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Kread-EX
Ar Tonelico Custom Battle System


Version: 1.1 Initial release plus bug fixes

Author: Kread-EX

Release Date: 16/04/2010


Introduction
This is a complete battle system, close to the one used in the commercial Playstation 2 game Ar Tonelico ~Sekai no Owari de Utai Tsuzukeru Shoujo~.
It provides a strong differentiation between regular fighters and magicians (Reyvateils) who basically charge their magic (Songs) then release it for great damage.
Though this system is not a perfect clone, it follows the same logic.

Features
  • ATB styled turns
  • Burst gauge
  • Harmonics system
  • Harmonics Overdrive
  • Custom damage display
  • Multi-hits support
  • Red and Blue magic


Screenshots
[Show/Hide] Spoiler




Script
http://www.mediafire.com/?clfyyyjzzjt
You'll need DerVVulman's Animated Battlers.
Put the Animated Battlers above Main in new script sections, and put the CBS main script above the Animated Battlers.
Then put the patch under the Animated Battlers.

DEMO
Check my sig.

Customization
Not much since it's the first release. You can use it like a special ATB system, if you like it, by not creating any magician.

Compatibility
Clash with the SDK. Clash with almost all battle add-ons.
I'll make add-ons compatible with this script depending on user feedback.

Side Notes
This is a long-term supported script, so I'll add periodically new features depending on user feedback. So don't hesitate to comment and give ideas.
If, despite my efforts, you find any bug, you can report it here, or PM me about it. I'll be thankful.
The Reyvateil Guard system is not implemented yet. I know it.

Terms and Conditions
If you want to distribute this work somewhere, contact me first. Depending of the place, I can accept or decline.
Don't use this work for any commercial project. Seriously. It was Banpresto's idea to begin with.
You can use this for any non-commercial project and modify it to suit your needs. Just remember to give credit when it's due.

Credits
Gust and Banpresto, for creating Ar Tonelico in the first place.
Minkoff/DerVVulfman for the Animated Battlers script.
Demo ressources: Dollmage, Nakka, Grin, BlackMask (battlers), MoyasiWhite (icons) and Gozaru (face graphics).
Bug reports: MGC, sournote103, Zarox, MicKo.

If I ever forgot someone, I'm really sorry. Just tell me and I'll update this.
sournote103
Great script, but I can't figure out how to actually get the mage to cast the spells...
Legacy
Wow, you finaly posted it,. Great stuff, i'll let you know if i fall into any Bugs or errors, also if you think of any add-ons you want for this CBS, let me know, i'll see what i can come up with biggrin.gif
Kread-EX
QUOTE (sournote103 @ Apr 16 2010, 10:31 PM) *
Great script, but I can't figure out how to actually get the mage to cast the spells...


When you press 'B' (usually ESC) the mage menu appears. You select a spell and it starts charging. Then, when it's charged enough, you open the menu again and select 'Activate Song' (or whatever name you gave to this command).
Note that this is only for Red type. Blue type activates automatically at fixed intervals.

QUOTE (LegACy)
Wow, you finaly posted it,. Great stuff, i'll let you know if i fall into any Bugs or errors, also if you think of any add-ons you want for this CBS, let me know, i'll see what i can come up with biggrin.gif

Thanks. wink.gif
sournote103
Found an error: It crashes when you level up. Any ideas?
Kread-EX
I'm really ashamed. 24 hours and already 3 bug reports. Seriously, I have no excuse and I'm sorry. Fixed all that =__=
sournote103
Yay! You can level up now! Great battle system!

Sorry to bother you again, but I found another error. I tried putting this battle system in my game, and when I tried running a battle with the first party member versus two basic enemies, right when the battle started, the following error showed up:
QUOTE
Script '>>>All Sprites' line 269: NoMethodError occurred
undefined method 'size' for nil:NilClass

When I run battles in the demo, it works, but, in my game, it doesn't. Any ideas?

Please do not double post ~ LegACy
Ganstaquay5000
This is a really nice battle system. Look really great and looks like it functions well (just without the bugs). I'll be downloading it very soon.
Kread-EX
QUOTE (sournote103 @ Apr 17 2010, 11:49 PM) *
Sorry to bother you again, but I found another error. I tried putting this battle system in my game, and when I tried running a battle with the first party member versus two basic enemies, right when the battle started, the following error showed up:
QUOTE
Script '>>>All Sprites' line 269: NoMethodError occurred
undefined method 'size' for nil:NilClass

When I run battles in the demo, it works, but, in my game, it doesn't. Any ideas?

That 'size' method concerns the damage. If it's not recognized, it may be a problem with the script location. If you took the parts from the demo, did you place correctly the 'Misc' section ?
sournote103
Hmmm... Well, I placed it above all my other scripts... I can try putting it below my other scripts, nd see if that helps...
Kread-EX
If you have any script that modify the damage output, it won't be compatible because of the multi-hit feature.
sournote103
No... That's not it, and I've even tried getting rid of all the other scripts, and it still gives me the exact same error...
Kread-EX
Now that's weird. Do you have a little screenshot of your script editor ? Just for checking.
sournote103
[Show/Hide] Screenshot of script editor

The names of the other scripts I'm using are, in order:
Nortos Beyond CMS
Ccoa's UMS
Game_Guy's Skill Shop
Chaos Project Save Layout by Fantasist
MOG_Animated Title Sofia V1.1
Thanks in advance, if you can help!

EDIT: This occurred to me RIGHT after I posted this in the first place, BUT anyways, I am trying to run it with all characters having MP, but it still crashes when I don't do that. It might be significant, but I'm not sure.
Shanghai
Oho, this caught my attention big time (in case you can't tell by my avatar). Though I won't be using it, I'm going to cheer you on from the backseat. Go go~
Kread-EX
Nope, I can't seem to reproduce the error. I've put the scripts into another project and ran it but I don't have this error either way. Can you PM me your script data (with the error I mean) ? I'll try to check the root cause.

@Shangai: Thanks. That reminds me I have to buy a ps3 just to play AT3.
sournote103
No time now, but in a few hours, I can.

Mmk, here is the exact file from the "Data" folder. Very strange that this is happening...
By the way... Does it matter that I only have a single member in the party at the time of the battle?

Stop Double Posting, this is the last warning - posts merged ~ Regashi
Kread-EX
You should have sent me your file via PM, it's safer. Anyway, I'll check it out.
And no, having a single member shouldn't be a problem except if it's a single Reyvateil (but I prohibed that). Another thing, when you build your party, always put the mage in the fourth slot.
Originally, in Ar Tonelico, they have a fixed place as the last party member. I didn't code a specific party changer, but the restriction is still there.
sournote103
So, you mean, in the database, my Reyvateil should be in the fourth actor slot?
Kread-EX
No. I mean the place in the party not in the database. Not forcibly the fourth but the last. Say you make a party of 3 characters including a Reyvateil. Then you place the Reyvateil as the third character.

I'll include a special party changer for the next release.

Now, about your error... well, that's a mystery. I really don't experience it, even with your script data. On a side note, the Animated Battlers patch and the Formation System should go below the Animated Battlers script.
Test again to see if the error persists. If so, please PM me a demo of your project, so I can see better. But still, this is weird.
Mirage Verius
The title of this thread put a huge grin on my face as I'm a huge Gust/Banpresto fan. I was a little crushed that it was Ar Tonelico 1 and not 2, but that's still fine. The system seems to follow the original Ar Tonelico quite well, except for one thing. There is a severe lack of battler customization! D:

How would one be able to pull off Vanguard skills like Break Blade, Double Beat, and Impulse? Minkoff's animated battlers is a very restrictive format by it's nature, so I can't imagine there is much to do to fix this, which saddens me as this is the one thing holding this system back from it's full potential. But this is the first release, so that may change.

Nevertheless, I think I'll try re-skinning this system with my own sprites and windows for kicks one day. Just to see.
Kread-EX
I was planning to at first, by using Xiderowg's system rather than DerVVulfman's (I'm quite experienced with it since my own game has huge battler customization). However, I thought that it would be too complicated for most people to use.

I'll probably make a compatibility patch with Xiderowg's system in the next version. Just for people like you (I've played Sacred Earth - Bonds).
Shanghai
Customization is difficult to throw into RMXP since it lacks the noteboxes RMVX has. Also, this is just taking an idea from Yanfly's upcoming Melody script, but have you ever considered using Battle Animations for animated battlers? The way Yanfly does it is quite amazing and removes the restrictions placed by Minkoff's terrible battler can'ts and couldn'ts.
Kread-EX
Yes, I use battle animations for battlers. It's however extremely time-consuming to do, especially because of the timing and coordinates correction. I didn't want to force that upon others, but since you're already two to prefer complete battler customization, I'll take it into consideration.
lyla2284
Nice battle script, very pro looking. I might either use this script or Charlie's for my new game. And yeah, I think you should add battler customization. It keeps things interesting. Not to mention more eye candy.
Mirage Verius
Mostly reskinned it as I said I would. Valkyrie enemy aside, that is. It was an interesting diversion, but I suppose I should actually get back to work on my real project now!



Again, nice work! :3
Codly
Nice script it is pretty much the exact same thing just like in ar tonelico. Go reyvateils, and also good job with this script. biggrin.gif
BlackMask
i Demand my name be put on that credit list. i assembled that battler of the skeleton battler
Kread-EX
You mean the Lich ? Okay, I add you. smile.gif
griever7x
Wow,this is amazing! I love the Ar Tonelico serie,but even if I didn't,I think this would've been nice for a new project because it is really well done.
..Shurelia-sama teehee.gif
Kread-EX
Well, it's the first version and there is a lot to do for the next one - I'll try to release it before August.
And Shurelia... I liked her with the Linkage but when she put it off, her personality is just too... stupid.
jimmyly
I just started playing this 3 days ago and there is 2 bug I like to report on v1.1

1)The Haromy Bar if it fully Charge the Reyvateil no longer Lose MP.
2)Reyvateil cannot give States such as STR UP or Poison.

Major bugs and it have to be reported.

Awsome script not as choopy or buggy as most major scripts are.(The Script is so clean and simple to edit)

x3 i never loved a script this much before.
Kread-EX
You mean it's not possible for the Reyvateil to inflict states or receive states?
jimmyly
Yep they can't add state for some odd reason.(Buffs as far as i have tested.)

Oh yeah i set the state as NonResistances so it cannot miss and still it doesn't work.
Kread-EX
QUOTE (jimmyly @ Jan 7 2011, 10:30 PM) *
Yep they can't add state for some odd reason.(Buffs as far as i have tested.)

Oh yeah i set the state as NonResistances so it cannot miss and still it doesn't work.

Ah, ok. I'll fix that.

EDIT: Actually, I just forgot one line, so you'll have to add it yourself.
Search for def song_effect(user, skill, hit_number = 0) in the script and just before # Substract damage from HP, add this:
CODE
states_plus(skill.plus_state_set)


On a side note, I know I was supposed to update this script in August, but I was too busy with other things and now, I lost the files in my hard drive crash anyway.
I will open a request station the next week and take requests for plugins.
xd00d22x
Hey, I downloaded this and the other scripts and everything and when I test play it is glitching only showing the main characters old battle set rtp version and glitching squares with glimpses of some other characters. no enemies or nothing. what do I do to get it to show the side view thingy and does yours have a script if so I couldn't find your script.
Kread-EX
You probably made a mistake while configuring the Animated Battlers script.
Here, that's the config part:
CODE
  # Individual Spritesheet Control Center
  #--------------------------------------------------------------------------        
  MNK_POSES_ENEMY         = {1 => 10, 35 => 10, 36 => 10,  # ID and # of poses for each enemy
  38 => 10}
  MNK_FRAMES_ENEMY        = nil       # ID and # of frames for each enemy
  MNK_POSES_ACTOR         = {3 => 10, 4 => 10}  # ID and # of poses for each actor
  MNK_FRAMES_ACTOR        = nil       # ID and # of frames for each actor.

See the MNK_POSES_ENEMY and MKN_POSES_ACTOR values? Be sure to set them correctly to the number of rows your battler sprite file has. If you have further problems with the Animated Battlers script, you should contact DerVVulfman directly, as he's more knowledgeable with his script than I am.
Akio
I'm sure it's a stupid question but... I search everywhere, I can't find the download link Oo. I've already download the system before, but now I've lost it, and I need it ! So where is the link please ohmy.gif ??
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