ONE SOUL BATTLE SYSTEM

RPG Maker VX Ace

A Battle System Fitting for All Solo Playing Games

One Soul Battle System is a short script system that is intended to making a battle system that uses only one actor. Though you can only have one actor, some features were added to ensure that the battle system would be quite interesting for people to use. If no one ever uses this crappy battle system, that’s okay. This is for those people who just wants to have this kind of stuff.

By that, I have explained why I have created this battle system. This is fair quite and simple, anyone can achieve this. In fact, some one actor battle system is even better than this.

Features

One Soul Battle System has the following features that are intended to only work when you’re using this system:

1. Guard Break Mode
– The Guard Break Mode allows the player (actor) to gain points (1 – 100) and interpreted through a meter on Battle that heals the actor when the Guard Break mode reaches 100. The points increases only when the Actor guards. Once the Healing Skill is casted by the user, the points go down to 0.

2. Burst Mode
– The Burst Mode in this Battle System is different to other Burst Modes you might have known or seen. The Burst Mode allows the player to gain points interpreted through a meter on Battle, which if it reaches the maximum value (default: 10), would multiply the Attack damage of the actor by Burst Mode / 2.

Burst Mode Formula: Physical Damage Rate * Burst Mode / 2

3. Critical Overdrive
– The Critical Overdrive is a feature wherein if the Actor dreals Critical Hits three times (by default, you can change the max reach), you will be able to multiply your damage in the next critical hit with this new formula:

damage *= (3 * critical_overdrive)

Therefore: Damage * 9 (by default)

4. Simple GUI for the Battle Scene
– The OSBS features a simple editable graphical user interface of the battle sequence.

5. Battlers XP Style
– OSBS retains the feature in RPG Maker XP where you can have Battlers to represent your character.


Configuration | Core Script

For configuration or anything that deals with how the battle system looks like,
please refer to the core script:

– Values –

MAX_PARTY = 1 # Do not change this area
MAX_BURST_MODE = 10 # Maximum Burst Mode Value Before Burst Activates
MAX_GUARD_BREAK = 100 # Guard Break Max
MAX_OVERDRIVE = 3 # Max Overdrive before Break
Burst_Mode_Name = “Burst Mode” # => Burst Mode Name
Guard_Break_Name = “Guard Break” # => Guard Break Name
Overdrive_Name = “Critical Meter” # => Overdrive Name

Action_Sounds = {
:use_skill_or_item => “Skill2″, # => SE when skill is used
:apply_normal_attack => “Skill1″ # => SE when normal attack is used
}

Guard_Break_Heal_Skill = # => Healing Spells Casted when
# Guard Break is achieved.

Actor_Command_Graphic = “command_table” # => Actor Commands Window
Actor_Status_Graphic = “status_table” # => Battle Status Window
Battler_Turn_Graphic = “battler_turn” # => Graphic to show when the
# actor makes a turn

—————————————————————————–

# TERMS OF USE #

In this script, the terms of use are as follows:

EDITING AND CONFIG

– You are free to configure, edit or change any part of the script. If you are wishing to release it as your own, just put my name as a credit. You don’t have to pay me or anything when you edit this script nor even ask my permission. This means you can change anything, but if you are doing this, please make sure that a credit of my name as the base creator / scripter is still inside.

USING THE SCRIPT

– This script is free for Non-Commercial and Commercial User, but please give credit to where it is due.

Credits and Thanks


CREDITS:
– Soulpour777 for the OSBS and VXA Battlers Version
– Dervvulfman for the Battlers (VX Original)

Special Thanks:
– Xypher for the Guard information
– Mithran for the Graphical Object Reference (during testing)

DOWNLOAD HERE FOR DEMO: http://infinitytears.wordpress.com/2014/08/21/rgss3-one-soul-battle-system/

Posts

Pages: 1
This script is brilliant. I would like to use this for a game I am making and I would like to know for more detail about how to change images that are used that are in fact unique to Kirito. I got the Demo and I looked through the script and I am wondering that I would need to make my own picture files for my character and rename them the same as yours of change this part of the program to the names for my files:

Actor_Command_Graphic = "command_table" # => Actor Commands Window
Actor_Status_Graphic = "status_table" # => Battle Status Window
Battler_Turn_Graphic = "battler_turn" # => Graphic to show when the
# actor makes a turn


Thanks in advance for the help. I love your work.

I have a bit of experience with Ruby so I almost know what's here. But the help would be appreciated.
Pages: 1