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NeoABS

  • .:NeoABS:.


    Help me finish my animation engine! Spriter needed! Click here.


    Version Update: 01/11/2008

    "NeoABS" is my new Action Battle System. There is a list of features below. Once all the bugs are found and fixed, I will work on an Squad Based(SBABS) version of this script.

    To DO: Finish animation engine.(almost done)

    .:Features:.
    • Easy to use and setup.
    • Advanced AI Setup, Process, and Behavior.
    • Ranged Weapons and Skills(example: Arrows and Fireballs).
    • Allows Events to fight each other.
    • Allows for full key customization.
    • Allows unlimited number of skill and item hotkeys.
    • Allows Defend.
    • Kickback on weapons or skills.
    • Allows animation shrink.
    • Allows setting mash time for each weapon or skill and can use default mash if not setup.
    • Lets you setup Walls so the AI won't see beyond the wall.
    • Allows Dash and Sneak
    • Displays States such as poison on the map.
    • The items and gold retrieved spreads out to the map.
    • Player and Monster Animation Setup - Default, Individual, Weapon
    • Combo System - Displays different animation each hit. Check out weapon/skill settings.
    • Can turn on or off almost any feature.

    .:How To Use:.
    Please look at ALL the settings to fully use this ABS. There are many settings, check them out in the script.
    This is an information on the enemy setup. For examples, look at the demo.
    There is more then one way you can set it up. You can use a new comment for each line OR you can use 2 comments and fill them up as much as you can. The latter is used in the final boss of the demo.
Code:
#===============================================================================
# * Setting up an Enemy
#-------------------------------------------------------------------------------
# Comment: Enemy V   - Declares the even as an Enemy and get it's id
#                              -  V = Enemy ID from the database.
# Comment: Behavior [V1] [V2]  - Example: [1,2,4] [1,2,3]
#                                V1: 1,2,3,4
#                                1. Attack when see.
#                                2. Attack when hear.
#                                3. Attack when its friend is under attack.
#                                4. Attack if attacked first.5
#                                V2: 1,2,3,4,5
#                                1. Able to Attack.
#                                2. Stay at distance from hostile.
#                                3. Run when dying.
#                                4. Do not move.
#                                5. Do not turn.
#                                6. Don't display damage
# Comment: Range V1 V2         - V1 = The range it can see from.
#                              - V2 = The range it can hear from.
# Comment: HateGroup [V]       - The enemy will attack any enemy with it's id in the list.
#                              - The hate group enemies aren't considered allies. 
#                              - The player's hate id is 0.
#                              - Do not use the event ID, use the Enemy ID, you can find it
#                                in the Database, Enemies Tab.
# Comment: Speed V             - How fast will the enemy move when in battle
# Comment: Frequency V         - What rate will the enemy move and attack when in battle
# Comment: Respawn V           - Respawn Time. If 0, then don't respawn 
# Comment: Trigger V           - V = Trigger Number
#                              - Trigger 0     - Will erase the event.
#                              - Trigger 1 2   - Will turn on a switch with the ID of 2.
#                              - Trigger 2 5 9 - Will change the Varaible's value with the ID of 5 to 9. If 9 is
#                                                set to 0, the the Variable 5 will be added 1.
#                              - Trigger 3 1   - Will change the local switch of the enemy to 1("A").
#                                                1 = A
#                                                2 = B
#                                                3 = C
#                                                4 = D
#===============================================================================


  • .:Screenshot:.
    http://unknowncoders.com/rmxp/screenshots/screen_abs.PNG[/img]


    .:Instructions and FAQ:.

    Q: I can not open the demo!
    A: Download winrar.

    Q: What scripts do I need?
    A: Just the script and UCoders Module.

    Q: My game crashes and all I did was add the script to my game!
    A: You need to add them in the same order they came in the demo.

    .:Demo:.
    Updated - 01/02/2008
    Before you download, do read this!
    • Error Reporting
              Name the script you got the error in.
              Take a screenshot of the error.
              Record the line number and the line itself.
              Tell me what you were last doing.
    • Feature Request
              Tell me in details what you want.
    • The HUD comes as an add-on and has many functions such as displaying ammo on ranged weapons.
    • To use the HUD you'll need the gradient bars from the gradient folder.
    • If you plan to show the HUD in a Parallel Process Event, put a frame of wait before it.
    • Make sure to get Module UCoders as well...
    • The demo is an actual game! Although..I can't say its any good XD.
    • DownloadMirror 1 - UCoders FTP

    .:Tips from Users to Users:.
    No tips yet.

    .:Credits and Thanks to:.
    Mr.Mo - Member of "Unknown Coders"
    Credit to Trickster for the Gradient Bars.
 
Yeah I have been waiting for this!
Thanks so much Mo, your my hero lol.
I am still waiting on your UCoders to allow party members to switch, would
work great with a system like this.
 
Yes! It's finally here! I've been waiting for this since you announced it!


I did get an error, though.


When I defended against the mimic, this error came up.

<img src="http://img138.imageshack.us/img138/9930/screenshot1fx1.png">
 
Oh. my. god.
I love you xD
I must try this out now! I'll edit my post with how incredible this is when I'm done :P
 
Well when the two guys get killed or whatever. You have to go in Stealth Mode, next I went around got chest. Then went to left side where beast was swimming. I then tested to see if he would kill me, so I walked over by him, and the game got an error. This happened right about when he was about to touch me. That good enough :P
 
Man Mr.Mo your ABS's are so awesome.

You should try making a normal turn-based battle system.  That could turn out to be something incredible.

Ah well, your ABS's keep us occupied enough.
 
Awesome ABS :)
I love your scripts! I think this one is my favorite though. Works fine with no errors in my game.
I will absolutely be using this  :cool:
 
Hellladen":2u88llvr said:
Well when the two guys get killed or whatever. You have to go in Stealth Mode, next I went around got chest. Then went to left side where beast was swimming. I then tested to see if he would kill me, so I walked over by him, and the game got an error. This happened right about when he was about to touch me. That good enough :P

Good, don't get near it then XD


TheNamelessone":2u88llvr said:
Yes! It's finally here! I've been waiting for this since you announced it!


I did get an error, though.


When I defended against the mimic, this error came up.

Ok, will update in a sec
 
Link in Pink":zhlufj9b said:
Kinda looks like your original ABS... but without a cool HUD and player graphics.

However it is easy to set up. Good job :)

I always thought that HUD was ugly and overstuffed XD... I like simple and easy to understand things. I'm sure someone will take requests for HUD's sooner or later ;)

Fixed and Updated...
 
Well that's true that sometimes the HUDs took up a lot of the screen XD

Personally, the Unknown Coders are pretty awesome. Whoever they are O.O
 
Dragoon Vince":3bizdpw5 said:
I LOVE this script. However, when I added it to my game I got this error. :'(
http://img135.imageshack.us/img135/1484 ... rorqx5.png[/img]
I added all the graphics and ALL the scripts in the demo.

That same thing happens to me too. I get it when I try to call the HUD. It only errors like that when I put the code for the HUD in a parallel process, but if I put it in something like a player touch event, then it doesn't error.
 

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