Very Simple and Easy Evented Action Battle System

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Started by NoahB 4 posts View original ↗
  1. I've been working on a simple evented battle system, and it turned out better than I thought it would! It is very easy to set up.

    TMII5i0.png

    Here is an enemy event. The enemy's health is configured and controlled by a variable. There is also a variable for the players health. When this variable hits 0, the game over screen appears. The trigger is set to "Event Touch" and the movement is set to "Approach".

    G2wmMSq.png

    Here is a part of the "Health HUD" common event. As you can see in the top, if the variable exceeds the maximum amount of health, it sets it back to 6.

    This is set up through pictures, as you can see. There is a switch to toggle the HUD display on and off, for e.g cutscenes.

    This system was very easy to set up, and it only took a matter of minutes for me to make it. It is still not perfect, and I'm looking for some ways to improve it. Post your suggestions down below! :)
  2. Interesting, I'm trying to imagine this in action but it's very hard. A video would be nice to show how well it works. But it's got me thinking, i may try to make a similar system tomorrow and see how it turns out. Also, there is a script out there that uses basically this but with custom graphics and a bit more complicated and smooth system.   http://www.rpgmakervxace.net/topic/8809-falcao-pearl-abs-liquid-v3-update/    For example.
  3. I've moved this thread to VX Ace Tutorials. Please be sure to post your threads in the correct forum next time. Thank you.


    One of the Tutorials mods will still need to check this out and ensure it's got all the necessary information for a tutorial, but I don't see any obvious issues.


    You should add an Exit Event Processing inside each Conditional Branch after the Show Picture, so that once it finds a condition that's met, it doesn't bother checking all the others. The beauty of parallel process events is that Exit Event Processing merely takes it to the bottom of the event command list, then it starts over again.


    I'd also add a Wait for 4 or 5 frames right at the start of the common event. You really don't need it to check what picture to show 60 times a second given you've got the player and the enemy both moving. Ensures minimum amount of lag.
  4. Spink said:
    Post your suggestions down below! :)
    A suggestion would be to figure out how to use the speed change differently before the player gets pushed back. This is just incase you wanted to use items that increase his speed or curses that slow his speed down. because after he gets hit whatever state he'd go back to the normal speed change set up in the abs.

    Another suggestion is to put in "set moveroute": Through on and through off back to back like 5 times to have a hurt effect like in retro games that show hes invincible for a few seconds before being hit again.