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PBS ACE- Pokémon Battle System ACE

pokémon battle system ace

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#1 flpcrd

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Posted 20 May 2012 - 10:36 AM

Hey,guys,i need a script,this script like this video

for my project,hehe, thanks

#2 Tsukihime

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Posted 20 May 2012 - 12:43 PM

Maybe you should be more specific about what you want.
Like, actual details about the battle system.
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#3 Chantal

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Posted 20 May 2012 - 01:48 PM

Do you mean something like this?
http://www.rpgmakerv...ne-tech-points/

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#4 flpcrd

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Posted 20 May 2012 - 01:54 PM

ok. hm... do you play pokemon? i need a script of system battle, like rmvx ace battle,but have some diferences like, 1 vs 1, actor sprite,and the option: attack(attack and skill in the same option)Pokemon(for change the actor battle) Item(the same option of original battle system) like a it:
https://lh6.googleusercontent.com/8eC_FlHI77poY3f-rxwxeYIJ1rnuyxPsh6mGDWiGTyI2tHEDoHDh2PXw6wib3IyEbsbXdf2wS_E


#5 Tsukihime

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Posted 20 May 2012 - 01:59 PM

I've played it before but that was years ago so I don't remember details about the battle system.

From the sounds of it, it sounds like

-max one actor on battle
-battle commands: skill, switch-actor, item, escape

With a custom battle HUD.

So someone will have to design the HUD from scratch, with the whole 16-bit feel, and implement a party-switch during battle command.

Most of the stuff is built-in, and party switching I think yanfly has a script for that somewhere.

Edited by Tsukihime, 20 May 2012 - 02:00 PM.

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#6 flpcrd

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Posted 21 May 2012 - 02:34 PM

i'm use a script in rgss2 ,but have a bug,the other i'm resolved
module BATTLE_CONFIG
 
  # If you want to use the Actor Back Graphic (Rear View), turn the switch
  # 20 IN GAME on. You can change the Switch_ID whenever you want, just make
  # sure the switch is turned on BEFORE the battle starts. 
 
  ACTOR_BACK_SWITCH_ID = 20
 
  # If you have a script which limits the game_party.members to 6
  # turn the switch beneath to true
 
  MAX_MEMBERS_PBS = false
 
  # Things to shake/move when actor get's hit (true = Yes, Shake that thing,
  # false = No, Don't shake it) :
 
  BATTLE_SCREEN = false # The Screen Shakes
  ACTOR_BACK    = true # The Actor moves a bit to the left.
  ACTOR_FLOOR   = false # The Battlfloor of the Actor moves a bit to the left.
 
  # Use the name of the pokemon for the filename or the ID of the pokemon.
  # ID = The number which stands left of the pokemons name (in the Database).
  # Name = The name of the pokemon (in the Database.
 
  USE_ID_ABFILE = true # Uses the ID to call the pokemons graphic, when set to
					   # false, you will use the pokemons name.
 
  # Note: PBS v 1.0 is just based on ONE pokemon each battle, so you can't
  #	   add 2 or more enmies to a battle, which means that you don't have
  #	   a target selection window, altough, the target selection window is
  #	   already done, so if you want to use it turn this to true:
 
  TARGET_SELECTION_WINDOW = false
  # The constant of the Pokemon Trainer ID, it's the actor who catches
  # the pokemon. Go in your database and search for the Pokemon Trainer.
 
  TRAINER_CONSTANT = 1 # [ID]
 
end
class Scene_Battle < Scene_Base
#----------------------------------------------------------------------------
#
# Battle Start
#
#----------------------------------------------------------------------------
 
  #--------------------------------------------------------------------------
  # * Battle Start Processing
  #--------------------------------------------------------------------------
  def process_battle_start   
    @spriteset.slide_in
    @message_window.clear
    @spriteset.create_battlefloor
    actor_command_window_normal
    wait(10)
    for name in $game_troop.enemy_names
	  text = sprintf(VOCAB::MONSTER_EMERGED, name)
	  $game_message.texts.push(text)
    end
    if $game_troop.preemptive
	  text = sprintf(VOCAB::ACTOR_UPPERHAND, $game_party.name)
	  $game_message.texts.push(text)
    elsif $game_troop.surprise
	  text = sprintf(VOCAB::ACTOR_SURPRISED, $game_party.name)
	  $game_message.texts.push(text)
    end
    wait_for_message
    @message_window.clear
    $game_message.texts.clear
    @pokemon_trainer = $game_actors[BATTLE_CONFIG::TRAINER_CONSTANT]
    @current_pokemon = $game_party.members[1]
    textgopokemon = sprintf(VOCAB::SEND_POKEMON, @current_pokemon.name)
    $game_message.texts.push(textgopokemon)
    wait_for_message
    @message_window.clear
    make_escape_ratio
    draw_info_start
    process_battle_event
    refresh_statuses
    textwhattodo = sprintf(VOCAB::BATTLE_START_SELECTION, @current_pokemon.name)
    $game_message.texts.push(textwhattodo + "\\^")
    @status_window.index = @actor_index = -1
    next_actor
  end
 
  #--------------------------------------------------------------------------
  # * Battle Action Processing
  #--------------------------------------------------------------------------
  def process_action
    return if judge_win_loss
    return if $game_temp.next_scene != nil
    set_next_active_battler
    if @active_battler == nil
	  turn_end
	  return
    end
    @message_window.clear
    wait(5)
    @active_battler.white_flash = true
    unless @active_battler.action.forcing
	  @active_battler.action.prepare
    end
    if @active_battler.action.valid?
	  execute_action
    end
    unless @active_battler.action.forcing
	  @message_window.clear
	  remove_states_auto
	  display_current_state
    end
    @active_battler.white_flash = false
    @message_window.clear
  end
 
  #--------------------------------------------------------------------------
  # * Battle Event Processing
  #--------------------------------------------------------------------------
  def process_battle_event
    loop do
	  return if judge_win_loss
	  return if $game_temp.next_scene != nil
	  $game_troop.interpreter.update
	  $game_troop.setup_battle_event
	  wait_for_message
	  process_action if $game_troop.forcing_battler != nil
	  return unless $game_troop.interpreter.running?
	  update_basic
    end
  end
 
  #--------------------------------------------------------------------------
  # * Basic Update Processing
  #	 main : Call from main update method
  #--------------------------------------------------------------------------
  def update_basic(main = false)
    Graphics.update unless main	 # Update game screen
    Input.update unless main	    # Update input information
    $game_troop.update			  # Update enemy group
    @spriteset.update			   # Update sprite set
    @message_window.update		  # Update message window
  end
 
  def draw_info_start
    @enemy_status_window = Window_B_Status.new(0,0,$game_troop.members[0])
    @enemy_status_window.width = 200
    @enemy_status_window.height = 80
    @enemy_status_window.contents.dispose
    @enemy_status_window.create_contents
    @enemy_status_window.refresh($game_troop.members[0])
    @actor_status_window = Window_B_Status.new(350, 133, $game_party.members[0])
    @actor_status_window.width = 194
    @actor_status_window.height = 101
    @actor_status_window.contents.dispose
    @actor_status_window.create_contents
    @actor_status_window.refresh($game_party.members[0])
    @actor_command_window.visible = true
  end
  def terminate
   super
    dispose_info_viewport
    @actor_status_window.dispose
    @enemy_status_window.dispose
    @message_window.dispose
    @spriteset.dispose
   unless $scene.is_a?(Scene_Gameover)
	 $scene = nil if $BTEST
    end
   end
  #--------------------------------------------------------------------------
  # * Start party command selection
  #--------------------------------------------------------------------------
  def start_party_command_selection
	  @status_window.refresh
	  @status_window.index = @actor_index = -1
	  @active_battler = nil
	  @info_viewport.visible = false
	  @message_window.visible = true
	  @status_window.visible = false
	  @actor_command_window.active = true
	  next_actor
	  $game_party.clear_actions
	  if $game_troop.surprise or not $game_party.inputable?
	    start_main
	  end
	  @info_viewport.visible = false
	  @actor_command_window.active = true
	  @actor_command_window.visible = true
	  textwhattodo = sprintf(VOCAB::BATTLE_START_SELECTION, @current_pokemon.name)
	  $game_message.texts.push(textwhattodo + "\\^")
    end
  end
 
  #--------------------------------------------------------------------------
  # * Update Party Command Selection
  #--------------------------------------------------------------------------
  def update_party_command_selection
    if Input.trigger?(Input::C)
	  case @party_command_window.index
	  when 0  # Fight
	    Sound.play_decision
	    @status_window.index = @actor_index = -1
	    next_actor
	  when 1  # Escape
	    if $game_troop.can_escape == false
		  Sound.play_buzzer
		  return
	    end
	    Sound.play_decision
	    process_escape
	  end
    end
    @actor_command_window.visible = true
    textwhattodo = sprintf(VOCAB::BATTLE_START_SELECTION, @current_pokemon.name)
    $game_message.texts.push(textwhattodo + "\\^")
  end
 
  #--------------------------------------------------------------------------
  # * Create Information Display Viewport
  #--------------------------------------------------------------------------
  def create_info_viewport
    @info_viewport = Viewport.new(0, 288, 544, 128)
    @info_viewport.z = 544
    @status_window = Window_BattleStatus.new
    @party_command_window = Window_PartyCommand.new
    @actor_command_window = Window_ActorCommand.new
    @status_window.viewport = @info_viewport
    @party_command_window.viewport = @info_viewport
    @status_window.x = 0
    @status_window.width = 544
    @actor_command_window.x = Graphics.width - @actor_command_window.width
    @actor_command_window.visible = false
    @info_viewport.visible = false
  end
 
  #--------------------------------------------------------------------------
  # * Go to Command Input for Next Actor
  #--------------------------------------------------------------------------
  def next_actor
	 loop do
	  if @actor_index == $game_party.members.size-1
	    @status_window.index = @actor_index += 1
	    start_main
	    return
	  end
	  @status_window.index = @actor_index += 1
	  @active_battler = $game_party.members[1]
	  if @active_battler.auto_battle
	    @active_battler.make_action
	    next
	  end
	  break if @active_battler.inputable?
    end
    start_actor_command_selection
  end
 
  #--------------------------------------------------------------------------
  # * Go to Command Input of Previous Actor
  #--------------------------------------------------------------------------
  def prior_actor
    loop do
	  if @actor_index == 0
	    start_party_command_selection
	    return
	  end
	  @status_window.index = @actor_index -= 1
    @active_battler = $game_party.members[1]
    next if @active_battler.auto_battle
	  break if @active_battler.inputable?
    end
    start_actor_command_selection
  end
 
  #--------------------------------------------------------------------------
  # * Start Execution of Battle Processing
  #--------------------------------------------------------------------------
  def start_main
   if $game_temp.in_battle
    $game_troop.increase_turn
    @info_viewport.visible = false
    @info_viewport.ox = 0
    @message_window.visible = true
    @party_command_window.active = false
    @actor_command_window.active = false
    @status_window.index = @actor_index = -1
    @active_battler = nil
    @message_window.clear
    $game_troop.make_actions
    make_action_orders
    wait(20)
  end 
 
  def active_battler
    return @active_battler
  end
 
  def spriteset
    return @spriteset
  end
 
end 
 
#--------------------------------------------------------------------------
#
# Battle Start - End
#
#--------------------------------------------------------------------------
 
 
#---------------------------------------------------------------------------#
# END /:/  END /:/ END /:/ END /:/ END /:/ END /:/ END /:/ END /:/ END /:/  #
# END /:/ END /:/ END /:/ END /:/ END /:/ END /:/ END /:/ END /:/ END /:/   #
#---------------------------------------------------------------------------#


#7 XIX

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Posted 25 May 2012 - 12:00 AM

http://rmrk.net/inde...ic,42745.0.html the guy making this game can help!

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