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Adv Side-View Battle (Events)

I was bored so I decided to come up with a side view battle system with events.  It took about two days.  Honestly this is as good or better than most other scripted battle systems, except for the fact that there's no Health/MP HUD (I didn't want to use any scripts).

This is only version 1.  Next version I plan to add an ATB bar somehow.  Shouldn't be hard.  I'll just need a bunch more pictures.


Feel free to use this or look at the project to see how I did.  Although the coding is REALLY messy.  I didn't plan on releasing it unencrypted, but oh well. 

This would probably be a very nice system for a real project if you added HP/MP bars on the map and made some nicer looking menu selection buttons, mine are kinda gay.



Controls:
Up/Down: Navigate Battle Choices
D: Pick a Choice

It should be pretty easy to customize.  I'll go through this slowly.

Changing the Menu Buttons:
Just make some different menu buttons and name them Attack, Skill, Defend, and Item, and import them into the project.  It'll replace mine and you won't have to do anything.  If you plan to use this, I suggest making different ones.


Making Different Hero Skills:
To incorporate more skills, add a "next page" option to the show choice event in the Skill Part of the hero's choice event (page 2 of the event).  Make a new show choice and continue adding choices.  Simply make a conditional branch checking to make sure the Hero has enough MP for the skill and put whatever special effects you want for the skill, then decrease the amount of MP for the skill from the Arshes MP variable.  Make the damage, I make it random for more variety. \v[11] Damage!  (text event).  Decrease the enemy's health then turn on the enemy turn switch. Easy, yes?


Making More Items:
This is easier than making new skills.  Make a variable making sure the hero has enough of the item, then do the special effects of the item, then increase health or whatever.  Just make sure you turn on Enemy Turn at the end of the item.  You can make a new page of items in the show choice event, if needed.


Making Different Enemy Attacks:
This is also easy.  Determine the number of attacks you want the enemy to have, and set that amount in the random choices in the beginning of the enemy turn event.  After the self switch, make a conditional branch with every value the variable could be from the random.  In each one make an attack for the enemy.  It's smart to make more than one possibility for a normal attack to be chosen, just so the enemy doesn't use some big skill every turn.  As you can see in mine, 1 and 4 both make the enemy use a normal attack.


That's all you should need to customize.  If you have any questions, ask and I'll tell you what to do.


I may release a version 1.1 with comments added for easier understanding and to clean up the coding to make it easier to understand.


Hope everyone likes it :P

http://www.box.net/shared/ozs27m1d2x


Also: In that same project are me beginning a "Brawling" System, and two maps I made out of boredom.  :P



The thing that makes this better than scripted systems is that there's unlimited possibilities of customization and you can be as creative as you want.  You could have Arshes on top of a hill and his enemy below and when Arshes attacks he jumps down, attacks, and jumps back up, and one of his skills could be tossing a boulder down onto the enemies head.  That wouldn't be very hard, honestly.  And I don't know if it's just me, but if that were in a game, I would like it.
 
If I'm not mistaken, with this you can also have unlimited (within reason, like 10 at a time) party members?

I'm glad you came up with this. I'm too lazy to do so, and even then I doubt I'd succeed. I'll try it out very soon.
 
Ynlraey":2r0ihzh5 said:
I tried this out but the transition of the attack to skills are too slow for me, maybe speed it up?
To remedy (yes I've tested it now), just wave past all the events and such. You'll lack fade or quality in fading, but that's no problem, right?

On that subject (of speed), if and when I implement this coolio system, I'lll have my dudes running, not strolling forward and back. I say this system gets a big, fat :thumb: . Excellence!
 
Rey_J":yt2qills said:
If I'm not mistaken, with this you can also have unlimited (within reason, like 10 at a time) party members?

I'm glad you came up with this. I'm too lazy to do so, and even then I doubt I'd succeed. I'll try it out very soon.


Yeah there is pretty much infinite possibilities with every factor of the system.


@Ynlraey: Go into the system and delete all of the wait 1 frames and the changing of opacity picture events for the "Conditional Branch: Up is being Pressed" and with the Down being pressed too.  Just make it erase picture 1 then show the next picture at full opacity in 3 frames or something and it should be fine.  Not as fancy looking though. 

Also, thanks Rey_J.  I worked pretty hard on it. 
 

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