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 [BS] Action Cost Card Turn System v1.4

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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2010-09-14, 09:10

First topic message reminder :

Action Cost Card Turn System
Versi: v1.4
Tipe: Battle System


Pengenalan
I just love GUST's Action Cost Card Turn System. I wanna make it for RGSS2, and
of course, for my own project. You know Action Cost Card? The turn is indicated
by slot of cards, similar to FFX's but fancier. And of course, most CBS(as they
say)es lack of compatibility for Tankentai. I love both sideview and frontview,
so the goal here to make a turn system that can be available for many battle
engines.

This Action Cost Card script, is specificially made for altering the turn
system. Literally say, it does not change the engine for animations and such.
It's the best choice for those that want to keep their game's aesthetic
animations while want to alter the turn system into a new one.

Making this script is one of my dreams for RGSS2.


Fitur

- Card-based turn counts!
- The battle flows pretty fairly, I think?
- Less configurations.
- 3 graphic modes available! None: The simplest; Simple: Uses minimal resources;
Beautiful: The best presentation with loadful
resources
- Good compatibility with other battle animation engines like Tankentai! Melody?
I doubt. Melody alters the turn system too like this one, so don't hope much.
There's a hope for using this with Melody if Melody is useable without it's
turn-altering part, but charges and such won't accumulate without the patch
for those.
- Fancy.
- Several types of skills depending on their manipulation on time! Currently:
* Charge Skills
* Knock Back
* Time Skills
- More for you to expand the thing!
- Track up how many cards has elapsed!


Screenshots
[BS] Action Cost Card Turn System v1.4 - Page 2 Wlyrs8
Simple Mode
[BS] Action Cost Card Turn System v1.4 - Page 2 2zdt5dv
Beautiful Mode
[BS] Action Cost Card Turn System v1.4 - Page 2 Ju7rc4
Time Card in Action!


Demo
Code:
http://www.media*fire.com/?p8pw7hahu99v4li
Simple Mode, includes default battle system and ACC in Simple Mode. Not much to bundle there but scripts and extra song :)
Code:
http://www.media*fire.com/?6m9rih3tw035cud
Beautiful Mode, includes Tankentai and ACC in Beautiful bundled. Includes extra song and sample graphics too :)


Scripts
Too long.

Terms of Use

Credit me, wltr3565 properly.

Thanks
GUST: Inpiration.

Maaf, males terjemahin, lagi :swt:


Terakhir diubah oleh wltr3565 tanggal 2011-06-23, 20:02, total 11 kali diubah
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-20, 20:16

Baiklah! :senyum:
Kalau gitu langsung coba ah~ XD
bdw, thx ya~ :D
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-20, 22:19

UPDATE! Sekarang versinya jadi v1.3!!! headbang
[BS] Action Cost Card Turn System v1.4 - Page 2 Ju7rc4

Yang baru:
- Simple Mode bisa buat nama karakter ditulis atau tidak.
- Turn pertama bisa di randomisasi.
- Time Skill sudah ditambahkan!!!
- Penghitungan kartu sudah dibenarkan.
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-21, 09:44

anyway,ada bug d patch 1.3, mungkin ga compatible
yg 3.4 c non kaduki,dbaris 270
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-21, 13:00

stack level too deep... Itu yang kutakutkan. Aku kira udah beres :swt:
Aku juga kurang ngerti kenapa kejadian...
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-21, 13:30

pdhal patch 1.2 lancar jaya lho
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-21, 14:03

Jelas aja jadi gak lancar, soalnya yang lumayan bermasalah itu Time Card. Rada resiko sih, tapi daripada kagak sama sekali :|

Seenggaknya aku sudah update patch tankentainya. Silahkan sedot lagi yang Beautiful :sembah:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-21, 21:08

Quote :
bisa kok ..
saya pake non kaduki lho dan digabung sama ini bisa
Lha...? :o
Anu, setelah kucoba malah muncul eror:

Script 'ATB(1.1i)' line 1737: TypeError occured.
No implicit conversion from nil to integer


Ini pake bautiful mode v1.3...
Tapi kalau pake versi sebelumnya juga sama...
sama-sama ada erornya... :doh:
Kenapa bisa itu? Jangan-jangan ada yang saya salah kasih masuk? :swt:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-22, 00:24

atb kaekny ga kompatible,uda beda sistem bang
@wltr~ ok udah lancar jaya,tapi ada minor bug yang cukup nyebelin
here's the screenshot
[BS] Action Cost Card Turn System v1.4 - Page 2 X5AnV
see the red ring on upperleft ? how to get rid of that :D
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-22, 13:26

Woala~:shocked:
Jadi tidak kompatible klo pake atb toh~
Baiklah, terima kasih sekali lagi~ XD
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-22, 15:15

@shi:
Waduh, lupa ganti :hammer:
Sudah diperbaikin di patch tankentainya, tapi kalo upload lagi males :hammer: Ini:
Code:
class Game_Actor < Game_Battler
  def base_position
    if dummy
      @base_position_x = 999
      @base_position_y = 999
    else
      dummy_position
    end
  end
end
taruh persis dibawah patch tankentainya :kabur:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-22, 16:10

Hoo ~ Jadi itu ya kamsud ny time skill ?? headbang headbang so advanced ~ :ngacay:
How bout make it "MORE" advanced ?? :twisted:

Prom Atelier Iris 2 ~ :hmm: try create sekitar 5 kartu extra di belakang di mana itu berbeda (terpisah perhaps ??) dari card lainnya ~ :hmm: khusus bila musuh (or actor) ter "knockback" hingga "over" dari "Main Card" dia jatuh ke "Stunt Card" area menyebabkan musuh (or actor) jadi stunt ~ :twisted: y'know whta I mean ~ :twisted:

:hmm: It's optional.... Jadi seterah mau coba apa nggak ~ :hammer:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-28, 18:55

Hi wltr I checked the old error and I couldn't figure it out so ;v;);;;
But but I tried it with my other game it worked properly! But this is something that happened, it's the same 2 enemies and I killed the other one, this is all how it displays now:

[BS] Action Cost Card Turn System v1.4 - Page 2 QKCPd

What could affect the appearance of the enemy card display?
Oh I changed it to 15 btw! Just in case it's important

EDIT: I checked it seems that it only happens when they're the same type of enemy but if they're different it doesn't error like that. odd D: Maybe one of my scripts is conflicting but I'm not sure which one and how that happens

Compatiblity:
Doesn't work with Animated Battlers VX by DerVVulfman because of knockback :'D
Totally works with Yanfly Engine Redux
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-05-30, 20:24

Ah! :shocked:
Permisi, saya coba demo yang beautiful modenya, :oops:
lalu saat coba escape dapat error!
Komputernya bilang:8)

Script 'ACC TankentaiPatch v1.3a' line 300: NoMethodError occurred.
undefined method 'Active_battler' for #<Scene_map:0x141a4b0>


Kok bisa ada ini? :cry:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-02, 19:12

@archeia:
I don't understand enough of that error... Can you give me the screenshot before it happens? Was it while in the enemy's turn?

@maihime:
oh no :doh: Checking :kabur:

Aku benahin dulu deh :kabur:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-04, 12:14

Basically what happens is that the enemies of the same type shares one card, if the other dies, the card disappears forever from the turn order and can never attack again.
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PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-07, 19:03

@arch:
uh oh, it doesn't happen much, or even, never, in my case. It maybe some incompatibility... Do you use custom card graphics for enemies?

To note, this engine heavily relies on battlers' names. Be careful if you use some scripts that alter names.
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PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-08, 06:59

I don't use any kinds of those scripts and I was just using a modified scene_battle for GUI changing. :C

I don't think it's the agility change in the old Scene_Battle because this scripts overwrites it, but I'm not sure. It seems to happen to at least 2 of my games hmm
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PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-16, 15:16

@wltr3565
apa ada patch buat benerin slip damage?
soale yang sekarang efek slip damage (kek poison) muncul tiap satu aktor/musuh beres action-nya

:sembah::kabur:
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PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-06-23, 20:06

Selesai (pasang) updatenya. Keasyikan main Gods Eater Burst :hammer:

Dalam v1.4:
- Escape dalam Tankentai udah diperbaiki.
- Turnnya sudah lebih dibalance.
- Untuk non Tankentai, kedip-kedipnya diperbaiki.
- Perbaiki masalah hidden enemy.
- Perbaiki masalah slip damage.
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-08-28, 12:54

lapor bos 8) 7

ane nemu lagi keanehan :v
coba dicek lagi kalo ada state yang restriction-nya 2: always attack enemies sama 3: always attack allies...

yang restriction 2, harusnya kan selalu nyerang musuh tanpa kita suruh
dan yang restriction 3 selalu nyerang temen sendiri, tanpa kita suruh juga

tapi kok efeknya sama kek 4: can't move ya? :v

mohon tanggapannya :sembah: dan mohon mangap kalo ane kebanyakan ngelapor bug2 ACC :sembah::ngacay2:

sekian 8) 7
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-08-28, 13:41

Ah, itu... reaksinya ketanggap mirip-mirip sih :doh:

Lain kali, perlu ngurus yang lain juga nih :kabur:
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-08-30, 01:30

Hello, this script is awesome!

But I have a little request here...
I want a "instant cast skill"= You use the skill in the same turn that you use and after that you have an extra turn (Like Issen of atelier Iris 3 : Grand Phantasm / with Plua, shadow mana)
Please, I used others scripts but the scripts aren't compatible and I aren't very good with scripts (Really bad in script things, I only can repair some basics errors)
Thank for reading :3!
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[BS] Action Cost Card Turn System v1.4 - Page 2 Empty
PostSubyek: Re: [BS] Action Cost Card Turn System v1.4   [BS] Action Cost Card Turn System v1.4 - Page 2 Empty2011-08-30, 15:11

In other words, you want that a skill doesn't cost a turn? It can be made that the speed (at the database of the skill/item) as low (to minus) as possible, though it would be only costing 1 card. To be precisely instant, I can make a patch before I can implement it fully. Here:
Code:
#===============================================================================
# This patch is for making a skill that will not cost turn to execute. Can be
# used for items too. Just put <instant> in the note tag. Put this patch
# anywhere as you please, but it must be below Action Cost Card's main script.
# Better if not much skills are instant...
#===============================================================================
class Game_BattleAction
  attr_accessor :instantly
 
  def clear
    acc_new_clear
   
    @skill_charge = false
    @instantly = false
  end
 
  def make_speed
    @speed = battler.agi
    @speed -= (battler.agi * skill.speed / 100) if skill?
    @speed -= (battler.agi * item.speed / 100) if item?
    @speed *= 3 / 2 if guard?
    @speed = 0 if @basic == 2
    if skill? and skill.instant == true
      @instantly = true
    elsif item? and item.instant == true
      @instantly = true
    end
  end
end

module RPG
  class UsableItem
    attr_accessor :charge_id
    attr_accessor :endurance
    attr_accessor :charge_sequence
    attr_accessor :knock_back
    attr_accessor :time_skills
    attr_accessor :time_period
    attr_accessor :gone_on_ko
    attr_accessor :instant
   
    def scan_note_cost_card
      @charge_id = 0
      @endurance = 100
      @charge_sequence = ""
      @knock_back = 0
      @time_skills = []
      @time_period = 1
      @gone_on_ko = false
      @instant = false
      self.note.split(/[\r\n]+/).each { |line|
      case line
      when /<Charge[ ]*(\d+)[ ]*(\d+)>/i
        @charge_id = $1.to_i
        @endurance = $2.to_i
      when /<Chaanime[ ]*(\w+)>/i
        @charge_sequence = $1.to_s
      when /<KnockBack[ ]*(\d+)>/i
        @knock_back = $1.to_i
      when /<TimeCard[ ]*(\d+)>/i
        @time_skills.push($1.to_i)
      when /<UserKODiscard>/i
        @gone_on_ko = true
      when /<Period[ ]*(\d+)>/i
        @time_period = $1.to_i
      when /<Instant>/i
        @instant = true
      end
      }
    end
   
    def instant
      scan_note_cost_card if @instant == nil
      return @instant
    end
  end
end

class Scene_Battle < Scene_Base
  def update_target_cycle(guard = false)
    @cyc_update = true
    @old_index = @skill_window.index if @skill_window != nil
    @old_index = @item_window.index if @item_window != nil
    instant = false
    if @skill_window != nil
      @active_battler.action.set_skill(@skill_window.skill.id)
      instant = @active_battler.action.skill.instant
    end
    if @item_window != nil
      @active_battler.action.set_item(@item_window.item.id)
      instant = @active_battler.action.item.instant
    end
    @pre_cycle = [] if @pre_cycle == nil
    @pre_cycle = @turn_cycle.dup
    agi = 0
    for k in $game_troop.members + $game_party.members
      agi += k.agi
    end
    if guard == false
      @active_battler.action.make_speed
      @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - (@active_battler.action.speed * WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL / agi)
      @active_battler.turn_count = @active_battler.turn_count.round
      @active_battler.turn_count = @active_battler.turn_count.abs
      @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 if @active_battler.turn_count >= WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1
      @pre_cycle.insert(@active_battler.turn_count, @pre_cycle.shift) if !instant
    else
      @pre_cycle.insert(@active_battler.turn_count, @pre_cycle.shift)
    end
    stun_sort_pre
    @turn_count_window.refresh
  end
 
  def set_active_battler_next_turn
    agi = 0
    for i in $game_troop.members + $game_party.members
      agi += i.agi
    end
    if @active_battler.action.guard? == false
      @active_battler.action.make_speed
      instant = @active_battler.action.instantly
      @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - ((@active_battler.action.speed * WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL) / agi)
      @active_battler.turn_count = @active_battler.turn_count.round
      @active_battler.turn_count = @active_battler.turn_count.abs
      @active_battler.turn_count = WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1 if @active_battler.turn_count >= WLTR::SPECIAL_TURN_SETUP::CARD_TOTAL - 1
      @turn_cycle.insert(@active_battler.turn_count, @turn_cycle.shift) if !instant
    else
      @turn_cycle.insert(@active_battler.turn_count, @turn_cycle.shift)
    end
    stun_sort
  end
end
You can read the manual there ;)
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