Basimple BS V3 is f***ing out! ^o^

You wanted it. Now it’s here!

BASIMPLE BS V3

script|molegato functions

What are the new features since v2.1?

  • Camera movement and zoom
  • Fully functional dynamic backgrounds, integrated with the camera movement for some nice effects
  • Capability to change any configuration of the BS in-game, and save it with the save file, allowing to more unique custom battles
  • Now you can change the frame number for every single basic pose, and specify the frame number and loop for custom ones on-the-spot
  • Enemies now can have a custom attack animation, with a single small tag
  • Now you can use CUSTOM CHAIN ACTIONS.
    • That means you can make the battler do a number of things, one after the other, to make unique attack animations, like jumping high in the sky then diving on the enemy, changing to different attack poses to deal a devastating combo, or show a buttload of animations.
    • The current actions that can be chained are:
      # <c_chain: wait,frames>
      # <c_chain: pose,name>
      # <c_chain: pose,name,frames,loop>
      # <c_chain: move,self/center/target,+x,+y,ratio>
      # <c_chain: animation,self/target,id>
      # <c_chain: autoanimation,self/target>
      # <c_chain: camera,self/center/target,+x,+y,zoom,ratio>
      # <c_chain: camera_normal,rate>
      # <c_chain: use_action>
      # <c_chain: end>

BASIC SET UP

For it to work you only need:

  1. Molegato Functions script, above main
  2. This script, under Molegato Functions, and above main
  3. The battler images, that are organized as follows:
    • Inside battlers folder, a normal battler for enemies and actors. If you want an actor to use a certain battler, his face image filename must be the same as that battler’s.
    • A folder with that same name, inside battlers, that contains the actual graphics used in the battle. (The battler on battlers folder is just so you can select them in the graphical interface.)
    • Inside that folder, you need an image for every frame of every animation they perform.
    • If you didn’t activated animated battlers, by selecting just 1 frame per animation and not activating the individual frame number, then you’ll just need an image with the name of each pose (for example, ‘stand.png’)
    • If you activated animated battlers, selecting more than 1 frame or activating the individual frame number, then, instead of just the name of the pose, you’ll need the name of each pose plus the number of the frame, starting with 0. (for example: stand0.png, stand1.png, stand2.png, etc)
    • There’re several poses that are essential and as such, you’ll need the graphics for those poses no matter what. These poses are:
      • stand
      • hurt
      • move
      • move_back
      • attack
      • item
      • magical
      • physical
    • You can add to these, other poses, like for example ‘spinning’ or ‘dancing’ to use them as custom animations, but you don’t need to.

So, the battle system now has this specifics:

  • Lateral sideview thing
  • Automatic mirror and animation_mirror
  • Animation (wich is optional)
  • Diferent animations depending on what’s the battler doing
  • NEAR ZERO CUSTOMIZATION NECESSARY TO MAKE IT WORK
  • You can change frame number for animated sprites in the config module
  • You can change the speed of the animated sprites in the same module
  • You can change from trhee kinds of damage animations on the config module
  • If a skill or item has the tag <melee> on the notes, the character will move to the target to attack, ele, it’ll just go a step ahead.
  • The animation used for the skills depends on wether it’s a magical or physical attack
  • The battler images work as follows: In case of heroes, the battler selected will be the one with the same name as his faceset.
    There has to be a folder under battlers with said name, and under it, a battler for each pose, or various, if animation is enabled. These poses are: stand, move, move_back, attack, item, physical, magical, hurt.
    If animation is enabled, they’ll be named stand0, stand1, stand2… etc, being innecesary ‘stand’ without number.
  • Allows to auto-arrange enemies if the option is enabled. The enemies will be auto-arranged the same way actors are.
  • Troops with ‘@’ in their name will not auto-arrange. Because bosses sometimes need certain position to look cooler.
  • The side for the heroes can be set as left or right, the enemies will be on the opposite part of the screen. Everything will mirror just fine!
  • You can set the horizontal margin for the parties.
  • You can set the vertical position of the lower party member.
  • You can set a ‘diagonal’ effect by incrementing each member of the party (and troop) x position a bit more!
  • You can set the distance for melee attacks.
  • You can set the distance for step-and-cast actions.
  • You can set the Y for the center of your battlefield, at wich battlers will move when casting an action for all targets at the same time.
  • You can activate ‘global mirror’, wich will make every battler mirror. It’s there just in case your battlers are facing the left direction, rather than the right, so you dont have to mirror, like, everything, manually. That’s a pain in the ass if you have animated graphics.
  • You can set an action to be melee by adding <melee> to its skill or item notes.
  • You can set a casting animation for use before the battler movement adding <cast_anim: id> to said action, being id the id number of the animation to play.
  • In the same way, you can set a casting animation for use after the battler has moved near the target, or a step forward, instead of before moving, by adding <melee_anim: id>
  • Or what the hell, you can add both. Flashy!
  • You can set actors’ and enemies’ a guard animation adding <guard_anim: id> to their notes.
  • You can set actions to have a unique graphic, instead of the default physical, magical, item ones, by adding <custom_pose: name> to their notes! Just make sure you have the needed graphic files!
  • Enemies and actors can be resized so you can make giant/small versions of enemies, thanks to the tags <enemy_size: size> and <actor_size: size>
  • Camera movement and zoom
  • Fully functional dynamic backgrounds, integrated with the camera movement for some nice effects
  • Capability to change any configuration of the BS in-game, and save it with the save file, allowing to more unique custom battles
  • Now you can change the frame number for every single basic pose, and specify the frame number and loop for custom ones on-the-spot
  • Enemies now can have a custom attack animation, with a single small tag
  • Now you can use CUSTOM CHAIN ACTIONS.
    • That means you can make the battler do a number of things, one after the other, to make unique attack animations, like jumping high in the sky then diving on the enemy, changing to different attack poses to deal a devastating combo, or show a buttload of animations.
    • The current actions that can be chained are:
      # <c_chain: wait,frames>
      # <c_chain: pose,name>
      # <c_chain: pose,name,frames,loop>
      # <c_chain: move,self/center/target,+x,+y,ratio>
      # <c_chain: animation,self/target,id>
      # <c_chain: autoanimation,self/target>
      # <c_chain: camera,self/center/target,+x,+y,zoom,ratio>
      # <c_chain: camera_normal,rate>
      # <c_chain: use_action>
      # <c_chain: end>

WARNING: YOU STILL NEED MOLEGATO FUNCTIONS SCRIPT TO MAKE IT WORK

As for the ‘animation not showing on dead battlers’ issue… I found out it’s not a bug. RPGmakerVX Ace default scripts simply don’t feature that, for some reason that is still out of my grasp. Good news: when someone makes a patch for it, it’ll work for every battle system. Maybe I’ll do that patch, maybe not.

Anyways! I have to announce, that next thing I’m gonna do is to make a BIG instruction manual, with images and examples, so using this battle engine to its full potential is easy! It’ll take some time, but be patient and experiment with it meanwhile.

If you find any bug, please tell me, as I didn’t test it hard enought yet.

Enjoy it if you can!

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38 thoughts on “Basimple BS V3 is f***ing out! ^o^

  1. chaoss17 says:

    Hi,

    Can you make a little tutorial please ? A quick stater guide like what picture to put in which file and if there a special command to put in a notepad (actor or monster).

    • molegato says:

      Hi, if you readed the post (and I hope you did) you already know I’m working on the instructions manual.
      That said, while maybe I wasn’t totally explicit on what images you need (I’m adding it to the post now), ALL the notetag commands are explained both in the post and in the instructions part of the script.
      Please, read before asking, It’ll save us time.

      • chaoss17 says:

        Hi,

        Sorry, I stopped to read after the features so I didn’t see that you will
        make a manual. Please, be patient with me, I am new to rpg maker.
        I would like to know if your script work with big battler that have like 13-14 poses ? (I am using Holders battlers) I didn’t understand how to ad new poses to your script.

  2. molegato says:

    First, it doesn’t matter how many frames each pose has, and besides the default ones, you can have as many poses as you wish, really, you can, there’s no problem with that. And you don’t need to ‘add’ new poses. If a skill or item uses one, just use the needed notetag. Maybe you’d need to learn the basics of rpgmaker before trying out the ‘advanced’ part of a script. Things like eventing, database editing, the use of notes, effects, etc.

  3. chaoss17 says:

    Hi again,

    Please ignore my question, I didn’t understand what to do at first

    because I have a bad english. I will try harder.

    • chaoss17 says:

      Sorry, for double post, I didn’t saw your reply but I got this error : http://uppix.net/9/6/4/8d3ba04a35b96cc4f7b9f5b03cc1c.gif

      #————————————————————————–
      # * Create/Get Normal Bitmap
      #————————————————————————–
      def self.normal_bitmap(path)
      @cache[path] = Bitmap.new(path) unless include?(path)
      @cache[path]
      end

      What did I do ?
      1) I saved each pose of my battlers

      2) I put my battlers in a seperate folder

      3) I started the game and entered a battle.

      Did I change your script ?
      No.

      Did I put other scripts ?
      Yes, only your script foction.

      • molegato says:

        I ASSUME you have the normal battler outside of the actor4 folder, right? and I GUESS you have more images besides stand0…stand4, because, you know, you need move, move_back, etc… right?

  4. chaoss17 says:

    Thank you for your help, it works now but I have some questions :

    1) Is it possible that the ennemy only have 1 frame and the hero can have 4 frames ?

    2) If I don’t put in my skill tag I got this error :

    I’ve an archer character and I don’t want it to : gets near the target while performing action. Do I have to code my self a custom pose ?

    Again thank you for your help and your patience.

  5. chaoss17 says:

    Allright, here is my last question for today :
    Can you put the death pose in your script, please ?
    Because I didn’t see in your script that I can write a custom pose in the state notebox. Since “Death” is a state by default, so I wondered how will I be able to put by death pose.

    Have a good day 🙂

    • molegato says:

      Fixed the bug on the non-melee actions. Re-paste the script to fix it.
      I won’t add a dead pose right now. Maybe in next version.
      It took me a lot of time to make the third one and now I’ll go with the manual.
      Just one tip. Don’t take it bad, but you should read everything before asking. Most of your questions wouldn’t be neccessary had you read the instructions.

      • chaoss17 says:

        Your fix worked and your battle system look very nice!
        I like the smooth animation when my battler step foward to attack.
        Though, it’s a bit strange to see it make a step foward when it defend itself. About the instructions, you’re right. I will try harder but I it’s hard for me to understand everything without an example, sorry.

        I hope, you will add the death pose in your next version or at least tell us in your manual how to put it manually if possible.

        Good night.

      • chaoss17 says:

        I forgot to say : Thank you for your hardword and congratulation for making this battle script 😉

  6. Hnghh I should try using this when I have time. I was wondering, are you planning to put up a demo? 😀

    • molegato says:

      Could be too much to ask people to read other comments, just in case someone asked the same as them before? No, I won’t release demo.
      I decided this so you people have to read the instructions to use it, instead of taking a fully functional demo and just using it without knowing what you’re doing. I will anyway, make an extensive instruction manual, with images, examples, tips and tricks. And maybe a precompiled tech demo. Have fun experimenting with it before I finish that manual if you wish, though!

      • Actually, I WAS reading the comments before I posted here, it was probably in another BA post so I thought I’d ask. And I know how important instructions are but sometimes, visual references are just faster and gives the user an idea on many possibilities they can do with it. Specially with something graphical like this is. That’s what I thought at least (Like Battle Engine Melody demo).

        A precompiled tech demo would be nice though but not necessary. It was just honestly a pure, unadultered question.

      • molegato says:

        Sorry, didn’t want to sound harsh. It’s just that I know what happens with demos. Some people uses them as reference, other people just start their project based on the demo. That, and I was asked a lot of times the same question about the demo, so I got kind of sensitive about the subject ^^U
        Anyway, I plan to make that manual as comprehensive as possible, and I’ll make examples, with images of the result, and the tags used for it. Heck, I’ll even create custom battlers for the manual example! ^o^
        I personally think it’s better to make necessary the read of the instructions.

  7. Lucas Martinez says:

    Sorry to bother you, but somehow i did your script to work, tnx to your tutorial. Now i have a problems with the background:

    ttp://s3.subirimagenes.com:81/imagen/previo/thump_7643706raiji-test.png

    i want to thank you, your system is the only that fulfill my expectatives and finally i can begin my project! ^-^

  8. Lucas Martinez says:

    Sorry again, is

    x_x

    • molegato says:

      That is because you have the BACK_PANNING option set to true.
      It is set to true by default for testing purposes, but normally you’ll want it set to false.
      This option makes the second battleback move at a different ratio than the first one, great if you use the second one as mist, or far-off scenery, but useless if you use the second battleback as part of a fixed back.
      Just set it to false on the config module and you’re good to go! ^^

      • Lucas Martinez says:

        Thank you, now is working correctly, and…

        YOU ARE MY FUCKING HERO!! i searched all over the internet for Side Battle Systems with no result until some hours ago… i have no words to show my happiness right now!! ^-^

      • molegato says:

        Glad to know you like it!

  9. Megan says:

    How do you use the defeault battlers for the enemies because if I set up
    a battler in the rtp in reads the folder as the graphic and even with INDIVIDUAL_FN set to true or false it still asks for the specific graphics. Yes I did read the instructions you posted.

    • molegato says:

      I don’t quite understand your question. You’re asking how to use a single image for enemies, so they don’t change graphics at all, while the actors are still animated? If so, this system doesn’t allow that. Even if you use a single frame per animation, all the poses are required. Also, it’s impossible to have a configuration for actors and a different one for enemies. If you weren’t asking that, please explain your question in a different way so I can answer it.

      • Megan says:

        Sorry what I meant to say was when I use an rtp monster graphic and make a folder for it, it changes the graphic to a folder and reads it as a folder for some odd reason. Is there a way to prevent that?

      • molegato says:

        well, as with any battle system, you need to set the folders first.
        If you use an rtp image for a battler, then you must create the folder with the same name as said rtp ressource, and fill it with the necessary images. If you don’t do it, an error message requesting the files will pop up and the game will crash. That means, the rtp won’t work alone, and you must create the file system anyway.

  10. renegat92 says:

    Very impressive especially the camera control. Your script is working well but when I try custom chains i get this:
    Script ‘BASIMPLE BATTLE SYSTEM’ line 392: NoMethodError occured.
    undefined method ‘each’ for false:False Class

    I don’t know if i did anything wrong.

    • molegato says:

      Well, it’s strange since my line 392 doesn’t have that code. I checked it and fixed what probably was the bug, though! So download again the script and replace the old one, it should work just fine!

  11. renegat92 says:

    Sorry this is what I wrote:

    ;
    ;
    ;

  12. renegat92 says:

    sorry i didn’t know that everything between the two symbols of the taggings notes do not appear. This is what i wrote without that symbols:
    [c_chain]
    [c_chain: camera,self,+1,+1,2,10];
    [c_chain: use_action];
    [c_chain: end];
    [/c_chain]

    If you can delete the other posts please do it. Sorry for it

    • molegato says:

      You’re kidding me right?
      You wrote [ and ] instead of .
      Also those + symbols don’t belong there, and the last line inside … doesn’t need to end in with ;.

      • renegat92 says:

        No i wrote [ and ] just to show you. The real symbols do not appear when i post (look my strange posts).This is my line 392:
        @chain.each do |action|
        I think i do have a problem since you got no other reports. I will check my computer my rmvxace version my scripts and even my brain if necessary and I will let you know. But good job again.

      • molegato says:

        Have you downloaded the lastest version? I make small changes once in a while, so maybe you have an old bug. All I know is that it works for me, so the lastest version must work well.

  13. renegat92 says:

    yes I have the last version. Is molegato functions also up to date? Maybe I have an old version of that script! Please can you upload the version that you have?

  14. molegato says:

    Ok I think I have the exact same version that is currently aviable for download. Just in case, I reuploaded it. It works with me (I tested it just now, with a custom chain) so if it doesn’t work with you, it’s either something you did wrong, either a compatibility issue. We’ll see ^^U

  15. […] Molegato pour sprite et charset Il a également des similarités avec le script de combats de Victor, mais semble offrir plus de possibilité, mais son installation est assez lourde!! En effet, Molegato a voulu se libérer des “palettes” (style Holders ou Kaduki) ainsi l’utilisateur à la possibilité de mettre autant qu’il voudra de frames à ses poses de combats (9 par défauts mais il y a pas la pose de mort). […]

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