Grim Angel
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+0
Sep 23 '05
BEFORE U START READIN THIS WAS NOT MADE BY ME I GOT IT OFF A WEBSITE SO DO NOT THANK ME FOR IT .......SOOO UMM ENJOY!!!!!!!!OHHHHH and if a mod would be kind enough to make this sticky so it doesnt go to the next page THANK YOU!!!!!!
So you want to make a custom battle system for your game? Or perhaps you just want to take a Zelda/Dark Cloud approach on your RPG to save battling time. Well, either way, reading this tutorial will get you started on a basic Action Battle System.
In order for you to understand this tutorial, you need to have a knowledge in these areas:
- Enter Password
- Change Switch
- Change Variable
- Set Hero Walk GFX (Change Hero Sprite Association on RM2K3)
- Play Sound
- Wait
- Fork Conditions (Conditional Branches on RM2K3)
If you do not know what one or more of these commands are, open your RM program and click the button titled HELP.
Okay, now here is what you need to set aside for your battle system:
- 2 Switches + 1 switch for each monster
- 2 Variables for coding + 3 Variables for each monster (e.g. having up to 10 monsters on the field uses 32 variables)
- Attacking poses for your character
Now, make a common event titled ABS (or whatever you want). It has to be a parallel process that only runs when ABS Enabled is on.
First, set Var[0001: Input Key] to 0.
<>Change Variable[0001: Input Key] = 0
Now, you want to run an Input Key/Enter Password so that you have to press the space bar to attack. So uncheck all of the boxes (including wait until key pressed) and check the box labelled 5.
Now, run a fork condition so that you can compare it to make sure it's the confirm key pressed.
<>If Var[0001: Input Key] 5
<>
<>Note: Changing the Attacking Variable and stuff goes here.
<>
Now, inside the fork condition, you want to set a variable called Attacking to 1, and change the hero sprite to a battle pose.
<>If Var[0001: Input Key] 5
<>
<>Note: Changing the Attacking Variable and stuff goes here.
<>Change Variable[0002: Attacking] = 1
<>(You set the hero's graphic to attacking pose here)
<>
Now, wait from 0.1 seconds to 0.5 seconds, depending on the weapon. If it's a swift weapon like a light sword. 0.1 to 0.2... if it's a heavy weapon, wait 0.2 before you set Attacking to 1, then wait for 0.1 to 0.3 (you can have multiple graphics changes).
Once the swing is done, you can either illustrate a backswing that takes 0.1 seconds before they're ready, or just set attacking to 0 immeadiately...
<>If Var[0001: Input Key] 5
<>
<>Note: Changing the Attacking Variable and stuff goes here.
<>Change Variable[0002: Attacking] = 1
<>(You set the hero's graphic to attacking pose here)
<>Wait 0.2 seconds
<>Change Variable[0002: Attacking] = 0
<>(Reset hero graphic to normal)
<>
Now that you have your attacking system complete, you need some monsters to be able to respond to it.
You can now press OK and click on your battle map.
Make a monster and set the graphics, on page 1 (no precondition), make it step towards hero at a reasonable frequency and speed. On Event Touch (meaning when either you touch it, or it touches you), make it force your hero to jump backwards one tile (do NOT use slipthrough!!) and take damage.
<>Move Event: Hero Start Jump Turn Opposite Dir. Foreward End Jump
<>Take Damage: (Hero Name) Var[0004: enemy1 atk]
<>Move Event: This Event Wait Wait Wait
Now, make a new page and set the precondition to Variable [0002: Attacking] is at least 1.
Now, here's the fun part. You're going to want to make the enemy take damage and jump away from the hero and if it's HP reaches 0, it dies... It's pretty simple, really...
<>Move Event: This Event Start Jump Turn Opposite Dir. Foreward End Jump
<>Change Variable[0003: enemy1 hp] - (Hero Name)'s Attack
<>If Var[0003: enemy1 hp] < 1
<>Change EXP: (Hero Name) 50 (Add)
<>Change Switch: [0002: Enemy1 Dead] ON
<>
Now, you make one more page for Switch [0002: Enemy1 Dead], no movement, and have no graphic...
Also, you can make a parallel process that turns Switch [0001: ABS Mode] off and Switch[0021: Area Clear] on...
P.S. When you re-enter the map, make this parallel if you want to auto-rejuv the monsters:
<>Change Switch[0001: ABS Mode] ON
<>Change Switch[0021: Area Clear] OFF
(Set all monster HP, attack, optionally defense, and then turn all the monster dead switches off)
<>Delete Event
That's all there really is to making an ABS, good luck making your games now.