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> [sub] Eventful Battle System v.1, VX's first(?) evented battle system!
Paper PokéMaste...
post Aug 9 2010, 12:35 PM
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Eventful Battle System v.1 is now complete! Here's a summary of what's going on with the EBS.

Description:

EBS is (as far as I know) VX's first evented battle system. It has the full features of a basic battle system. The only thing missing is the ability to fight multiple enemies or use multiple actors.
In terms of looks, it's similar to the battle system Chrono Trigger has. But in terms of function, it's a little more like Pokemon's battle system crossbred with Golden Sun's. O.O"
And even though the enemies level up with you, they still get easy after awhile.
One thing that I still need to do is offensive skills for the player. Right now, you can enter the menu and use an unlimited number of positive skills, but there's not support for offensive skills ATM. It's easy enough to do, but I'm feeling sorta lazy since school starts soon. >_>"
In any case, try it out, have fun, post, and most importantly, tell me what you think! >:]

Screenshots

This is what it says when a battle starts.

Attacking.

Found a Healing Item.

Action menu.

Taking damage from a skill



Features
Fully evented. Should be easy to fix any problems you might run into.

No need to manually set EXP/G values when defeating enemies.

Easier to make rare or conditional drops.


Running away takes you to where you entered the map.

Turn on a switch to mark a fight as a boss.

Access the menu during battle.

Regenerating enemies.

Simple to create custom skill sequences.


Enemies with levels!




Problems
Right now, you're limited to only one actor/enemy per battle.
If you walk into an enemy from a strange angle, the battle will look odd. No real effect on the battle though.
The EBS is very needy in the switches/variables area, so let's check which variables/switches and common events are needed for what.



Common Events

BattleStart


Actions (Actor)


Dead!


Attack (Actor)


Actions (Enemy)


Battle Processing


Regen (Enemy)


Drops (Enemy)


Skills (Enemy)


Stat Update (Enemy)


EXP Calc

To install, just copy the common events to the ones with the same IDs in your game. It'll save time.

You may use it in your game as long as I get a link when you finish it. No commercial games, please.

And, finally, what you've all been waiting for...

Download


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Alt_Jack
post Aug 9 2010, 02:58 PM
Post #2


Level 19
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Well, I can see why you need all those variables/switches. Nasty bit of business. But I don't understand why the enemy has to be Actor 2. huh.gif

Also, "Froid" means "cold" in French. happy.gif


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the Alternate Jacks event demo
As well as all of my images in one place, free for use.
Most of my images will be there, since this site takes too long to approve stuff and VX.net has no bulk uploader.
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Paper PokéMaste...
post Aug 9 2010, 03:20 PM
Post #3


Gotta catch 'em all!
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Group: Revolutionary
Posts: 633
Type: Event Designer
RM Skill: Skilled




The enemy doesn't *have* to be actor 2, but it allows for flexibility when writing the action text. If the monster's an actor, you can just change the name, but if it's not, then you need to make a ton of events like Slime attacks! Bat attacks! With an actor it's just \n[x] attacks!

And that's exactly why I named that one Froid. biggrin.gif
Je parle un peu francais. smile.gif


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Alt_Jack
post Aug 9 2010, 05:03 PM
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Still can't download it. wallbash.gif
Seems strange that you can only use 1 actor/enemy. I think I'm missing something in the process. huh.gif
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Paper PokéMaste...
post Aug 9 2010, 06:47 PM
Post #5


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Hmm you can't?
D:>
Eeyehh! You can't!

OK I fixed it...

When you play, you *might* understand, but as it is right now, the code isn't built to support more than one actor or enemy. An easy way to support multiple actors is use a message system that can show the face and name of the person in the first spot of your team and also KGC_LargeParty. That way when you go to the menu, you can just switch the lead member.

As for the enemies, I'm planning to do a Pokemon-like thing in which you kill one enemy end then ~BLARG~ another enemy appears!
Now that I actually think about it, it is "possible" but it doesn't look very nice. You could make it so that after you kill one enemy, you just set new stats, change the graphic, call the common events, and *boom* another monster! biggrin.gif
wait...
:/
Hmm. Nope, that wouldn't work. Well, not exactly. You could make a monster automatically regenerate some number of times before dying for good. But it's not the same. Dx

Version 2 will definitely include multiple monster and actor support.

Haha maybe I could just rebuild the VX engine with events... Maybe. .___."
I'd be the Yanfly of events.


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Paper PokéMaste...
post Aug 16 2010, 06:38 AM
Post #6


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Hey everyone. Just wanted to say that while I had a little fun with the EBS, I don't really like it that much so I won't be releasing any updates.
Feel free to add to it and upload your new version as long as you credit me for the original build.


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