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ACBS - Atoa Custom Battle System 3.2

Atoa

Member

ACBS - Atoa Custom Battle System 3.2
by Atoa

Please don't post this script in other sites or comunity without autorization.


Last Update: 10 - March - 2011


Introduction

Finally my script is done.
This is the ACBS, an 100% animated battle system that allows you to create battles of different styles
Having a very high level of customization.
With this system you can make side view, front view or isometric battles.
And all of it without changing one line in the core script.

Features
• 100% Animated Battle
• Compatible with battlers of different styles
• Allows the use of different styles battlers at the same time
• Very high level of customization
• A lot of useful built-in systems
• A lot of add-ons to change the battle.
• When using an skill withou an assigned animation, it will use the weaponanimation automatically

Screenshots






Belive or not, this is the same battle system with different configuration.


A sample of the Chrono Trigger Add-On (There's various Cronos pallete because this was just an test)

Videos

http://www.youtube.com/watch?v=fYQB6rigIVU

How to Use

The most recomended is to use the demo as base of you projetc

If that isn't possible, copy the scripts between the script Scene_Debug and the script Main on the demo, paste them in the same order as they were on the demo

ADD-ONS

Theres a lot of optional script within the demo.
All of them are bellow the script Main, so they have no effect;

To activate them, just move them to above the script main, placing them bellow the battle main code


Configuring custom battlers

This is one of the better funcions of this script, allowing you to configure different patterns for the animations frames according to the battler graphic file name.

In the Advanved Configurations, you will find a place named "CUSTOM GRAPHICS POSES CONFIG"
In that place you can configure the poses individually for each graphic
img1-21.png


In red: This is the battler graphic file name.
Img10-13.png


In green: These are the basic configuration.
'Base' => [X, Y, SPD, Mirror]
'Base' = this is the value that sets the base settings, don't change.
X = number of horizontal frames. Numeric value higher than zero. Default 4.
Y = number of vertical frames. Numeric value higher than zero. Default 11.
SDP = Movement Speed. Numeric value higher than zero. Default 200.
Mirror = invert graphic. true or false. Default false.

E.g.:
'Base' => [4, 11, 200, false]

In blue: The blue values are the configuration of each pose.
Pose_ID => [Frames, Time, Loop]
Pose_ID = The Pose ID. Numeric value higher than zero.
Frames = Number of animation frames. Numeric value higher than zero.
Time = Duration of each frame pose.Numeric value higher than zero.
Loop = Animation Loop. true or false.

E.g.:
5 => [4, 4, true]


Important

The script have hundreds of configurable values, all of them with their explanation.
So, *READ ALL INSTRUCTIONS*
I won't give support to lasy people who doesn't read them.


Study the demo so you can see how everything was done.

Demo

Version 3.22 Demo
Atoa Custom Battle System 3


If you having problems in opening the projetc, copy the data, graphics and audio folders, create an new project, and paste it on the new project


FAQ

Q:Work on VX? You can do one for VX?
A:No and No.

Q:How do I use charset instead of sprites?
A:If you want to use charsets, it's better to use the SBS Tankentai XP. This script isn't good for using charsets.

Q:It's possible to do [insert here you function of choice]?
A:Like i said abov, I won't give support to lasy people. So explore the script configuration before asking.

Q:Can you add a system that do [insert here you function of choice]?
A:It's depends on the system, if i think it would be good i can add in an future update.

Q:The battlers are screwed, what happened?
Img5-13.png

A:If you're not using custom battlers, it's because the battler pattern is different from the default
So you must make an custom configuration for it.

Now, if it's already have an custom configuration, it's beacause the config is wrong.
Check the values like the ones indicated on the image bellow and see if they're right

img2-20.png

Credits and thanks
Created by Atoa

- To the scripters that had some of yours scripts used as study material or as base of some functions of the battle system
SephirotSpawn - (hbgames.org)
SleepingLionheart - (hbgames.org)
CCOA - (rpgrevolution.com)
Charlie FLeeD - (rpgrevolution.com)
Farenheight - (reinorpg.com)
RTH - (?)
XRXS - (?)
KGC - (?)
Cogwheel - (?)

- For helping with the system debug
XeloX - (hbgames.org)
Apocrifis - (hbgames.org)
Neoz Kaho - (hbgames.org)
No ID/dpoteat - (hbgames.org)
MayorAnime - (hbgames.org)
Linkei - (santuariorpgmaker.com)
NicholasRg - (santuariorpgmaker.com)
Darknan - (santuariorpgmaker.com)
 
:huh: This is most.... awesome. Definitely worth a look at. This looks very promising. Exceedingly excellent job Atoa! :thumb:
 
is this the updated SBS tankentai battle system with the summon add-on and compatibility with the materia script? Either way, i will have a look at this and help you in any way i can. Great work!
 

XeloX

Member

The battle system is very good but I think I've found few bugs in add-ons .

First when I use Overdrive add-on the overdrive skills are not blocked and when I use It that error shows up
error1.jpg
.

Second- when I use charge add-on the battle screen loads but the message with choice fight/run is not displayed. It stops at this point
error2.jpg
.

Third when I use Blitz skills this error comes up
error3.jpg
.

When I use reflect add-on this comes up
error4.jpg
.

Summons also are not working correctly.
error5.jpg
.
 

Atoa

Member

@gameguy27
100% i suppose. The current version of Materia system may clash with some of the add-ons. But i think it's not going to happen. and soon i will update the materia system.

@XeloX
Thanks for the feedback

Most of the errors was mistakes made by me during the translation.
I was careless and didn't test these thing in the eng version since it worked fine in the original.

My bad xD

I hope it now fixed

OMG.: i forget about the summons pose config. so they will be messed up. in about 1-2 hours i will be back with an fixed demo.
 
XeloX was faster then me here to tell you about the bugs :p i found exactly the same bugs. btw, if i want to use the rtp pattern instead of anilated battlers, where can i change that?
 

Atoa

Member

Download link updated.

@gRaViJa
i don't remember exactly wich line is (i'm not in home)
But the look in the Config 2 - Advanced.
There's a constant with the name of the battlers 001-Fighter01 and 010-Lancer02.

The definition is based on file name.
So add the non animated battlers filename on the array of non animated battlers.
 

Atoa

Member

Which skill combination?
All of them?

I would like to ask people to try on the skill combination in various combinations with the others add-ons, it's an complex code and any help is apreciated.
 

Atoa

Member

@XeloX
Strange, didn't get this error.

You was using another Add-on?

@cairn
the summon add-on for de SBS will be exact the same, just adapted for the SBS.
 

XeloX

Member

The error "Battle main code 569" shows up when Combination, Charge, and Reflect are used.
When I'm using only combination and reflect skill add ons this shows up( when the enemies where performing "enemy union").
error7.jpg


When Im using Combination and charge without Reflect there's no error.

When I'm using combination and summon add ons this shows up (when character was trying to use sumon).
error8.jpg


When I'm using charge and summon add ons this shows up (when characters uses summon).
error9.jpg


And when I use battle animated faces add on this shows up
error10.jpg
 

Atoa

Member

@XeloX
Thanks man, you really helping ^^

I will you add to the credits of the script, you deserve it o/

I will fix it soon as possible.
 
Starting a new game fixed all of my problems. For some reason somewhere in my saved games there was some sort of corruption or call or foul up that became an irrecoverable error. That, or it has somehing to do with the total amount of playtime logged in the game (I've over 50 minutes in the saves I was testing with).

The error I received is included below for case study by the developer (and in case it does happen to turn out to be something related to the total number of minutes played)

Argh! Not again!

Again, with the TypeError from 'no implicit'... same one I encountered with the Tankentai system.

Popped up out of nowhere. On the other script this happened everywhere. Now I only have it happening here? Argh!
All combat starts which bugged out Tankentai work fine now. But all combat starts created since generate this error.
What's the deal??


Full error:

Script '* Sideview 2' line 2451: TypeError occurred.
no implicit conversion from nil to integer

Again, as with before, it occurs just before I go into battle, before graphics or music are used.

result.push($data_armors[@armor5_id])
is what the engine is looking at.

The most confusing thing is that both errors point to exactly the same line of code, but each script is pointing to a line which contains completely different code. It's like it's getting halted right there with no given reason or explanation. I'll double-check everything to make sure my project is fine. What a confusing and nebulous error.
 

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