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> <<-- Omegazion's Roguelike Battle System -->>, Release v1.06
omegazion
post Jan 20 2009, 06:33 AM
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<<-- Omegazion's Roguelike BattleSystem -->>

Version: 1.06
Author: Omegazion
Release Date: 01-20-2009


Introduction


ORBS (Omegazion's Roguelike battlesystem is a script for RGSS2 which allows your game to have battles in the map, In a turn-based fashion, but including movement as a turn. Examples of such are Chocobo Dungeon 2 (PSX) and Pokemon Mystery Dungeon Series (GBA).

Script

Download the script in the demo.

Customization

Check the script's readme part

Compatibility

- Incompatible with custom movement systems(8-direction, pixel)
- Incompatible with any caterpillar script
- Currently incompatible with Map Antilag scripts

I won't be fixing incompatabilities with this script yet. I will only fix bugs in projects which only this script exists.

Screenshot
The boss, pounding bennett.


DEMO


Installation

To Install the script, you only need to copy the ORBS customization part and ORBS engine main script.
If you copy pasted the script into your game without changing anything, You
need to copy the following database entries:

Skills 86 - 92
Animations 83 - 91
Weapons 34 - 35
Enemy 31

Also, copy Damage-.png, Damage+.png, DamageMP+.png, DamageMP-.png and HotkeyHUD.png from ./Graphics/System folder.

FAQ

Q: I get a syntax error, what's wrong?
A: If it's a syntax error, Then it's your fault. Look for misplace commas and brackets

Q: The script says: "Projectile tile n used without a preceding projectile process in action ACTION_NAME"? what do I do?
A: You called a process whose target is a projectile that hasn't been produced yet, For example, accessing projectile No. 3 when no command projectile_fire with Projectile number 3 has been called before it. You need to call a corresponding projectile_fire command first before using it as a target.

Terms and Conditions

- You are required to give credit in your game when you use this script.
- You CANNOT use this script in a commercial project without my permission.
- Feel free to request anything that might improve this script.

Credits

- Omegazion.
- shun, for his keyboard input script algorithm.
Attached File(s)
Attached File  ORBS_v1.06_release_copy.zip ( 409.72K ) Number of downloads: 1416
 


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SojaBird
post Jan 20 2009, 08:53 AM
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Well omg,

This is just amazing smile.gif
Nice how the other party members react, good job!


Greatzz,
SojaBird.


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How did I learned to script
QUOTE
Hey pim! I'm the Law G14!

For the past couple of months I've been learning RGSS and I've got the basic stuff down such windows, variables, conditional statements, ect. But, I can't see myself making big scripts such as a jumping system or a side view battle system. I was wondering how you learned to script because I really want to know how to script really well.

Thanks in advance.


Hey there,

Well I don't make battle neither though I can still teach you some things :)...
The way I've learned to script is by reading other scripts for the most part.
I've allways been interested in other peoples work but this time I though I had to try to make something myself...and it worked!!
The most importand thing when you go scripting is (at least in my case) that you want to make something to help an other wich can't script.
You also need to feel the competition that's around in the scripting-community.
Cause, I have to say, if you get pushed to get a sertain request done before an other scripter does, you feel POWERFULL!! :P
So that's an other thing...
You also don't need to be afraid to learn from others or helpfiles.
When I write my scripts, I actualy always have the helpfiles open to look things up I don't know or remember.
Then, you must be calm, cause you need to try the script a lot of times.
When I write a script, I test it after almost every changes.
First I set up the major structure.
Like when I make a window-script or part of a script I start with something like this:
CODE
class Window_Name < Window_Base
def initialize(x,y,width,height)
super(x,y,width,height)
refresh
end

def refresh
self.contents.clear
draw_contents
end

def draw_contents
draw_something(with, some, parameters)
end

def update
refresh if @something != @what_it_should_be
end
end
So that's also very important.
Then, the biggest thing I learned scripting from is TRIAL AND ERROR.
That's the most irritating way to learn something, cause it's more ERROR than TRIAL, but it does the trick realy good.

So that's it how I did it.
Now it's up to you.
Do some requests (if I didn't do it allready :P) and learn from them.

Hope that helped you out a little.
If not, keep your eye on the Scriptology-topic (see my sig) where I'll be updating for my scripting(video)tutorials.
Perhaps they're going to be usefull for you one day ;)


Greatzz,
SojaBird.
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scottso06
post Jan 20 2009, 10:19 AM
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Wow, very nice. I think it's very impressive when someone creates an entirely new battle system. I look forward to playing around with this.
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SowS
post Jan 20 2009, 10:19 AM
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woah! I never thought I would encounter this kind of battle system! nice work!


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Omegha
post Jan 20 2009, 11:11 AM
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It is amazing, true, but unfortunatlly it's uncompatibile with my favourite - caterpillar script : /


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challudym
post Jan 20 2009, 12:14 PM
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This is totally awesome! Easy to use, nice animations, AI, destructible environment :3 love Roguelikes, and it's even compatible with this Racanhack random Roguelike map script. Yay! bunny.gif


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The Wizard 007
post Jan 20 2009, 12:17 PM
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First of all great job. Second is there a way to control all of my characters in battle instead of just the main one? I've always hated AI with my party.


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Azuaya
post Jan 20 2009, 02:45 PM
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Nice work omega, it's nice to see a new battle system created by someone. Roughly how long did it took you to code that system of yours?


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Genshyu
post Jan 20 2009, 02:58 PM
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LOL the final boss hacks >< Jk lol. nice demo biggrin.gif.


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RoxasXIII
post Jan 20 2009, 04:20 PM
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This is very good. This will be perfect for my game...


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woratana
post Jan 20 2009, 05:20 PM
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Nice~!

It would be good if you write caterpillar and 8-dir movement that compatible with this script. ^^

EDIT: just checked. I saw you have caterpillar built-in, but not 8-dir >_>


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dandanthedan
post Jan 20 2009, 05:29 PM
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really nice!!! i might make a new game for this..happy.gif


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DToNE
post Jan 20 2009, 05:50 PM
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I'm simply amazed with what's done in the demo. I really wanted something similar to this for my game. Very nicely done!


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MerekRedmair
post Jan 20 2009, 09:39 PM
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Why is it when I go to save it sayss the scene_file line 214 has an error. Then kicks me off am I doing something wrong.
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jens009
post Jan 20 2009, 10:08 PM
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Heyy It's finally released. I still remember the time when you still were talking about this battle system of yours. I'm glad to see it's up and running.
I hope the new found bugs will get fixed.


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omegazion
post Jan 20 2009, 11:07 PM
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Woah. I didnt expect to get that many replies too fast.

@challudym: Thanks! Nice to see someone who likes roguelikes

@The Wizard 007: Haha, I haven't made something like that yet, It's in the plans, although its further down the list. I knew It. My AI is dumb.

@Azuaya: Hmmm... I did rewrite this twice, that makes, 4 months?.. Wow i haven't thought it's been a while.

@woratana: 8-dir movement is on my priority actually, so that the party members may catch up easily.

@MerekRedmair: no you're not. I didn't expect that bug, It seems RMVX doesnt save fonts. Let me see what I can do.

EDIT: Bug fix release v1.01 - Fixed the save bug MerekRedmair Encountered. Thanks for the report.


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Cancler
post Jan 20 2009, 11:55 PM
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I think this is just awesome


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madrox8
post Jan 21 2009, 11:17 AM
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i love the script and yesterday i was gonna post the save bug, but i fell asleep lol, bt anyways i found a new bug

this bug is a major one if people are useing boats / ships / aircraft.
when the hero enters one of these the otehr characters cannot, and since they cannot travel on water they will be stuck on land and then once you go to far from them the game crashes.
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icecold49
post Jan 21 2009, 12:51 PM
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I just finished trying out the demo and I am very impressed. The battle system is very unique and creative. I suggest including indicators to whose turn it is so I know when to attack. I also suggest providing different party formations like a upside-down 'T' formation where the main character is at the top and the rest of the party is in a row behind him. The caterpillar formation seems to not really fit well because some characters are left out of battle. Other than that, this is an amazing script so thank you for sharing it with us! thumbsup.gif


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Ziosin
post Jan 21 2009, 01:12 PM
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Wow. This script is pretty dang good. The only problem I have is with the characters spacing themselves out in the caterpillar script. And like icecold49 said, to include turn indicators. Perhaps to fix the caterpillar problems you can use a switch to represent the initiation of battle, and make the characters move into a chosen formation until battle ends. Once the battle ends they can re-form the caterpillar. Sounds like an annoying concept to grasp, but that could make this battle system ultimately better, seeing how most characters don't even get to move. Perhaps include an 8-way movement capability too.

Other than that, good job!


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