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Combo System Add-On for Mr.Mo's ABS

Since some asked for a Combo system for Mr.Mo's ABS (myself included :) ), I decided to create one. So this is just a small Add-On for Mr.Mo's ABS, which can be found here

So practically all credit goes to him :)
Also I want to thank ccoa for the help. She showed me how to reload the SP, which is very important for this Add-On.

Information:
If you youse this Add-On, your character won't be able to use skills normally. maybe someone who is a little bit more talented in scripting will find a way...
Reason: The attack key will be useless. you'll only use the skill key to attack. so every attack is a skill.

Furthermore, Each skill should use up 1 SP and the hero should have not more than 10 MaxSP (Ok. its possible more, but that will be hell long combos)

Now to the Add-On:

First make the attack button ineffective

Second use only one skill key

Then, replace in Mr.Mos ABS script the part update_player with this:

#--------------------------------------------------------------------------
# * Update Player
#--------------------------------------------------------------------------
def update_player
#Keep the current party leader updated
@actor = $game_party.actors[0]
#Update click time
@button_mash -= 1 if @button_mash > 0
return if @button_mash > 0
#Check Ranged attack
if Input.trigger?(@attack_key)
#Check State Effect
if STATE_EFFECTS
for id in $game_party.actors[0].states
return if STUN_EFFECT.include?(id) or PARALAYZE_EFFECT.include?(id)
end
end
return player_range if RANGE_WEAPONS.has_key?(@actor.weapon_id)
return player_melee
end
return if @enemies == {}
#Check for Skill attacks
for key in @skill_keys.keys
#next if @skill_keys[key] == nil or @skill_keys[key] == 0
next if !Input.trigger?(key)
if STATE_EFFECTS
for i in $game_party.actors[0].states
return if STUN_EFFECT.include?(i) or PARALAYZE_EFFECT.include?(i) or MUTE_EFFECT.include?(i)
end
end

# # # # # # # # # Combos # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #


if @actor.sp == 0

id = 0

elsif @actor.sp == 10

id = 1



elsif @actor.sp == 9

id = 2



elsif @actor.sp == 8

id = 3



elsif @actor.sp == 7

id = 4



elsif @actor.sp == 6

id = 5



elsif @actor.sp == 5

id = 6



elsif @actor.sp == 4

id = 7



elsif @actor.sp == 3

id = 8



elsif @actor.sp == 2

id = 9



elsif @actor.sp == 1

id = 10






end

#id = @skill_keys[key]

# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #

if RANGE_EXPLODE.has_key?(id)
return player_explode(id)
else
return player_skill(id)
end
end
#Check Item
check_item
end

Now the last thing to do is to add this in the SDK in Scene_Map update (thanks ccoa)

if (Graphics.frame_count % 80) == 0
for actor in $game_party.actors
actor.sp += 1
end
end

Now the first attack will be skill 1, the second skill 2 and so on.

so make sure, the mash time is low with these skills. to make a skill to a normal attack, just make a range skill with range 1.

Now if the player keeps slashing, the combo will work. if he stops slashing for few seconds, the sp will reload.

the cool thing is, that you can make more fork conditions within the combo system.

So in the part: if @actor.sp == 1
you can add e.g. if $game_variables[1] == 1
id = 1

elsif $game_variables[1] == 2

id = 4

and so on.

So in my game, the player will be able to create his custom combochains.
So I call this "Chain-System".



I know it wasn't much scripting.
But I hope it gives you some ideas how you can make something like a combo system :)
As I said, someone with scripting skills will be able to create something cool based on this Idea.

And because everybody always ask for screenies :) here you go.
(Althought it may not really show you the combochain, just an attack...)
The Blue ones are the combo-chains

http://img155.imageshack.us/img155/1561/ks3nn.png[/IMG]
 

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