-playing game that was different from the traditional design, which he often found "boring to play".[19] He set out to develop a game with "interesting characters", and that "utilizes the medium as a storytelling device ... instead of having the story and gameplay abstractions be completely separate".[19]




Fox worked on the entire game independently, besides some of the art; he decided to work independently to avoid relying on others.
[16] Fox had little experience with game development; he and his three brothers often used RPG Maker 2000 to make role-playing games, though few were ever completed. Fox also worked on a number of EarthBound ROM hacks while in high school.[19] Temmie Chang worked as the main artistic assistant for the game, providing most of the sprites and concept art.[20] Fox has said that the game's art style would likely remain the same if he had access to a larger team of artists. He found that "there's a psychological thread that says audiences become more attached to characters drawn simply rather than in detail", particularly benefiting from the use of visual gags within the art.[21]




 
 

Andar

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@FrozenNuke0327 no one will read that wall of text, especially as even a glance shows that it is a simple copy from a wiki and most of the information it contains is about plot and development history, but NOT about game mechanics.


Why do you expect someone to waste their time searching for a plugin (or even the weeks it takes to write thos), if you're obviously too lazy to even write half a dozen sentences that contain a condensed description of the game mechanics only.
 

HexMozart88

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Or, here's a better idea: a video. Just embed a video from YouTube that shows the battle system, and then afterwards, you can do a bit of an explanation of how it works if the video is still unclear (and if you wanted people to look on Wikipedia, why didn't you just give a link instead of making your post take up half a page? :p ) .


Anyway, there are several other threads about this, and they all say while there is no script for it, it can be done with events, and has been done with events. 
 

Andar

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you should start by working through the tutorials for basic eventing - you can't make any complex system without understanding the basic logic and basic commands available in eventing.


The more important tutorials (including eventing tutorials) are linked in my starting point, you can get there by following the link in my signature.


When you know the event commands, you need to design the logic behind the game mechanics you want and then create the events - if you give screenshots of your events after that we can help you and point you to any remaining errors.
 

FrozenNuke0327

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The 


"Mercy System" is used to spare monsters.


Souls are the core element


Of the underTale Battle System.


They Usually are Color Coded.


And ARE Either Affected by Gravity or Not Affected by Gravity, Sometimes 


The souls are much different than expected.


Bullet Box.


The Area Where


Bullets Spawn at Random.


That's pretty much every thing
 

Shaz

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The middle of your triple post (against the rules btw) is exactly the same as you posted earlier.  Posting the same thing is not going to get you any closer to a solution.


Have you followed Andar's suggestion and done some basic tutorials?  Do you have ANY idea how to get started, or are you just hoping someone will do it all for you?  What have you tried, what works, what doesn't, what in particular do you need help with?  We're not here to do your work for you - we're here to help you when you've made an attempt and gotten stuck.
 

taarna23

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FrozenNuke0327, please avoid double posting, as it is against the forum rules. You can review our forum rules here. Thank you.


Triple-posting, too... @FrozenNuke0327 People have given you plenty of options. Very few, if any, are going to give you an out-of-the-box solution. You need to be willing to do work of your own.
 

FrozenNuke0327

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Well I made some tilesets


Also, Srry For Double Posting.


content removed
 
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FrozenNuke0327

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Also, That Little Black Thing Is


The "Bullet-Box"/Text Box.


Not Sure If I'm Using It As A Text Box Yet,


Tho...
 

FrozenNuke0327

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First Things First...


FIGHT
ACT
ITEM
MERCY


(This Probably Could Be Made In The Choices Menu, And Made With 4 Common Events.)


(to make it easier i'll pile it all into one huge common event.)


FIGHT
(FIGHT, i'll need to eval, the amount of damage you do every time you attack, & add a timed attack system.)


(This Probably Could be Done By Making Several Switches and Variables, Related To The Event


And Creating a variable and switch that counts your hp, your enemies hp, damage & A Lot More)


ACT, (ACT, Is The Easiest, Not Much To Do, Create Some Custom Skills Overwriting All Of The Original Ones,


Leaving only the default attack animation,)


(Create aprx. 24 Variables...)


(And 24 Switches, Create A Common Event that counts how many times you have to act before you can spare an enemy,)


(This Can Probably Be Done A Little Easier With an Invisble Timer.
 
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