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[RMXP] XMXS's Linear Motion Battle System

I hope i'm not necroposting but i was wandering, if XRXS really isn't supporting this script anymore, i wanted to know with XRXS approval would any good scripter or wannabe scripter would be up for doping this script up, it is a good battle system.
 

Yazus

Member

well in my opinion, this one and the XAS one (made by the same scripter BTW) are the most complex battle system out there.

I mean yeah this script is a pain in the ass after all, like humm 100 frames for only ONE pg in the battle (i know you can customize the number of frames but if you do like RTAB (40 frames) it would be bullshit).
But hey if you want to make a SERIOUS game with a very fluid animation and a very funny game, you should definitly use this.

I mean, with a lot of scripting you can do ADD-ONS like your own HUD etc, making your game like TOP for the ps1/gba!

I'm not the guy who know scripting wery well (i don't know script after all the last time i scripted something was in the 2005)

But in the right hands... this script would be amazing. Someone should contact Moghunter (the one who took care of XAS)
 
Okay, BRINGING BACK THIS SCRIPT!


I have fully and completely made really great stuff for this!


I've started a game... the only problem is...




REVIVAL ITEMS DON'T WORK!!!! ><
 
YUps Thats the same problem of mine. well anyway the revival skill still work at last. i try looking somewhere around fmbs 2 (ITEM) and i found this
Code:
make_item_action_result
then i searching on scene battle 4 and i found this
Code:
def make_item_action_result
    # アイテムをå
 
Just to announce that I'm currently working on my own "tales of" CBS for RMVX.
It's written from scratch. which means that i don't edit the default battle system, but replace it with new code.

So far, i got the camera system working(zooming, pan scroll, and parallax backgrounds) (http://rmxp.trebor777.net/rmxp/rmvx_parallax_cbs2.avi) And just created today the perfect-pixel sprite collision.(which is usable for other stuff(it's just a new method in the Sprite Class))

The offered gameplay will be similar to Tales of Destiny "Director's Cut"(a Jap PS2 game).
 
i'll fix revival item issue, i'm looking forward of your cbs tales of script trebor :)

This is the script
FMBS ITEM FIX
Code:
=begin
FMBS ITEM FIX ver 0.1
BY B@!LWORLD A.K.A iqbal_0k

Credit & Thanks - XRXS for this great battle system

  This Script Will fix revival item for usage of those item in battle only
  
  HOW to use this script
  
  - Put This script above main and under all FMBS script
=end

class Scene_Battle
  
  def Bailworld(scope)
    # Clear Target
    @target_battlers = []
    # If battler performing action is actor
    if @active_battler.is_a?(Game_Actor)
      # Branch by effect scope
      case scope
      
      when 1  # single enemy
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_troop.smooth_target_enemy(index))
        
      when 2  # all enemies
        for enemy in $game_troop.enemies
          if enemy.exist?
            @target_battlers.push(enemy)
          end
        end
        
      when 3  # single ally
        index = @active_battler.current_action.target_index
        @target_battlers.push($game_party.smooth_target_actor(index))
        
      when 4  # all allies
        for actor in $game_party.actors
          if actor.exist?
            @target_battlers.push(actor)
          end
        end
        
      when 5  # single ally (HP 0) 
        index = @active_battler.current_action.target_index
        actor = $game_party.actors[index]
        if actor != nil and actor.hp0?
          @target_battlers.push(actor)
        end
        
      when 6  # all allies (HP 0)
        for actor in $game_party.actors
          if actor != nil and actor.hp0?
            @target_battlers.push(actor)
          end
        end
        
      when 7  # user
        @target_battlers.push(@active_battler)
      end
    end
  end  
  
  def make_item_action_result
    
    #Clear Help Window
    @help_window.visible = false
    
    #Get item
    @item = $data_items[@active_battler.current_action.item_id]
    # If unable to use due to items running out
    unless $game_party.item_can_use?(@item.id)
      # Shift to step 1
      @phase4_step = 1
      return
    end
    # If consumable
    if @item.consumable
      # Decrease used item by 1
      $game_party.lose_item(@item.id, 1)
    end
    # Display item name on help window
    # @help_window.set_text(@item.name, 1)
    
    # Set animation ID
    @animation1_id = @item.animation1_id
    @animation2_id = @item.animation2_id
    
    # Set common event ID
    @common_event_id = @item.common_event_id
    
    # Decide on target
    index = @active_battler.current_action.target_index
    target = $game_party.smooth_target_actor(index)
    
    # Set targeted battlers
    Bailworld(@item.scope)
    
       for target in @target_battlers 
         #Make Animation
         target.animation_id = @animation2_id  
         target.animation_hit = true
         # Apply item effect
         target.item_effect(@item)
       end
   end
end
 
OMFG THANKY OU SO MUCH!

I have another question now iqbal... is it at all possible to incorporate a skill forcing thing... something where when you choose the skill option from the menu you can choose whose skills to use...

is that possible?  =/
 
Verdeni":hbkl3fas said:
I have another question now iqbal... is it at all possible to incorporate a skill forcing thing... something where when you choose the skill option from the menu you can choose whose skills to use...

is that possible?  =/
yup maybe, you can press r button on your gamepad or w button on your keyboard. so that you can choose any hero using that skill or maybe a little modification of the menu battle
 

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