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Khas

Sapphire Action System IV

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Thanks a lot for this script.

 

Still i have 2 questions^^ :

 

- is it possible to deactivate this script (for exemple on maps, whitch tends to be huge and to prevent loadings?)

- as shiro said, more customisation for ranged weapons would be awesome. Is it possible?

 

Thx !

 

I second this. Ranged weapons would be pretty cool! :)

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What if I wanted to add a sub-item (like the skill) similar to Zelda's boomerang or Hookshot?

Would that be something you could do Khas?

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I am able to edit the HUD graphics, no problem, but how to have another HUD be used when a different character is chosen. I am not a scripter or even pretend to be but I looked and was hoping the image was chosen based on something I recognized so I could start fiddling with it. Could someone, pretty please with much love on top, make an array or some such so that

if player is in party then HUD image = hud_stuff#
where # is the number of the party member

Obviously this is not legit, but you get what I am saying?

 

Thanks a lot for this script.

 

Still i have 2 questions^^ :

 

- is it possible to deactivate this script (for exemple on maps, whitch tends to be huge and to prevent loadings?)

- as shiro said, more customisation for ranged weapons would be awesome. Is it possible?

 

Thx !

 

I second this. Ranged weapons would be pretty cool! :)

 

You could probably has a spell called Arrows with a spell point cost of 0, as a lazy way of doing it.

 

As for the turning it off...

 

 

The Sapphire Action System IV will run with active Pixel Movement in all your game’s maps. The player is controlled by the default direction keys, A to attack, S to cast a skill and D to change the equipped skill. You can only attack, cast skills, or be attacked, if the SAS IV is enabled. Use $game_map.start_sas to enable SAS IV, and $game_map.pause_sas to disable SAS IV.

You must use commands to show or hide the HUD. If you want to show the HUD, use $game_map.sas_hud.show, and if you want to hide the HUD, use $game_map.sas_hud.hide. If you want to hide and lock the HUD hidden, use $game_map.sas_hud.hide(true). If the HUD is hidden, you can only show it again with $game_map.sas_hud.show(true).

 

That is taken directly from the manual, I hope Khas doesnt mind

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. Use $game_map.start_sas to enable SAS IV, and $game_map.pause_sas to disable SAS IV.

 

That is taken directly from the manual, I hope Khas doesnt mind

 

yeah but no, the $game_map.pause_sas command will only make a pause for the action system but not the physic one which it's auto add when you insert this script.

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What if I wanted to add a sub-item (like the skill) similar to Zelda's boomerang or Hookshot?

Would that be something you could do Khas?

I believe the XAS system does both boomerang and hookshot

XAS is the best there is when it comes to ABS

There's an ACE version of XAS as well but it's

not too updated but good

hope that kinda solves your question a bit Shin

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I cant search XAS because it only has three letters and so does ace. Um this is a problem in the search bar now.

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I have an event which is a member leaving the party. I noticed when that leaving member is the leader, after the event finished, the 2nd member will suddenly have leaving member's weapon attack icon and animation.

Example: Leaving leader(Erik) had Axe equipped, whilst the 2nd member(Noah) had a staff, after the event, Noah's original staff attacks turned into axe attacks, which makes no sense.

 

I also have the refresh HUD to run in this event, but the skill HUD is still showing leaving leader's stuffs.

Example: Erik have Firestorm whilst Noah only had Tornado, after the event finished, the skill HUD still showing Firestorm.

 

Other than open the menu, is there a way to fix them or a script call?

Edited by Pikakapi

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I have an event which is a member leaving the party. I noticed when that leaving member is the leader, after the event finished, the 2nd member will suddenly have leaving member's weapon attack icon and animation.

Example: Leaving leader(Erik) had Axe equipped, whilst the 2nd member(Noah) had a staff, after the event, Noah's original staff attacks turned into axe attacks, which makes no sense.

 

I also have the refresh HUD to run in this event, but the skill HUD is still showing leaving leader's stuffs.

Example: Erik have Firestorm whilst Noah only had Tornado, after the event finished, the skill HUD still showing Firestorm.

 

Other than open the menu, is there a way to fix them or a script call?

 

I too have the same problem. I'm not sure how to fix it either. But if I find a way, I'll be sure to let you know!

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Pikakapi and MistTribe

In order to prevent lag, the script assumes that the player will change equipments only on the menu.

Put this little piece of code bellow SAS and use the "Call Script" command with "SceneManager.refresh_sas_party" when you change the party.

 

 

#-------------------------------------------------------------------------------
# * [ACE] SAS IV Party Refresh
#-------------------------------------------------------------------------------
# * By Khas Arcthunder - arcthunder.site40.net
# * Version: 1.0 EN
# * Released on: 28/02/2012
#
#-------------------------------------------------------------------------------
# * Instructions
#-------------------------------------------------------------------------------
# Use the following code inside the "Call Script" box to refresh player:
#
# SceneManager.refresh_sas_party
#
#-------------------------------------------------------------------------------
class << SceneManager
 def refresh_sas_party
@scene.spriteset.refresh_weapon
$game_player.refresh_weapon_stats
$game_player.next_skill
 end
end
class Spriteset_Map
 def refresh_weapon
unless @weapon_bitmap.nil?
  @weapon_bitmap.dispose
  @weapon_bitmap = nil
end
index = ($game_party.members[0].weapons[0].icon_index rescue nil)
if index != nil
  temp = Cache.system("Iconset")
  @weapon_bitmap = Bitmap.new(24,24)
  @weapon_bitmap.blt(0,0,temp,Rect.new(index%16*24,index/16*24,24,24))
  temp.dispose
  temp = nil
end
 end
end

Edited by Khas
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Thanks a bunch Mr. Awesome.

EDIT: The 2nd problem is already solved by Khas, so the code removed ;)

Edited by Pikakapi

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@Pikakapi

Oh, I missed this detail, thanks for the advice.

Also, I added the $game_player.next_skill method to the fix script.

Thanks again

 

PS: Would you mind removing your code for preventing people being confused with 2 codes? xD

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@Pikakapi

Oh, I missed this detail, thanks for the advice.

Also, I added the $game_player.next_skill method to the fix script.

Thanks again

 

PS: Would you mind removing your code for preventing people being confused with 2 codes? xD

 

I hate to bother you, but are you working on another SAS right now? If so, when would be a good time to expect it and what should we expect to see new?

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@Sephiron

The current version is free of bugs and it's working perfectly (this case above is a special case).

My engineering classes start on march 5th, so my time will be shortened.

I can't make a new version right now, so you should not expect a new SAS soon.

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Thank you so much for posting this script! I've been looking for a battle system like this for a while now. Its great for the game I'm making. However there is one problem. I can't use it because it lacks features that I would need in order for my game to make sense.

I know you probably get a lot of suggestions and are busy with other things, but do you think you could look into these? I'm so close to being able to actually start making my game I've been trying to get everything together for months!

 

Suggestions:

 

1. Ones that I need for my game!

Ranged Weapons (Bow)

Non-Damaging Spells (2 Types)

-Ones that effect the user (Heals, Buffs, perhaps a stealth spell?)

-Spells that bring down enemies stats. (ATK Down, DEF Down, ect..)

 

2. Ones that would make this script amazing.

Combo Attacks

Stealth System

AOE Spells (Area of Effect, a spell that effects multiple enemies)

Dual Wielding Practicality

More Variety of Spell Effects (Not just straight foward magic shots)

Friendly Mobs (Events that attack hostile events)

 

References

If you want some other ideas check out Requiem Abs Or Vampyr Abs from the original VX scripts.

That was the best action battle system for VX, and I have a feeling that if some of these suggestions are added, this could be perhaps the best battle system for VX Ace!

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Thank you so much for posting this script! I've been looking for a battle system like this for a while now. Its great for the game I'm making. However there is one problem. I can't use it because it lacks features that I would need in order for my game to make sense.

I know you probably get a lot of suggestions and are busy with other things, but do you think you could look into these? I'm so close to being able to actually start making my game I've been trying to get everything together for months!

 

Suggestions:

 

1. Ones that I need for my game!

Ranged Weapons (Bow)

Non-Damaging Spells (2 Types)

-Ones that effect the user (Heals, Buffs, perhaps a stealth spell?)

-Spells that bring down enemies stats. (ATK Down, DEF Down, ect..)

 

2. Ones that would make this script amazing.

Combo Attacks

Stealth System

AOE Spells (Area of Effect, a spell that effects multiple enemies)

Dual Wielding Practicality

More Variety of Spell Effects (Not just straight foward magic shots)

Friendly Mobs (Events that attack hostile events)

 

References

If you want some other ideas check out Requiem Abs Or Vampyr Abs from the original VX scripts.

That was the best action battle system for VX, and I have a feeling that if some of these suggestions are added, this could be perhaps the best battle system for VX Ace!

 

If you're wanting all those features, like he said, he can't re-do his battle system right now. So I'd suggest using this, http://www.rpgmakervxace.net/index.php?/topic/868-xas-ace/

 

It's got everything in your list and more. I'm currently using it, until Khas works on this a little more. I love them both, but XAS has everything I need/want for now.

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I really like this script (more than XAS in fact ^^") but i still have one question :

 

with the skill system, is it possible to shoot a spell in only one direction? For example to the right even if our character is going to the left?

 

If yes that would really help

 

it's easier with event ^_^

 

thx again

Edited by wootch

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so i have more than one playable character. if the player switches characters will always stick the the same hud? in playtesting it seemed it would. Juest seeing if there is a way for it to update hud and skills and all that with current character out.

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@sean nelson:

This fix posted by Khas can help fixing the issue of incorrect skill name and wrong weapon sprite.

EDIT: Forgot to say, you can fix the HP/MP bar by using these script call.

$game_map.sas_hud.refresh_base

$game_map.sas_hud.refresh_bars

Just put the fix script below other SAS script.

 

#-------------------------------------------------------------------------------
# * [ACE] SAS IV Party Refresh
#-------------------------------------------------------------------------------
# * By Khas Arcthunder - arcthunder.site40.net
# * Version: 1.0 EN
# * Released on: 28/02/2012
#
#-------------------------------------------------------------------------------
# * Instructions
#-------------------------------------------------------------------------------
# Use the following code inside the "Call Script" box to refresh player:
#
# SceneManager.refresh_sas_party
#
#-------------------------------------------------------------------------------
class << SceneManager
 def refresh_sas_party
@scene.spriteset.refresh_weapon
$game_player.refresh_weapon_stats
$game_player.next_skill
 end
end
class Spriteset_Map
 def refresh_weapon
unless @weapon_bitmap.nil?
  @weapon_bitmap.dispose
  @weapon_bitmap = nil
end
index = ($game_party.members[0].weapons[0].icon_index rescue nil)
if index != nil
  temp = Cache.system("Iconset")
  @weapon_bitmap = Bitmap.new(24,24)
  @weapon_bitmap.blt(0,0,temp,Rect.new(index%16*24,index/16*24,24,24))
  temp.dispose
  temp = nil
end
 end
end

Edited by Pikakapi
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How i can make the player death? I didn't find in the demo the part when the player day. Please help!

 

"In order to improve customizations, the SAS IV does not have automatic deaths. You must set at the script the switch ID that will be activated when the player dies. The suggestion is to create a common event that will process the player’s death. Also, you have to configure the enemies’ death. Check the section 3 for the SAS IV commands on an enemy death and check the demo for complete examples."

I

 

I don't understand when need to modify! :(

Edited by AlexxanderX

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@AlexxanderX

In the demo, when the player dies, the switch ID 3 is automatically on and the common event is running.

See the common event in the demo for more info.

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