Gw Temp

Menu

Tutorial - 'Basic ABS' by Master Mog

An item about RPGMaker 2000 posted on

Blurb

How to create a basic ACTION BATTLE SYSTEM, like that of ZELDA

Body

Hi, its me again, with my fourth tutorial, on how to make a fairly basic ABS (Action Battle System). I have bin seeing a lot of questions on ABSs recently, so I am submiting one...

Variables needed (It doesn't matter what the name of the variable is):

[0001]ABS
Before you add the other variables you will need to decide how many enemies you will decide to have for each map. You don't need to have a variable for EVERY single monster in the game. Got it? I will use 8 monsters per map for this tutorial.

[0002]EnemyHp#1
[0003]EnemyHp#2
[0004]EnemyHp#3
[0005]EnemyHp#4
[0006]EnemyHp#5
[0007]EnemyHp#6
[0008]EnemyHp#7
[0009]EnemyHp#8
Switches needed (It doesn't matter what the name of the switch is):

[0001]Battle Area
[0002]Currently Attacking
[0003]EnemyDeath#1
[0004]EnemyDeath#2
[0005]EnemyDeath#3
[0006]EnemyDeath#4
[0007]EnemyDeath#5
[0008]EnemyDeath#6
[0009]EnemyDeath#7
[00010]EnemyDeath#8
You will also need a graphic of your hero atticking (unless you want to be cheap!)

Now that you did the pre-programming we will go onto the harder stuff.

First of all create a Common Event in the database then label the following:

Name: ABS
Event Start Condition: Parallel Process
Appearance Conditions Switch: [0001]Battle Area
I will first of all show the coding, then explain it all in a step by step process.

<>Enter Password: [0001:ABS]
<>Fork Opt Varb: [0001:ABS]-5
<>Change Switch: [0001:Currently Attacking]-ON
<>Varbiable CH:[0001:ABS]-O
<>Play SE: Swinging Sword
<>MoveEvent...: Hero, Change Graphic
<>Fork Opt: Hero- Up Face Direction
<>Show Battle Anim: ATK Up-Hero
<>
<>END Case
<>Fork Opt: Hero- Left Face Direction
<>Show Battle Anim: ATK Left-Hero
<>
<>END Case
<>Fork Opt: Hero- Down Face Direction
<>Show Battle Anim: ATK Down-Hero
<>
END Case
<>Fork Opt: Hero- Right Face Direction
<>Show Battle Anim: ATK Right-Hero
<>
<>END Case
<>
<>END
<>Wait: 0.2
<>MoveEvent...: Hero, Change Graphic
<>Change Switch: [0001:Currently Attacking]-OFF
Enter Password: This makes it so when you press the [ENTER] button it changes the ABS variable to 5, allowing the fork option below to continue. When you click on Enter Password a menu will pop up. Then select the following:

Place Password Into Variable: [0001:ABS]
Options: Wait until key Hit [X]
Input Passable Key: Decision [5]
So now when you press the decision key it will set the variable ABS to 5.

Fork Option: Set the Fork Option to be activated if the variable ABS is set to 5. So the fork option will go through when you press enter.

Change Switch: [0001:Currently Attacking]-ON: This I will explain in more depth when we get to the enemy bit. But basically what it does it changes the enemies event page so that you will do damage.

Varbiable CH:[0001:ABS]-O: This changes the ABS variable to 0 so that you turn the attacking back on.

Play SE: Swinging Sword: Play a sound offect of a sword swooOOooOOshing through the air for more realistic effect.

MoveEvent...: Hero, Change Graphic: Change the Hero's graphic to the attacking graphic.

Fork Opt: Hero- Up Face Direction: This makes it so that if you are facing up that it will allow you to pass through the fork opt if you are facing up so that you can display the battle animation of you swinging your sword.

<>Show Battle Anim: ATK Up-Hero: See the above ^--^--^--^--^--^--^

<>Fork Opt: Hero- Left Face Direction: This makes it so that if you are facing left that it will allow you to pass through the fork opt if you are facing up so that you can display the battle animation of you swinging your sword.

<>Show Battle Anim: ATK Left-Hero: See the above ^--^--^--^--^--^--^

<>Fork Opt: Hero- Down Face Direction: This makes it so that if you are facing down that it will allow you to pass through the fork opt if you are facing up so that you can display the battle animation of you swinging your sword.

<>Show Battle Anim: ATK Down-Hero: See the above ^--^--^--^--^--^--^

<>Fork Opt: Hero- Right Face Direction: This makes it so that if you are facing right that it will allow you to pass through the fork opt if you are facing up so that you can display the battle animation of you swinging your sword.

<>Show Battle Anim: ATK Right-Hero: See the above ^--^--^--^--^--^--^

<>Wait: 0.1: This reduces some of the lag. (speeds up the game)

<>MoveEvent...: Hero, Change Graphic: Changes the hero's attacking graphic back to the main walking graphic.

<>Change Switch: [0001:Currently Attacking]-OFF: This changes the enemy event page back to the enemies attack.

There! Now you have completed the graphical part of this tutorial (Most of it is still necessary). Now we are going to go to the enemy pages. Create an enemy with 4 pages. For this tutorial I am putting them in this order (I guess it really doesn't matter)

Enemy Attacking
You Attacking
Enemy Dying
Enemy Dead
/Page 1/

Chose your enemy graphic
Set the enemy to step toward hero (use this for simple enemies, you could get more advanced with a really hard to hit enemy by adding more speed, or jumping!)
Frequency: 8
On Touch (Event, Hero)
Same Level As Hero
Common With stepping
3:x2 Slower
Event Commands:

Play SE: Blow3
Flash Character:-Hero, 0.3s
Move Event: Hero: Turn 180 degrees, start jump, forward, forward end jump, turn 180 degrees,
Move Event:-This event, wait, wait
Take Damage: [Damage Taken]-[Hero]
First Page is fairly simple, but now to the second page, your attack.

/Page 2/

Use Same Graphic
Set the enemy to step toward hero (use this for simple enemies, you could get more advanced with a really hard to hit enemy by adding more speed, or jumping!)
Frequency: 8
Push Key
Same Level As Hero
Common With stepping
3:x2 Slower
Event Commands:

Play SE: Absorption 1
Flash Character:-Enemy, 0.3s
Move Event: This event: Turn 180 degrees, escape from hero escape from hero, end jump, turn 180 degrees,
Variable Ch:[0002]EnemyHp#1 + heroes attack
All of that is pretty straight forward, but for the Variable change, just add your heroes attack power to the enemies variable, thus resulting in your hero doing damage (the higher the variable the less the enemies HP is!).