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Ragz10
Can some one help me with a rpg maker 2003 abs system?cause i dont understand this one:
Better ABS in RM2k3

Hello, and welcome to my RM2k3 ABS tutorial.

-------------------------------------
SECTION 1 ~ Materials you will need:
-------------------------------------

Understanding of "Key Input Processing" event.

Basic understanding of Variables.

Basic Charsets for hero and monsters.

-------------------------------
SECTION 2 ~ What you will use:
-------------------------------

11 variables.

1 common event

1 parallel process event(per map)

1 switch(possibly)

4 Animations(Attacking in four directions)

---------------------------
SECTION 3 ~ The Variables:
---------------------------

Name your variables as follows:

01:keyInput
02:mon1HP
03:mon2HP
04:mon3HP
05:mon4HP
06:mon5HP
07:mon6HP
08:mon7HP
09:mon8HP
10:mon9HP
11:mon10HP

------------------------------
SECTION 4 ~ The common event:
------------------------------

In the common events tab, name your
common event something like, "ABS Sword"
so you will know what it is later.

Info:
Common Event:[ABS Sword]Parallel Process[Switch 1]
(Switch is for turning abs on and off)

What to do:

first make a "key input process" event, and the
variable to store the button code is our "keyInput"
variable. (Also, you can choose your own key to
attack, but I suggest the shift key)(uncheck
"wait until key is pressed")

What this will do is, it will store the button we
press in variable keyInput, so we can check what
key is being pressed.

Now, I will add support for more than one weapon
later, but for now, I will only code in one
weapon.

Now, create a conditional branch, and have it be:

<>Conditional Branch:If variable[keyInput]==7
<>
<>End Branch

What this does is check our keyInput variable to
see if it equals 7(Shift)(please note: as long as
you know the keyCode, you can change this to any
key you want[that rm2k3 has]).

And inside that conditional Branch:

<>Conditional Branch:If variable[keyInput]==7
<>Conditional Branch:If player is facing up
<>Play Animation:(up attack animation),hero
<>End Branch
<>Conditional Branch:If player is facing down
<>Play Animation:(down attack anime),hero
<>End Branch
DO THIS FOR EVERY DIRECTION!
<>End Branch

What this does, if you don't get it, is that it
checks the direction of the player, and show
an animation accordingly.

-----------------------------------
SECTION 5 ~ On map Parallel Event:
-----------------------------------

All you have to do for this is:

<>Switch:[01:ABS] On
<>Variable:[??:mon?HP]==0
^ The ? represents the number of your monster.
The ?? represent the number for your variable.
You one of these for every monster on your map.
The number MUST BE ZERO (0).
<>Erase event

This is kinda self-explanatory.

---------------------------------
SECTION 6 ~ The monsters coding:
---------------------------------

basically, the code is:

[page 1]
[Collision with Hero]
check if your attack key is pressed(see SECTION 4)

if it is, variable mon?HP + 1.

if it's not, reduce hero HP.

remember, do something with it to make it look like
you are hitting/getting hit.

[page 2]
[Variable: Mon?HP==5]

no event commands, no graphic.
change the five in the conditions to whatever amount
of HP your monster has.
Essenceblade
You need to understand the basics of variables and switches before you even TOUCH an ABS. You also need to know how to sprite, and know eventing off by heart. Common events are another thing you need to be familiar with, ABS battle systems are tough in RPG maker Rmk3. I can understand that clearly. So I'd suggest you go over to the tutorials section and find a tutorial that covers the basics of variables and switches. Try and configure with an ABS at the moment, and you won't get very far.
Ragz10
kk
(tried tht toturial but it gets confusing)
Essenceblade
QUOTE (Ragz10 @ Aug 10 2011, 02:46 AM) *
kk
(tried tht toturial but it gets confusing)

If you're struggling to get the grasp of them, I'll help you if you want, via PM or something
Kread-EX
Closing this.

Don't even TRY an ABS without a very extensive knowledge of the engine.
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