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I'm trying to make a personal recreation of Undertale and I've got a lot so far...
Scripts I already have
Raizen's Text SE script
Micheal's super simple diagonal script
my own functions i made in the DataManager module for SAVE and RESET to make it more aesthetic
Yanfly's parallax lock to map the backgrounds more properly



I currently am having trouble with the battle system

Basically, the battle system of Ace is like not Undertale at all


If possible, I would love if somebody could make a script (etc.) that simply gets the job done at making an Undertale-like battle scene

I know it's possible to do that and all with Window_Command, Window_blahblah and Scene_BattleBlahblahblah and all that by modifying it to where basically there's this:

The initial battle command window is not the one that appears on the left, but is a window below the info window (which takes up the whole width of the screen), and this "command window" could be like a horzcommand thing, sort of, where it shows the "cursor" as one of the four boxes highlighted in yellow, etc... you get the idea.


I'm uncertain exactly about the physics part, but i did see this one video on youtube that somebody made an RMVXAce platformer script with jumping and everything, and it was really cool, and I thought, hey, somebody could make a script for Undertale's battle physics like this, so i'm wondering if anyone's kinda up to the challenge or whatever.

MAJOR SPOILERS TO UNDERTALE, PROCEED WITH CAUTION, or you can read it if you want blah

In Undertale, the very first "battle screen" is "against" Flowey. One thing though, there's no in-battle options available such as "FIGHT", "ACT", "ITEM", or "MERCY". I understand that the BattleManager module is taking up most of the memory reserved for the application, but I'm not saying I want to add a million little things to that module, or huge changes. I just want to completely revise it so that it is completely aesthetic to Undertale. For example, in this "battle screen", where there's no prompted options, just an enemy sprite saying some dialogue, I want to make it to where the player can have control over a small... bitmap picture, i suppose? and that represents the aesthetic Undertale SOUL.

The sprite can move, just like the player can in the overworld, with the arrow keys, etc., and has collision to where it cannot exit the "info" window, more commonly called the "bullet box". also, I'm not worrying much about bullets right now, because I know it would take up waaaaay too much CPU. All I'm worrying about here is controlling this sprite and having the text at the top of the screen. This might need like 3 different windows for the battle scene altogether;

one for the commands (FIGHT, ACT, ITEM, MERCY)
one for the info (basically just the window with actor names and guages and stuff, but a little higher for the commands to have room)
and one for the bullet box that has configurable width and height, position, etc. that is all made by a defined function (i'll make the function)

I know there's 5 playable SOULS in Undertale, but all i'm wanting is the Red and the Blue SOUL physics.
red = move around of free will (pixel movement)
blue = platformer physics

please don't tell me to just make a map for the battle screen, because that's a little too much.

Also, I can do fine with the Red and Blue SOUL physics in the battle scene, but that's all i need, nothing else yet.


So in summary:

I have the backgrounds, and enemy sprites; and I even have the SOUL sprite;
I just need these conditions:
  1. The player must be able to move the in-battle SOUL sprite with arrow keys, ONLY when it is the enemy's turn.
    1. It must be movable during show text commands in the fake battle screen (the one with just dialogue)
    2. It cannot be movable during dialogue in real battles (where the commands are visible)
    3. It must have collision to the sides of the "bullet box" window.
  2. When it is NOT the enemy's turn in the battle (aka, when the player chooses commands):
    1. cursor is the SOUL that appears in the area that the icon for the command boxes would be when selected
    2. the commands FIGHT, ACT, ITEM, MERCY must be the orange box with the icon when deselected
    3. and be yellow when the cursor is hovering on it / when it is selected
    4. upon selection of a command:
      1. remains yellow
      2. no SOUL cursor inside the command box
      3. cursor goes to the choices in the main info window
        1. If FIGHT: shows enemy(ies) to choose to fight
        2. if ACT: shows specific options that can be pre-programmed with a script before the encounter/battle
        3. if ITEM: shows list of items to use
        4. if MERCY: shows the "spare" option (and "flee" if not a boss; can specify with script before battle that its a boss), but i don't want to worry about how to make the game depend on "mercy" and how many "kills" yet; I'll get there later.
        5. "cancel" goes back to the 4 commands
that's about it.

Please consider helping with this, it might be really interesting...

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