PDA

View Full Version : ACBS Guide


neobi
10-12-2005, 11:36 PM
ACBS GUIDE(v1.0)
By: Brock Nash

Sections:
~1-ACBS Basics: Set’s up just the basics for an ACBS game. Note you can make more or less enemies than the given E1-E6. It may be best to start off with one enemy then after everything is working, move on to the rest.

~2-Expanding the System: Currently incomplete

~3-Advanced Methods: Currently incomplete

~4-Legal Info

1. ACBS BASICS

•CREATE VARIABLES
E1X
E1Y
E1Z
E1D
E1HP
*repeat for E2,E3,E4,E5,E6,P,and T (P for party, T for target)
ATT
EATT

•CREATE FLAGS
E1Active
E1Damaged
E1Inv(ulnerable)
*repeat for E2,E3,E4,E5,E6,and P
Dead

•CREATE VFX
Create sword slashing visual effect

•CREATE SCRIPTS

||Target=Party
Load Game Info
TX=Party X
TY=Party Y
TZ=Party Z
TD=Party D
THP=PHP

||Target=E1
TX=E1X
TY=E1Y
TZ=E1Z
TD=E1D
THP=E1HP
*repeat script for E2,3,4,5,6

||TargetFWD1
SB: TD=0
~TX=TX+1
SB:End
SB: TD=1
~TX=TX+1
~TY=TY+1
SB:End
SB: TD=2
~TY=TY+1
SB:End
SB: TD=3
~TX=TX-1
~TY=TY+1
SB:End
SB: TD=4
~TX=TX-1
SB:End
SB: TD=5
~TX=TX-1
~TY=TY-1
SB:End
SB: TD=6
~TX=TY-1
SB:End
SB: TD=7
~TX=TX+1
~TY=TY-1
SB:End
*repeat script for BK1,RT1,and LT1

||MakeE1
SB: REPEAT
Load Event Info
E1X=Event X
E1Y=Event Y
E1Z=Event Z
E1D=Event D
Wait 5
SB: End
*repeat for E2,E3,E4,E5,E6

||dmgEnemy
SB:TX=E1X
~SB:TY=E1Y
~~E1Damaged=ON
~SB:End
SB:End
(repeat in script for E2-E6)
*repeat for P(party) *add game info load, and load into proper spots


||Basic Sword Attack (square button)
Call: “Indirect Effect”(see final script)
Call: “Target=Party”
Call: “TargetFWD1”
ATT=1
Visual Effect: Party: Sword Attack
Call: “dmgEnemy”

||Enemy Action
SB: Repeat
~SampleVar=1?2
~SB:SampleVar=1
~~Call: “Call: “Target=E1”
~~Call: “TargetFWD1”
~~Visual Effect: Event: Sword Attack
~~EATT=(damage number here)
~~Call: “dmgParty”
~SB:End
Wait 30F
SB:End

||E1dmgCheck
SB: Repeat
~SB: E1Damaged=ON
~~Wait 30 (May flash event here)
~~E1Damaged=OFF
~SB:End
~SB: E1Damaged=ON
~~E1HP=E1HP-ATT
~~E1Invulnerable=ON
~~E1Damaged=OFF
~~SB:E1HP<=0
~~~Event Removal
~~SB:End
~SB:End
SB: End

||Basic Enemy1 (Action Script)
E1HP=(any#)
E1Active=ON
E1Damaged=OFF
E1Inv(ulnerable)=OFF
Apply Together
Call: “MakeE1”
Call: “E1dmgCheck”
Call: “Enemy Action”
Event Move: To Party 30F

||Invisible Event (Action Script)
SB: Repeat
~SB: PDamaged=ON
~~Wait 30
~~PDamaged=OFF
~SB:End
~SB: PDamaged=ON
~~PHP=PHP-EATT
~~PInvulnerable=ON
~~PDamaged=OFF
~~SB:PHP<=0
~~~DEAD=ON
~~~Screen Color= all of one color solid
~~~ScreenDisplay:Text Block: “Game Over”
~~SB:End
~SB:End
SB: End

||Indirect Effect (that is always on, that checks after every step)
SB: DEAD=ON
~Do whatever you want when the character dies here
SB:End

•What’s Left?

Make an event for the enemy with the Enemy actions script
Make an event for the invisible event that keeps track of when the party is hit
Make a system event with the Indirect script
Make indirect effect based off checking after every step
Make a system event for [] button
Make [] button go to the proper system event
Make default value for starting HP
Place invisible event, enemy event, and set start point
TEST IT OUT!

4. Legal Info

This document is intended to help those wanting to make an ACBS game. If you use this system or any part of it please note me in your credits. Unauthorized reproduction or editing of this document is prohibited. All rights reserved to Brock Nash.

©Brock Nash

NEWEST VERSION (1.1) found:
http://wah.midco.net/brocknash/ACBSguide.txt

Biggie
10-13-2005, 12:13 AM
Nice to see ya back at the pavilion nash.

ClericPrestonFirstClass
10-13-2005, 06:59 PM
Hey. Sorry to ask this. I am new here. I mean, I have been following the pavilion for a long time, since RPG Maker 1, and I think it is great. There are some really good suggestions and solutions to problems on the site, and it has been really helpful, especially for RPG Maker 2. Of course, I have been following the RPG Maker 3 threads to see if anyone knows how to get past some of those god-awful limitations, although I hate to admit, I still find a lot of good things I can do with that game. Anyways, sorry about the rant. I have wanted to say that stuff for a long time. In short, my question is, What is the ACBS? Is it adventure combat battle system? because if it is, awesome. I am just not always sure about what the abbreviations mean for the battle systems. I have read a lot about people doing Zelda-esque games on here, and I would really like to do that, not to post or copy people, but for my own playing at home. IF this is it, please let me know. If not, is there anyone who can post a thread on how to do the Zelda battle style? Thanks in advance

neobi
10-13-2005, 08:49 PM
Yes this in theory is a Zelda Battle System. ACBS stands for Active Custom Battle System, active being that your always in it real time. I've made a complete Zelda game using a primitive but different version of acbs scripting which the save for can be found at:
http://us.codejunkies.com/saves_showmaxdrive.asp?c=US&cr=USD&cs=$&r=0&l=1&g=587&st=C

I've used a more advanced system of the one above to create my latest Zelda title "Zelda:Triforce". The game teaser can be found in the same link above. Here's a cutting into Z:T's capabilities:

"I'm quite impressed with the way my Zelda:Triforce game is turning out. I have customized the square and circle to be weapons (yes you can script O if you know how), and you use triangle for sword against an opponent or can force one by /\ then O or []. I have my own Custom menu to equip your sword, weapon O, weapon [], magic ability, check inventory(arrows,rupees,seeds).

I have a bunch of neat weapons like the Cane of Somaria can produce a block in ANY world, Hookshot can attract enemies, pots, and other things to you, Bombs that you can lay limitlessly all over, roc's feather allowing you to JUMP on things (yes my own jumping system). And tons of seeds for your seed satchel and shooter.

For enemies I'm using visual effects to make classic enemies. I have a working Like-like that eats your shield and an octorok that actually shoots rocks at you. I also use the slime model for a slime enemy and so forth for what I can.

So wherever you are you can attack with whatever weapon or jump, it automatically hits enemies and pots placed on the map or jumps you on the ledge. You can talk to ppl and run around no different then any other zelda game. I mostly model after the 2d version of zelda but there clearly are the 3d aspects in it too."

Things like pushing blocks and smashing pots and things are also in there. It basically IS a zelda game.

ClericPrestonFirstClass
10-13-2005, 10:06 PM
Wow. that sounds awesome dude! Thanks a lot Neonash. Just trying to unlock all I can with this game, and even if it wasn't my primary battle system, it would be fun to use for mini games and the like. I love the zelda series and the final fantasy series to death, and always wanted to be able to put them together, and now is my chance. Thanks again :D

neobi
10-13-2005, 10:42 PM
Yeah you bet! I'll update the guide more eventually. Already with all those scripts you can create a thrown attack and shot attack just by cycling scripts in the right order. If ya have any Q's or anything just ask.

HolyPhoenix
11-09-2005, 11:34 PM
Thanks Nash, I have decided that this will be a big help in one of my games.

neobi
11-10-2005, 09:21 AM
Good somebody is using this. I'll take the time to work on the rest of it then. There's tons of things you can add to it. I'll also explain how to disable run(or have it always active), control the circle button, make a jumping system, make things such as turning enemies into items after death, more advanced attacks, attacks that can burn plants, hit switches etc.. and much more.

Any Q's and you can hook me up on messenger, always willing to help, but I do work tonight until 7ish and I do prefer AIM.

HolyPhoenix
11-10-2005, 11:04 AM
I would but my dad got rid of messenger. Maybe I will reinstall it or something.

Sounds awsome though.

ClericPrestonFirstClass
11-10-2005, 12:09 PM
Yes, I would love to learn all this too, man. That would be so awesome. I really need it for an adventure/zelda kind of game I am trying to make for some family members by christmas or a little later. It will help with some mini games too. Thanks in advance, Nash, and thank you for taking the time to explain this to those who need it :D

Draygone
11-10-2005, 09:56 PM
Ooh, better make sure that an RPGM2 game would be something they'd be interested in seeing. I tried showing off my RPGM1 games way back when, and nobody cared. Which makes me glad places like here and the Mag exist.:)

And good luck finishing an RPGM2 game by Christmas. Game creation on RPGM2 is a long and difficult process from what I understand.

ClericPrestonFirstClass
11-10-2005, 11:23 PM
Oh, it is extremely simple...it isn't going to be a full-fledged rpg, and it is going to mostly take place in just a restaurant, and with some random events and variables. It is gonna be very simple, and I know their sense of humor and how to make some pretty funny stuff aimed at that. Also, yes, these kids are totally into next-gen systems, but they love old style rpgs, gameboy, super nes, etc...so it will be all good. Now, if i was gonna present my game at the pavilion, I would put a ton more into it. It is just for a laugh for now, and I can build around it and expand on it later. Mostly, I just get extreme joy just out of tamporing with the game, and seeing my ideas come on screen, it is such an awesome feeling, and I have seen many people on the boards say this as well....sometimes, it is just great to just use all the options you can, and see what all you can do, even if it does not end in a finished product. :D

HolyPhoenix
11-10-2005, 11:31 PM
I have pretty much understood everything while recreating it.

From what I could see, and tell me if I am wrong, you could only have 1 character fight with what code you had. But that can be easily fixed by myself if I am right.

A few things I did not get though are what variable is SB? And I looked through and I didn't see a something to put the parties HP equivalant to. And also the same thing for the enemies HP. I was wondering if you just put Hit points in for that.

Since I am new using the event stuff in RPG Maker 2(I always got frustrated with the map editor) I am using this to also help me get use to using it's event code. Thanks for your help. This seems like it will work great.

neobi
11-11-2005, 02:11 AM
SB is for Script Branch, it's a command type for scripting.

Oh and currently yeah this only allows for one person attacking. I may add a simple partner to help you attack in the guide, it's not too hard.

HolyPhoenix
11-11-2005, 10:58 AM
Ok, thanks that helps.

golly_jollydude
03-31-2007, 07:50 PM
Yes this in theory is a Zelda Battle System. ACBS stands for Active Custom Battle System, active being that your always in it real time. I've made a complete Zelda game using a primitive but different version of acbs scripting which the save for can be found at:
http://us.codejunkies.com/saves_showmaxdrive.asp?c=US&cr=USD&cs=$&r=0&l=1&g=587&st=C

I've used a more advanced system of the one above to create my latest Zelda title "Zelda:Triforce". The game teaser can be found in the same link above. Here's a cutting into Z:T's capabilities:

"I'm quite impressed with the way my Zelda:Triforce game is turning out. I have customized the square and circle to be weapons (yes you can script O if you know how), and you use triangle for sword against an opponent or can force one by /\ then O or []. I have my own Custom menu to equip your sword, weapon O, weapon [], magic ability, check inventory(arrows,rupees,seeds).

I have a bunch of neat weapons like the Cane of Somaria can produce a block in ANY world, Hookshot can attract enemies, pots, and other things to you, Bombs that you can lay limitlessly all over, roc's feather allowing you to JUMP on things (yes my own jumping system). And tons of seeds for your seed satchel and shooter.

For enemies I'm using visual effects to make classic enemies. I have a working Like-like that eats your shield and an octorok that actually shoots rocks at you. I also use the slime model for a slime enemy and so forth for what I can.

So wherever you are you can attack with whatever weapon or jump, it automatically hits enemies and pots placed on the map or jumps you on the ledge. You can talk to ppl and run around no different then any other zelda game. I mostly model after the 2d version of zelda but there clearly are the 3d aspects in it too."

Things like pushing blocks and smashing pots and things are also in there. It basically IS a zelda game.
:drool

vollis
12-21-2007, 12:08 PM
Neobi,
I printed Nash's guide to the system and I am having trouble getting it to work. Can you or Nash explain it in detail. I would be so thankful. All the ideas I have for RPG Maker 2 require this system.
Plus, is there a way to make items like Link's bombs or boomarang. I need the item to actually hit the enemy.

Thanks

chigoo
12-23-2007, 10:21 PM
hi welcome back im knida new but i know how to do some stuff i need to ask you a favor nash i dont understand half of the things you put dwon can you
plz maker it at least a little clearer plzz iv been looking for this guid for a long time plz help me



plzzzzzzzzzzzzzzzz make it clearer i get some thing but i dont get some more like what it
TX

zawesome
07-25-2011, 02:52 PM
I did this and it won't work. The enemy simply won't appear.

Drew
07-26-2011, 01:52 AM
The 3rd Generation ACBS is far more superior to this method.