torin555 0 Posted January 7, 2015 So I've been looking around for a while for something like this and I haven't found anything, but I figured I should ask on here just in case it exists and I missed it. I'm looking for an ABS system that works kind of like a roguelike, where enemies only move/attack when you move/attack. If anyone knows where/if I could find something like that please point me in the right direction, thanks. Share this post Link to post Share on other sites
+ TBWCS 951 Posted January 7, 2015 The closest one: http://www.atelier-rgss.com/Schala/Manual.htm Share this post Link to post Share on other sites
torin555 0 Posted January 7, 2015 The closest one: http://www.atelier-rgss.com/Schala/Manual.htm Although that isn't really what I'm looking for it's still a cool system. Share this post Link to post Share on other sites
+ TBWCS 951 Posted January 8, 2015 Well you see your request goes: "where enemies only move/attack when you move/attack" yet you were looking for an ABS. That destroys the request you made. ABS means Action Battle System, means you fight real time. You don't have move and attack from an enemy turn if its not either a Free Turn, SBS, ATBS, or anything with a turn. If I am not mistaken, you're looking for something like this: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/battle-system-free-turn-battle/ Description of that script: Free Turn Battle is a type of battle system made for Ace Battle Engine, where actors perform their actions immediately (unless under the effects of berserk or any other form of autobattle) as they’re selected. After all of their actions have been performed, the enemies will take their turn in battling the actors. This becomes a system where actors and enemies will take turns attacking one another as a whole. Share this post Link to post Share on other sites
Sephiron 14 Posted January 8, 2015 Kal made this script for me a while ago. (I assume) that you can use it as long as you credit Kal. module Kal module TurnMove # Enable or disable turn movement. ENABLE = true # If you want to use a switch to enable turn movement. SWITCH = nil # Only events that have the following comment string as a comment # on their first page are affected. Set to nil or false if you don't # want to use this option. COMMENT = "turn-move" end end class Game_Event alias_method :update_self_movement_turnmove_kal, :update_self_movement def update_self_movement return if is_turnmove_kal? && !$game_player.moving? update_self_movement_turnmove_kal end def is_turnmove_kal? return false unless Kal::TurnMove::ENABLE switch = Kal::TurnMove::SWITCH return false if switch && !$game_switches[switch] comment = Kal::TurnMove::COMMENT return false if comment && !has_comment_turnmove_kal? true end def has_comment_turnmove_kal? comments = @event.pages.first.list.select do |command| command.code == 108 || command.code == 408 end comments.any? { |c| c.parameters.first.include?(Kal::TurnMove::COMMENT) } end end As far as I know, this will work with ANY ABS (Just go simple or go home, really..) Try sapphire or pearl abs, however, this was technically made to work with XAS and the most basic of features... Technically what this does is pause certain events from moving until the player moves. In order for this to work, you need to create a comment on the first page of the event you want to be effected that says "turn-move". This is to avoid any complications with XAS arising from the tools being events, cutscenes, etc. Only apply this to enemies/npcs. 1 torin555 reacted to this Share this post Link to post Share on other sites
torin555 0 Posted January 8, 2015 (edited) Kal made this script for me a while ago. (I assume) that you can use it as long as you credit Kal. As far as I know, this will work with ANY ABS (Just go simple or go home, really..) Try sapphire or pearl abs, however, this was technically made to work with XAS and the most basic of features... Technically what this does is pause certain events from moving until the player moves. In order for this to work, you need to create a comment on the first page of the event you want to be effected that says "turn-move". This is to avoid any complications with XAS arising from the tools being events, cutscenes, etc. Only apply this to enemies/npcs. Wow, thank you This is exactly what I was looking for. Well you see your request goes: "where enemies only move/attack when you move/attack" yet you were looking for an ABS. That destroys the request you made. ABS means Action Battle System, means you fight real time. You don't have move and attack from an enemy turn if its not either a Free Turn, SBS, ATBS, or anything with a turn. If I am not mistaken, you're looking for something like this: https://yanflychannel.wordpress.com/rmvxa/battle-scripts/ace-battle-engine/battle-system-free-turn-battle/ Description of that script: Free Turn Battle is a type of battle system made for Ace Battle Engine, where actors perform their actions immediately (unless under the effects of berserk or any other form of autobattle) as they’re selected. After all of their actions have been performed, the enemies will take their turn in battling the actors. This becomes a system where actors and enemies will take turns attacking one another as a whole. I think the missunderstanding comes from you not knowing what I meant when I said a roguelike system, but thank you for your help Edited January 8, 2015 by torin555 Share this post Link to post Share on other sites