Jump to content
torin555

Turn-Based ABS

Recommended Posts

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

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

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.

Share this post


Link to post
Share on other sites

 

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 by torin555

Share this post


Link to post
Share on other sites
Guest
This topic is now closed to further replies.

  • Recently Browsing   0 members

    No registered users viewing this page.

×