Post by NASH7777 on Oct 12, 2005 21:34:40 GMT -5
ACBS GUIDE(v1.0)
By: Brock Nash
Sections:
~1-ACBS Basics: Set’s up just the basics for an ACBS game. Note you can make more or less enemies than the given E1-E6. It may be best to start off with one enemy then after everything is working, move on to the rest.
~2-Expanding the System: Currently incomplete
~3-Advanced Methods: Currently incomplete
~4-Legal Info
1. ACBS BASICS
•CREATE VARIABLES
E1X
E1Y
E1Z
E1D
E1HP
*repeat for E2,E3,E4,E5,E6,P,and T (P for party, T for target)
ATT
EATT
•CREATE FLAGS
E1Active
E1Damaged
E1Inv(ulnerable)
*repeat for E2,E3,E4,E5,E6,and P
Dead
•CREATE VFX
Create sword slashing visual effect
•CREATE SCRIPTS
||Target=Party
Load Game Info
TX=Party X
TY=Party Y
TZ=Party Z
TD=Party D
THP=PHP
||Target=E1
TX=E1X
TY=E1Y
TZ=E1Z
TD=E1D
THP=E1HP
*repeat script for E2,3,4,5,6
||TargetFWD1
SB: TD=0
~TX=TX+1
SB:End
SB: TD=1
~TX=TX+1
~TY=TY+1
SB:End
SB: TD=2
~TY=TY+1
SB:End
SB: TD=3
~TX=TX-1
~TY=TY+1
SB:End
SB: TD=4
~TX=TX-1
SB:End
SB: TD=5
~TX=TX-1
~TY=TY-1
SB:End
SB: TD=6
~TX=TY-1
SB:End
SB: TD=7
~TX=TX+1
~TY=TY-1
SB:End
*repeat script for BK1,RT1,and LT1
||MakeE1
SB: REPEAT
Load Event Info
E1X=Event X
E1Y=Event Y
E1Z=Event Z
E1D=Event D
Wait 5
SB: End
*repeat for E2,E3,E4,E5,E6
||dmgEnemy
SB:TX=E1X
~SB:TY=E1Y
~~E1Damaged=ON
~SB:End
SB:End
(repeat in script for E2-E6)
*repeat for P(party) *add game info load, and load into proper spots
||Basic Sword Attack (square button)
Call: “Indirect Effect”(see final script)
Call: “Target=Party”
Call: “TargetFWD1”
ATT=1
Visual Effect: Party: Sword Attack
Call: “dmgEnemy”
||Enemy Action
SB: Repeat
~SampleVar=1?2
~SB:SampleVar=1
~~Call: “Call: “Target=E1”
~~Call: “TargetFWD1”
~~Visual Effect: Event: Sword Attack
~~EATT=(damage number here)
~~Call: “dmgParty”
~SB:End
Wait 30F
SB:End
||E1dmgCheck
SB: Repeat
~SB: E1Damaged=ON
~~Wait 30 (May flash event here)
~~E1Damaged=OFF
~SB:End
~SB: E1Damaged=ON
~~E1HP=E1HP-ATT
~~E1Invulnerable=ON
~~E1Damaged=OFF
~~SB:E1HP<=0
~~~Event Removal
~~SB:End
~SB:End
SB: End
||Basic Enemy1 (Action Script)
E1HP=(any#)
E1Active=ON
E1Damaged=OFF
E1Inv(ulnerable)=OFF
Apply Together
Call: “MakeE1”
Call: “E1dmgCheck”
Call: “Enemy Action”
Event Move: To Party 30F
||Invisible Event (Action Script)
SB: Repeat
~SB: PDamaged=ON
~~Wait 30
~~PDamaged=OFF
~SB:End
~SB: PDamaged=ON
~~PHP=PHP-EATT
~~PInvulnerable=ON
~~PDamaged=OFF
~~SB:PHP<=0
~~~DEAD=ON
~~~Screen Color= all of one color solid
~~~ScreenDisplay:Text Block: “Game Over”
~~SB:End
~SB:End
SB: End
||Indirect Effect (that is always on, that checks after every step)
SB: DEAD=ON
~Do whatever you want when the character dies here
SB:End
•What’s Left?
Make an event for the enemy with the Enemy actions script
Make an event for the invisible event that keeps track of when the party is hit
Make a system event with the Indirect script
Make indirect effect based off checking after every step
Make a system event for [] button
Make [] button go to the proper system event
Make default value for starting HP
Place invisible event, enemy event, and set start point
TEST IT OUT!
4. Legal Info
This document is intended to help those wanting to make an ACBS game. If you use this system or any part of it please note me in your credits. Unauthorized reproduction or editing of this document is prohibited. All rights reserved to Brock Nash.
©Brock Nash
EDIT:
Newest Version of .txt document can be foundhere:
wah.midco.net/brocknash/ACBSguide.txt
Current version 1.1
By: Brock Nash
Sections:
~1-ACBS Basics: Set’s up just the basics for an ACBS game. Note you can make more or less enemies than the given E1-E6. It may be best to start off with one enemy then after everything is working, move on to the rest.
~2-Expanding the System: Currently incomplete
~3-Advanced Methods: Currently incomplete
~4-Legal Info
1. ACBS BASICS
•CREATE VARIABLES
E1X
E1Y
E1Z
E1D
E1HP
*repeat for E2,E3,E4,E5,E6,P,and T (P for party, T for target)
ATT
EATT
•CREATE FLAGS
E1Active
E1Damaged
E1Inv(ulnerable)
*repeat for E2,E3,E4,E5,E6,and P
Dead
•CREATE VFX
Create sword slashing visual effect
•CREATE SCRIPTS
||Target=Party
Load Game Info
TX=Party X
TY=Party Y
TZ=Party Z
TD=Party D
THP=PHP
||Target=E1
TX=E1X
TY=E1Y
TZ=E1Z
TD=E1D
THP=E1HP
*repeat script for E2,3,4,5,6
||TargetFWD1
SB: TD=0
~TX=TX+1
SB:End
SB: TD=1
~TX=TX+1
~TY=TY+1
SB:End
SB: TD=2
~TY=TY+1
SB:End
SB: TD=3
~TX=TX-1
~TY=TY+1
SB:End
SB: TD=4
~TX=TX-1
SB:End
SB: TD=5
~TX=TX-1
~TY=TY-1
SB:End
SB: TD=6
~TX=TY-1
SB:End
SB: TD=7
~TX=TX+1
~TY=TY-1
SB:End
*repeat script for BK1,RT1,and LT1
||MakeE1
SB: REPEAT
Load Event Info
E1X=Event X
E1Y=Event Y
E1Z=Event Z
E1D=Event D
Wait 5
SB: End
*repeat for E2,E3,E4,E5,E6
||dmgEnemy
SB:TX=E1X
~SB:TY=E1Y
~~E1Damaged=ON
~SB:End
SB:End
(repeat in script for E2-E6)
*repeat for P(party) *add game info load, and load into proper spots
||Basic Sword Attack (square button)
Call: “Indirect Effect”(see final script)
Call: “Target=Party”
Call: “TargetFWD1”
ATT=1
Visual Effect: Party: Sword Attack
Call: “dmgEnemy”
||Enemy Action
SB: Repeat
~SampleVar=1?2
~SB:SampleVar=1
~~Call: “Call: “Target=E1”
~~Call: “TargetFWD1”
~~Visual Effect: Event: Sword Attack
~~EATT=(damage number here)
~~Call: “dmgParty”
~SB:End
Wait 30F
SB:End
||E1dmgCheck
SB: Repeat
~SB: E1Damaged=ON
~~Wait 30 (May flash event here)
~~E1Damaged=OFF
~SB:End
~SB: E1Damaged=ON
~~E1HP=E1HP-ATT
~~E1Invulnerable=ON
~~E1Damaged=OFF
~~SB:E1HP<=0
~~~Event Removal
~~SB:End
~SB:End
SB: End
||Basic Enemy1 (Action Script)
E1HP=(any#)
E1Active=ON
E1Damaged=OFF
E1Inv(ulnerable)=OFF
Apply Together
Call: “MakeE1”
Call: “E1dmgCheck”
Call: “Enemy Action”
Event Move: To Party 30F
||Invisible Event (Action Script)
SB: Repeat
~SB: PDamaged=ON
~~Wait 30
~~PDamaged=OFF
~SB:End
~SB: PDamaged=ON
~~PHP=PHP-EATT
~~PInvulnerable=ON
~~PDamaged=OFF
~~SB:PHP<=0
~~~DEAD=ON
~~~Screen Color= all of one color solid
~~~ScreenDisplay:Text Block: “Game Over”
~~SB:End
~SB:End
SB: End
||Indirect Effect (that is always on, that checks after every step)
SB: DEAD=ON
~Do whatever you want when the character dies here
SB:End
•What’s Left?
Make an event for the enemy with the Enemy actions script
Make an event for the invisible event that keeps track of when the party is hit
Make a system event with the Indirect script
Make indirect effect based off checking after every step
Make a system event for [] button
Make [] button go to the proper system event
Make default value for starting HP
Place invisible event, enemy event, and set start point
TEST IT OUT!
4. Legal Info
This document is intended to help those wanting to make an ACBS game. If you use this system or any part of it please note me in your credits. Unauthorized reproduction or editing of this document is prohibited. All rights reserved to Brock Nash.
©Brock Nash
EDIT:
Newest Version of .txt document can be foundhere:
wah.midco.net/brocknash/ACBSguide.txt
Current version 1.1