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Wild Arms 4 Hex Battle System
#1
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?
}


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