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Post by NASH7777 on Feb 13, 2006 22:06:02 GMT -5
That Jap vid of rpgm2 got me thinking I really wanna make sometthing "more" active. I mean zelda is active, but it's not really combo-exciting active. It's a very simple active. But I wanna do something intense. So I'm thinking of revamping half the shadow system into this. Or adding an extra game with shadow. Or make it a new game in itself. That will run my 3rd generation Active Custom Battle System.
That being said, this topic will be my ramblings of ideas and what-not on how it will work. What ideas I'm throwing around etc... To some of you it may not make any sense to others familiar with an ACBS scripting concept...you may enjoy reading and possibly even contributing. So without further adeau(sp?)
~~3rd GENERATION ACBS~~ Well the distinct difference will be taking away the enemy limits from the 2nd generation. I fixed most delay problems in the 2nd gen, but If I want multiple slime enemies, have to make multiple events for each enemy slot, and rig it all up right. In the 3rd gen, I will make one slime event, and place as many as I want of em. And it will run smooth.
Also another plus is I won't have to make all those variables for Enemy1HP,Enemy1MP,EnemyAtt, Enemy Def,etc.. through enemy6. Since every event has I know atleast one variable unique to the event. I will use that to store all this info, and parse it to get it in and out. I can't recall how many characters a variable can be long but i think it's something like 8. So if I instill values for each place value properly to reflect stats I can get this to work. Something to the effect of: ABCDEFGH (each being a place value of the variable) I could have: FGH be the HP DE be the MP BC be the Att A be the mode(attack,flee,super,etc...)
I will work on that later. So if in the action script of every enemy event I have it load in that enemy variable to what I want then run a looping damage script and attack script, that should work perfectly.
For the party, I'll use my new technique to program any button and make some sweet combos and stuff. The Damage system in my 3rd gen will be nothing like the other 2. Since I won't have enemy1 and enemy2 junk like that I won't need to check through them or anything. That will all be done through the events themselves. But I will need an attack area. The only problem this creates is that weapons like guns or projectiles or explosions have more than one damage area. They hit a ranged area. Thus I have something planned like this. When you do an attack. There will be these variables to fill: ATTVal ATTtype X1 X2 Y1 Y2 ATK#
A little more explanation is required. ATTval will be the damage the attack does, like 40hitpoints, ATTtype would be like if it's damage attack, healing, or special effect like a wind gust that knocked enemies back. The X1,X2,Y1,Y2 are actually to make the attack field. The X1 will be the lower value X, same with Y1. Together they will make a box where the X doesn't change. But Y does it will create a OOOOOO :type attack
or if X changes but y doesn't O O O O O : type attack
If neither change it will be a single spot attack like a sword (O)
If both change it will make a square of some sort: OOO OOO OOO
The ATK# will always be a plus one from what it use to be and loop back to 0 after 9, THIS IS NECESSARY. In the events I will keep track of this value so that once an enemy is damaged by the attack they won't be damaged by the attack again. How it will work is in the event variable I will store the last ATK#. As the damage check loops if the ATK# matches the event's last ATK# there will be no damage done since they've already been damaged by that attack.
The Enemy attacks will work the same way the parties attacks work, just different variables, but serving the same purpose. I will have it check for damage in the "looping" called script in the enter map script. See how simple the battle system really is so far?
~~~~~~~~ GRAND TEAM IDEA
Ok I've wanted to do this in a game for quite some time now. I want to have AI allies to aid you. You will be able to give them Commands via an in game menu you can bring up. Commands such as, how close you want them to you, what kind of attacks they should do, or if they should aid you and other members, and etc... This sounds very complex but really isn't so bad. Here's how it will work:
The event will have it's variables for what range mode, attack mode, etc... But it will use the same attack variables for you as in the damage area and stuff. The AI switching will work by a simple duplication of the event and removal of the old one. Some standard AI commands like if it's on Aid mode it will do HP checks to see whose health get's low and heal those members, etc... However having the AIplayer attack the enemy will be tricky. Here's what I have planned. Have an option for the AIplayer to attack whoever the party is attacking. This will work in the enemies damage script, when the enemy is damaged have it load the event Number into a variable we'll call "recently attacked", then in the player AI have it load that event info and check it's x,y,z etc.. to find it's distance and stuff so it can turn the proper direction and attack. Another way would be when an event attacks the AI player, I'll have to make an enemy attack variable to load with the attack and have that saved into the AI player's var for it. Then have it load that events x,y,z and have the AIplayer attack it.
The same thing would work in reverse concept for the enemies attacking the AI players.
~~~~~~~ Summary so far.
Well I have a good draft started. The AI players will be tough but fun to make. The attack system should work flawlessy. When I get more ambitious I'll post different attack ideas like a wind attack that blows enemies back and what not. Other game mechanics and what not.... Feedback always wanted even if it's just a "great idea man".
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Post by Rodak on Feb 14, 2006 3:51:44 GMT -5
You make me wish I enjoyed active battle systems more.
But I suck at such games.
I am dyslexic and always press the wrong button.
And I can't stand button combinations.
But you do this so well that I just gotta be impressed!
It's not for me (I'd just end up letting the AI party do everything), but Wow...
Great Thinkink!
I can see where your system is still evolving and still getting better.
Keep at it!
Peace.
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Post by rpglover88 on Feb 14, 2006 16:18:31 GMT -5
Wow, If you can get it like "TAKE" then that would be amazing and almost impossible to except(j/k). Nash you truly are a CBS king.
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Post by Bigfoot on Feb 15, 2006 2:40:05 GMT -5
If you can come up with something that is on par with Takes, or even better, then I am all for it. It will be a lot of work making such a system, but in your very well described post, it looks like you already have a good idea on how to go about this. And posting more than 5 enemies at once would be very convient. Working around this isn't that tedious, but having bigger limits would definitly be handy. Making a health system that works within the action script is a very good idea, but how will you cordinate enemy movement/AI along with a health system? Probably easier then it sounds, But I look forward to learning how you will do this. As for making a more "active" CBS system, that is something I have been aiming for the past 6 months. (But I have barely touched mine.) I have a working combo system with Josaigdan, and I have tried many methods of doing this, such as button: wait command, and a event that keeps track of variables. (The button: wait command works alot better, the varialbes get mixed up easily when you whale on the X button, so avoid that route.) I look forward to hearing results.
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Post by NASH7777 on Feb 15, 2006 8:35:46 GMT -5
Well I started on it last nite and IT WORKS!!! All a made was a simple sword attack but it works sooo well. Like Delay free for execution with the program any button command and delay free for damaging enemy. They instantly do my temparary animation for damage (i half their size then put em back). However I did eventually run into a problem.
When I placed one enemy everything worked flawlessly, so I placed the same exact event a few spots to the side. Test played...everything still worked well. Placed a third event..here is where some stuff got tricky. I would damage and kill two of them, then sometimes the third one would magically have infinite HP. I would attack it..it would do the animation...attack it again...animation...etc.. but it would NOT DIE. I attacked it 1 billion times over to no avail. I have a few theories as to why this is happening, especially since it doesn't always happen. I believe that when you attack again while an event is still going through being damaged it some how screws up the variables or something. Since they do do the damage action again. It's cool how you can attack in rapid succession though but I may have to limit this to an extent.
Also a note, i found that when I set a damage area like after that sword attack, yeah it only attacked a specific event ONE time like it was suppose to...however if I didn't attack again and another event went over that damage spot they would be damaged even though the sword attack in that spot had been over for quite some time. All I had to do is in the sword attack script, after setting the damage area I waited a frame or two so the enemies could recieve damage then set a new attack area with x1 and y1 being greater than x2 and y2, basically a damage area that would apply for now one. However this got me thinking that if I didn't reset a damage area right away at the end of an attack, I could have like a magic attack that set a fire some place and the fire could stay at that spot and damage for as long as I needed.
~~~~~~~~~ Another issue I notice at school yesterday but didn't bother with it last night was the fact of damage areas can only be square...which for the most part is fine. But a square based attack range when facing a diagnol direction...means a diamond shaped attack area. That in mind i will either have to come up with a second possible damage shape OR just exclude the ability to attack from diagnols, not they'll be heavily used in this game anyways. A lot of your attacks will spin and junk attacking a braoder range and some of the diagnol areas to the party so there shouldn't be much worry. ~~~~~ So the battle system will run smooth like a smoothie and I got only a couple quirks to work out so far. I think it will be an awesomesystem when I get done.
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Post by Doan the Nado on Feb 15, 2006 10:48:48 GMT -5
This is sounding pretty good. One idea for your "infinite HP" problem... what is your condition for death? Is it HP = 0? Try changing it to something like HP < 0 and perhaps it will alleviate your problem. My guess is that two attacks hit enemy 3 simultaneously (a problem in itself) when its HP was 1 and it knocked the HP down to -1. Subsequent attacks would continue to lower the HP and it would never reach 0.
Of course, when using one composite variable as you mentioned in your first post, this would cause even bigger problems. If HP overflowed its place by going negative, it would actually set MP to one less than it was and HP would go to 999. My recommendation is to try to iron out the problem of attacks affecting two enemies. This could be a problem of Load Event Info in action scripts, in which a loaded variable is getting over-written by another Event's Load before the previous script completes. This was a huge problem in the Pac-Man game that I tried to make, and eventually forced me to give up on it... all 4 ghosts would move the same way, with one moving the way it was supposed to and the others mimicking it (going places they weren't supposed to).
I think the solution to this bigger problem may be some sort of event handler. With one action script controlling the action for all events, you would be sure that no Loads were over-writing each other. This creates an entirely different problem in that duplicate events may be hard to work with since Event Control couldn't be used to target the desired one (would it target them in the order they were placed on the map?).
At any rate, there seem to be a few problems that need to be worked around, but obviously there are solutions to them. Good luck with this project, and I look forward to seeing how it turns out.
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Post by Jugem on Feb 15, 2006 12:15:30 GMT -5
Well, just thought I'd keep the competitive juices flowing... I'm at work on my "2nd Generation ACBS". Hopefully we can push ourselves to come up with some active battle systems that put TAKE's to shame (and I think we will). My approach seems like it will be completely different from yours. There's one play control drawback (for action-adventure/rpg games) with RPGM2 that I think I've found a solution for, but it requires my completely different approach for that. Looks like you've got something good going as well. So good luck to ya, and let's get some great acbs games out there.
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Post by NASH7777 on Feb 15, 2006 20:39:52 GMT -5
This is sounding pretty good. One idea for your "infinite HP" problem... what is your condition for death? Is it HP = 0? Try changing it to something like HP < 0 and perhaps it will alleviate your problem. My guess is that two attacks hit enemy 3 simultaneously (a problem in itself) when its HP was 1 and it knocked the HP down to -1. Subsequent attacks would continue to lower the HP and it would never reach 0. Of course, when using one composite variable as you mentioned in your first post, this would cause even bigger problems. If HP overflowed its place by going negative, it would actually set MP to one less than it was and HP would go to 999. Ha, I've created a few too many ACBS too do that silly mistake. I have a thing that minuses the EHP parse then if it's <0, I have it change it to 0. Then when it recomposes the enemy's var it stays in tact. This is what I figured must be causing the problem last night..but then I realized...If I killed two of the enemies....and the third won't die...The other two's action scripts aren't even running to intefere! So how can it be when those events have been removed. I'm gunna mess with it and see what is exactly happening to the variable and what not. But thanks for the encouragement Doan, you too Jugem. It will be exciting to see what we can do :-). If the event string loading doesn't work exactly how I want it to, I'll just have to convert and get it to work with custom variables for the enemies. It's just so much more convenient to use the event's premade variable. I'll probably work on it more tonight...in fact in a few minutes maybe....
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Post by NASH7777 on Feb 16, 2006 8:50:54 GMT -5
Well it took me forever to figure it out. And it happened to be something so simple. I have a habit of copying and pasting scripts. Well I did it somewhere and forgot to edit how I was suppose to. Basically my Att# variable which add ones each time was suppose to loop at 9 back to 0...well it wasn't happening, and being that its the variable I use for slot/digit 8 of the enemy's variable. So when it exceeded 9 named the variable. It kept changing the enemy's variable to 999999999. Which is why some wouldn't die. Otherwise there's only one thing that doesn't work perfectly in the system so far, I'ld say 90% of the time it works but on occasion when you attack an enemy another random one will be damaged. I don't think this is a major big deal as yur other enemies you just may have to attack one time less or something but if it can be easily fixed I'll do it.
I also made a my first sample custom combo attack. Currently it's just /\ /\. The first is a sword slash then pressing it again you swing in a circle and attack one space all around you. They work awesome. So it's just more advancing the system from here I guess.
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Post by doyleman on Feb 16, 2006 11:06:06 GMT -5
a simple solution to any problem in a acbs is open the debug menu and look at all the variables reffering to the particular enemy.
Anyway, I have something I'd call an ACBS v. 2.5 that I whipped up for my bro awhile ago. it's very effective, and has it's own unique method of checking area.
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Post by NASH7777 on Feb 18, 2006 20:31:43 GMT -5
OK for the combo attacks. Just with your basic sword attacks you can do 9 possible different combos. They all branch to different ways based on what's around you. Like one's a reverse attack so if an enemy is behind you as well. While another spins your sword attack in a circle hitting all around your, or one charges etc... The magic attacks that are planned are pretty good too.
I also should start on AI scripts for assisting players, and some enemy AI and attacks as well. Would help if I actually had a story and characters planned out lol!
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Post by NASH7777 on Feb 19, 2006 21:37:39 GMT -5
Ok I worked on the sword. Here's the combos that work so far for it: X XX XXX XXO XX/\ XX[] XX(direction) XO X[] X[]O X[]X ~~~~~
Your basic attack to stronger attacks, then there's the spin attack, reverse attack, broad swing, charge attack.. etc... built into those combos.
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Post by NASH7777 on Feb 20, 2006 15:07:07 GMT -5
I wasn't sure if I was gunna need or add a Z check for attacks, but now I'm pretty sure I am. My next weapon I'm gunna add is gunna be a either a bow or pike/trident thing. They will have a few height related attacks. It will be weaker than the sword but will have much more range. I have the combos drafted out, and it shouldn't be anything that I can't do. The sword combo system was soooo easy and convenient to make I hope the rest follow suit.
After that I will probably add some Magic skills. I have all the main elemented ones planned out, but I'll have to make a health and mp meter. Then after I get some sweet battle attacks going....I need a way for you to lose the battle. So enemy attacking and AI will be next, I spose I'll have to start on the Allies when I start making the enemy AI as well.
I noticed in rewatching "take" that your basic sword attack has a huge range and everything is so overdone. My magic will be overdone like that. But the basic sword attacks and stuff I don't think I will quite that extreme.
I should also test sometime the limits. Like place 20 enemy events and see how well it runs...hehehe. I'll have to save before testing as eventually it ill probably freeze. But it runs so smooth with a bunch already, I should have no problem.
Also thinking about doing some charge times for magic spells. But the system is coming good.
Also for the game itself, I'm thinking some sort of Ruin Excavator or something. Travel all over the world in ancient ruins against beasts and monsters and what not collection crystals or something.
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Post by Doan the Nado on Feb 20, 2006 23:04:50 GMT -5
This is sounding better and better the more I hear. I hope all of the events in one place work out for you.
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Post by Rodak on Feb 21, 2006 2:14:49 GMT -5
I noticed in rewatching "take" that your basic sword attack has a huge range and everything is so overdone. My magic will be overdone like that. But the basic sword attacks and stuff I don't think I will quite that extreme. I noticed that too, but I thought it was a magic sword! 20 enemies??? Let me know if that works! I look forward to a demo of this, even if I won't be any good at it! Peace.
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Post by NASH7777 on Mar 5, 2006 19:02:49 GMT -5
Believe it or not, 20 enemies work. But the enemies were simple and only did a sword attack.
Well I MADE AN AWESOME health guage. It starts out green and when you get hit the green goes down but there's yellow as a background color to it. Once the green goes down the yellow goes down, and then there's orange after that, then red and after the red depletes it's game over. Haha. The health meter finds the % of health which determines how full it is. 100% is full green then it has set intervals for ever 5% all the way down. The Magic guage only goes down in one bar unlike health but it slowly changes color as it heads down from blue to purple/pink to red. It's measured in 10% intervals.
I also made this rotating 3/4 spin circle. And you can only get through at the 1/4 left open as it spins. This is achieved with my new system I have a character effect thing in the enter map script. So I can apply any effect on the party at any time even with movement, so I have them when they hit the blade they get damaged and pushed back one spot.
I'm gunna make a few more trap type things. Like falling ice chunks, fire shooters, spears from floors, and my favorite -enclosing walls- to crush the character. I still need to put some direction on this game...as in purpose. But it's pretty cool so far.
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Post by Doan the Nado on Mar 5, 2006 19:35:01 GMT -5
Sounds like a lot of sweet features. I can't wait to see some kind of preview...
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Deleted
Deleted Member
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Post by Deleted on Mar 5, 2006 22:49:51 GMT -5
Certainly!! You're mad Nash, mad.
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Post by BloodKnight on Mar 5, 2006 23:25:54 GMT -5
Well I MADE AN AWESOME health guage. It starts out green and when you get hit the green goes down but there's yellow as a background color to it. Once the green goes down the yellow goes down, and then there's orange after that, then red and after the red depletes it's game over. Haha. The health meter finds the % of health which determines how full it is. 100% is full green then it has set intervals for ever 5% all the way down. Hey, I did that too! Only... my health gauge is just green, with a yellow "damage indicator" like in the fighting games(if you ever played Tekken 3, that's what the bar looks and operates like). I have it set at 2% intervals. It's easier to do it your way, but I wanted mine to look purdy. I wanted to go the whole 9 yards and implement number values too, but the game slows down after the 1's digit is displayed. Any advice for that?
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Post by gangstahfolife on Mar 5, 2006 23:30:27 GMT -5
Hey Nash! I don't understand anything your saying. I don't even know what a variable is, lol. But it looks like your doing a good job. Keep up the good work!
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Post by BloodKnight on Mar 5, 2006 23:40:34 GMT -5
Yeah, I wanna see a preview too, preferably in vid form.
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Post by NASH7777 on Mar 6, 2006 8:25:27 GMT -5
Eventually I'll put something out, but I fear Rodak's dyslexia especially with this game. Who knows what the video would be of?! Hehe, Rodak...does that ever hinder your science work?
I think I'll make a tutorial level, release that as a semi demo. Then start on the actual thing. I still am dreading starting the AI party members...it could get ugly. The scripts are gunna blow my mind as I scroll through all the conditional branches...remind me to put lots of notes....and i NEVER have to use NOTES...*sigh.
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Post by doyleman on Mar 6, 2006 9:34:14 GMT -5
heh, i made a health bar like that for my brother about a month ago (it also works on 2% intervals)
but, i guarantee if my brother works on his game as he has planned, it will be amazing. Heck, I was amazed at some of the things in it, and it has no enemies or story added yet. (take really inspired some i see, lol)
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Post by Rodak on Mar 6, 2006 18:23:58 GMT -5
Eventually I'll put something out, but I fear Rodak's dyslexia especially with this game. Who knows what the video would be of?! Hehe, Rodak...does that ever hinder your science work? Don't worry about me. Your work is still impressive, I just get lost because I am playing games (and even making them) to relax. The hand - eye coordination required is not relaxing to me. I can relax to a game of chess, but not to juggling! If I focus and really put forth the kind of mental effort that is draining, I can get past it. Like I do at work and school. But to relax, it is just too much work! Did that make any sense? Oy.
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Sion
RPGM2 Helper
The Prodigal has returned!
Hero of the forsaken winds...
Posts: 152
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Post by Sion on Mar 31, 2006 9:33:56 GMT -5
I'm impressed, But I've always been in this case, your always ready to continue and ascend by creating new things, and strecthing the possibilities of RPGm2 to lengths never known. ;D
I hope you continue to bring new systems to the console RPG Maker communities. You never tell me about your little projects anymore.
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