Wild Arms 4 Hex Battle System - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Archives (https://www.save-point.org/forum-105.html) +--- Forum: Creation Asylum Archives (https://www.save-point.org/forum-90.html) +---- Forum: Scripts & Code Snippets (https://www.save-point.org/forum-92.html) +----- Forum: RPG Maker XP Code (https://www.save-point.org/forum-93.html) +------ Forum: Battle System (CBS) (https://www.save-point.org/forum-94.html) +------ Thread: Wild Arms 4 Hex Battle System (/thread-6366.html) |
Wild Arms 4 Hex Battle System - ShockWave - 05-15-2007 Wild Arms 4 Hex Battle System Author: Rotimikid Shockwave Version: 2.0 Sep 15 2007 This is a locked, single-post thread from Creation Asylum. Archived here to prevent its loss. This is the Wild Arms 4 Hex Battle System. This will allow movement and attacking and the features of the Wild Arms 4 Battle System. Demo: Download Here Features: - Movement between hexes - Attacks affect all battlers on a hex, like WA4 - Reviving can be done be setting a scopt to hp0 wether all or single. it is currently set to revive a character you select in the hex they died in. - Enemies have a okay ai and the ability to move hexes - Skills and Items are set up and run pretty well. - Command window repositioned with Escape added to it. - Force points added to it, raising from actions, with force commands added too. - Turn order list is setup with pictures. - Option to use character sets instead of battlers. using the character sets will allow the battler to turn around and face enemies and allies that target them. - Reviving can be done through wild arms 5 style. - you can set it to allow movement and attacking in the same turn. - most events work now. Soon to come Updates: - show the enemies on the target hex and how much hp they have (in a bar) and how much they should have after the attack. - still need to fix some events including actor and or enemy entrance or removal in battle. Script: i don't want to post the script, because it is long and i want to give this to only the people who paid for rmxp. Author's notes: Just credit ^_^ that is all i ask for Instructions: This couldn't be any simpler. just paste above main and go through module Hex to set up the bs. also, you will need some pictures for the turn order. i have ceated four for the enemies (though you will need up to eight). i have also included four for some of default actors in the series. Version History: - Version 1.0 the first version of the script - Version 2.0 New: Updated the turn list to turn on and off and fix it to use a **different method for figuring out the turn order. New: Movement checking method added Bug Fix: Enemy movement and attacking fixed up so they don't move to **their own hex and so they only try to move if it is possible New: Added the ability to recover a % of hp and or sp after battle New: Fixed up the turn order finding method Bug Fix: Fixed up the reviving problem, as now you can revive without **worry of them ending up in the same hex as an opponent New: Added the ability for a skill or item to target any hex, **regardless of what hex the user is on. New: Added the ability for a skill or item to only target the user's **hex, and everyone in that hex New: Added the ability for a skill or item to change a hex type New: Added a new hex type, lock hex type. New: Added the ability to erase hex types with skills or items New: Added the ability for hex types to leave naturally over time New: Gave enemies a little bit of ai so they would aim at actors for **negative hex types and aim at other enemies for positive hex **types (this includes the enemy using it itself). New: Added events. almost all that normally work for battle work **except add and remove actors and enemies. pretty complicated. New: Added the option to use the wild arms 5 system of moving and **attacking simultaniously in the same turn. New: Added the ability to use the wild arms 5 reviving system (and **possibly wild arms 4 too, haven't played it really) where all **dead allies just get revived in the user of the item or skill's **hex, instead of choosing a dead ally from a menu and they being **revived in the hex they died in. New: Added section headers to make navigating easier and script easier **to understand and decipher. New: Added Fp window, skills, options, and usage to battle Thank you for your time. any comments? |