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Custom ATB + PseudoActive BattleSystem

Hello all! I was just going thru some of those nice battle system around, trying to gather out some ideas for a new cbs...
But afterall it seemed to be rather mind-peaceful to take base on a existing cbs and codeup for the differences...
So what cbs did i have in mind? Ahem, the graceful "Custom ATB + PseudoActive BattleSystem" of some sort...

features
  • ATB gauge fills while waiting
  • When ATB is full, gives character some ActiveTime
  • In ActiveTime, it would be as plain as a ABS, focusin on one actor
  • Multy-actors display
  • Focus on active actor change by cancel button

Background
I am pretty new around rmxp... some years ago i had something going on rm2k3, but back then my pc did go kapuf along with my data... i decided to retry with the scripting in rmxp, but my lack of experience in object-oriented-thingie had me pretty much confused.

http://img85.imageshack.us/img85/5623/yubattlepn3.gif[/IMG]
This is a nasty paintbrush-edited attempt of recreating what i had in rm2k3... atb bars were actually just changing colors from black to white...

Coding I have done so far
hmm... err.... nothing except some naugthy scratches...

Soooo... as i was saying, i COULD base on an existing ABS and add the atbs...
Now to some questions!

Questions
  • is there a need to event in parallel process to keep the atb flowing on over active time? or can it be made by script? it could use sleep(time) or something?
  • is there an analog method for those "parallel process" / "autostart" events in scripting?
  • is there a way to put simultaneous scripts in loops running? that solves all. does that solves all?
  • would it be possible (begginer-to-intermediate-scripter-possible) to fuse an ABS with the Scene_Battle, mixing in with the Scene_Map and stuff? to start battles with the event command and activate the events in troop database?

Remarks
  • i'm not asking for scripts / scripting, just some advices...
  • Thanks readers!!
  • for eventual helpers i would gratefully wash your dishes, just attach them on my mail... or i could trade it with some... err... gratitude!
 
As you are new, I recommend checking a pinned topic...
FORUM SCRIPT LISTINGS
Click on the image in my sig below

...which I try to keep fairly up to date with scripts available in the RGSS Submitted Scripts topic, and in the Downloads section. I will not say that I update it daily, but I endeavor to always have each week's lot of scripts listed and placed in their proper categories.

As such, you would want to check the Custom Battle Systems section of FSL to look through our available systems.

Answers
  • All ATB gauge-using system that's posted (even CTBs that use gauges) have that covered. No separate parallel process event required. But, you may wanna look at the script's 'setup/config' section to see how you want it to respond... ATB fill speed... How the ATB's trigger the battlers... etc.
  • An analog method? If you're familiar with RM2K/2K3, event triggers such as Parallel Process and Autostart work the same.
  • Simultaneous scripts running in loops... No answer there. Kinda need clarity on what you need to know.
  • Most ABS systems use Scene_Battle if they don't rewrite it. Just like RM2K/2K3 you can activate a battle by [events] on the map or through defined list of encounters. I haven't messed too much with the events in the TROOP database, but that's what it's there for.
 

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