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Khas

Sapphire Action System IV

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Wonderful script. I'm using it now but I cant make my player attack. How do you do it?

Read the manual.

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Hey, I just wanted to ask a quick wee question about this. I love the ABS and have been using it for a couple of games, but one of my projects is encountering a bit of a problem:

http://www.rpgmakervxace.net/topic/4939-need-more-recruits-for-colonist-vxa/

 

Basically, there's a weapon cycle option by hitting "W" which changes to the next weapon, but the icon drawn doesn't refresh with the weapon update.

Also, whenever you kill an enemy there's a reduction in your health (stamina) but it doesn't show on the hud.

 

I figure a solution to both problems would be if there was some kind of script call to refresh the hud, but despite reading the manual I'm having trouble finding a solution. I did notice there was a script call to cause damage which should probably solve the second problem outright, but the description is pretty heavy on script jargon and I can't understand it enough to get it to work, despite trying to input it.

 

If anyone has any ideas about solving either of these issues, that'd be fantastic! Cheers :)

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Wonderful script. I'm using it now but I cant make my player attack. How do you do it?

Read the manual.

when I press the attack button, it shows a message that an error in line 1477 occurred. How do I fix that?

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Is there anyway to turn down the volume when the sword hits an enemy? The sound effect is really loud and annoying...

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I spent hours trying to find an ABS for Ace, and I finally found this one. I would love to use it, but I know absolutely NO programming (for RPG Maker at least), and I have a small problem... When I activate the ABS and HUD, my player cannot move or attack. I have read the entire manual three times and cannot find the answer... can anyone help me?

 

EDIT: Nevermind... I tried transfering the player to a new room and it worked. Now I'm wondering if you can refresh the map without changing rooms...

Edited by Renzantar

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Hey people

 

Well, I won't add any new features to this version of SAS, I'm working on a new engine right now. And no, I don't have any preview.

 

About disabling the pixel movement, there's no way to disable it.

Also, about party, It won't work. SAS is a single player ABS, without any party members.

 

 

 

I don't have time to check all forums, so I'm only helping with issues at my blog.

Feel free to ask here: http://arcthunder.com

Thanks for the preference,

Khas

Edited by Khas

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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!

 

 

I have to ask...have you ever programmed? Thats a lot of crap to add man.

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I need someone to explain this section....how is it grabbing the graphics and from where? I'm puzzled and looked everywhere I have the full SAS in my game now but these graphics are driving me nuts....even the tile-sets don't make sense please help!

 

 

 

2k4ffl.png

 

 

 

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I need someone to explain this section....how is it grabbing the graphics and from where? I'm puzzled and looked everywhere I have the full SAS in my game now but these graphics are driving me nuts....even the tile-sets don't make sense please help!

 

 

 

2k4ffl.png

 

 

 

OK, so here's the deal.

 

CHAR means from the Character Graphics folder, which file to pick.

 

Now there are, by default, 8 character sets in one file, now to pinpoint to one set we use....

 

CHAR_INDEX is used to pinpoint one set. For set 1, 0 is used and for set 8, 7 is used, so 0 - 7 for selection of sets.

 

As for StepAnime......

 

STEPANIME given to activate Stepping Animation.

 

As this is a flying enemy, wings need to move, so Stepping Animation is applied.

 

Anything else?

 

Another thing everyone, Khas has provided a preview on his blog. Thought I'd say that.

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I wonder if anyone else had to create a brand new project for this to be playable? Kind of tedious but a very cool system!!! :D

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I don't get how to put this in my game.

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is there anyway to optimize this for a 400X400 map or even more?

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@Braveh

Copy the script ^^

 

@Chigoo

No, this script is optimized for small maps.

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Here's a common event Battle BGM because the Script is simple to plug-in and play, but lacks some features.

 

 

Tut_zpsb6edc8df.png

 

This is the common event for playing the Battle BGM, this must be a parallel process to the START COMBAT Switch

 

Make sure you:

1. Create a switch exclusive to this event (eg. Start Combat)

2. Create a Variable to record Time out of Combat

3. Create a switch that keeps the Play BGM from looping (eg. Already in Combat]

4. Create a Variable to record the Player's Health all the time

5. Create a Variable to record the Player's Health, with a wait delay of 12-30 frames

 

These are optional:

1. The Shake Screen when entering Combat

2. The Flash Screen when leaving Combat

3. The Save and Replay BGM to restore the Map's original music

 

Structure:

1. Conditional Branch: Is the Old Health larger than (and not equal to) the Constant Health?

Yes to 1

2. Conditional Branch: Is the Already in Combat Switch [ON]?

Yes to 2. Nothing

No to 2. Optional Save BGM, Play New BGM, Optional Shake Screen, Switch Already in Combat [ON]

 

No to 1

3. Conditional Branch: Is the Already in Combat Switch [ON]?

Yes to 3

4. Conditional Branch: Is the Time in Combat greater than or equal to 10?

Yes to 4. Fadeout BGM (5 sec), Wait 300, Optional Flash Screen, Optional Restore BGM, Turn Start Combat and Already in Combat OFF, Set Time out of Combat to 0

No to 4. Add +1 to Time out of Combat Variable, Wait 60

No to 3. Nothing

 

 

If you want the Battle BGM to be different each time, do the following to "No to 2"

Optional Save BGM, Set Random Music Variable to Random 0...4 (or 0....100 or -500....25000, whatever), Switch Already in Combat ON

 

 

 

 

 

 

Tut2_zpsd13e7658.png

 

This is the Old Health Common Event that you can make easily. This must run parallel to a switch that is on from the start of the game and stays on unless you manually switch it off (eg. Game Start)

 

The Constant Health Common Event is the same but has no Wait Command and also runs parallel with the same switch

 

 

Edited by Andrew Nieves

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Khas, the purple flame that's burning behind your name in the title screen, how did you do that?

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Ok, I understand that Khas is no longer working on this, as it were. BUT, I was wondering if other people are working on this, doing tweaks and such.

I was looking through the script and at 1797 it creates an enemy, checks for any of the comments and then it wants to move that even towards the player. Contact causes damage and rinse and repeat. So...my question is this, since I don't know HOW to do it but others might.

 

1)Put a command in there called [ally x] where x is ID of the enemy spawned, just like creating an enemy except...an ally

2)It replaces the go_towards_player with go_towards_nearest_enemy_event

3)On contact with an enemy event, it damages it. Since an ally is an enemy, maybe it would use skills too.

 

I got it in my head, it looks 'simple' but I do not know how to make it in the correct language. Anyone know what I am saying?

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Wish it had Item drops, oh well. Thanks for the awesome script as it is ^-^

Edited by Candon Mageis

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I'm currently using this script in my game and find it absolutely amazing! I did notice one error with though. When the character reaches it's max level the exp keeps filling up until it reaches all the way across the screen. It doesn't stop filling and it won't reset since your character is at his/her max level. My other question also maybe I overlooked it when reviewing the demo what does the comment <localsw 0> mean?

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Khas youre the best! I will use your script ;D It is very awesome! But with a Boss HP Bar it will be great! <3 Can annyone make some Boss HP Bar for SAS IV? I wil give a credit to him/her. ( A boss bar like MOGHUNTERS XAS Hero Edition Boss bar or something^^)

 

Thanks a lot^^

Edited by Keanu97

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Thank you. I have tryed and failed so hard trying to make what you have.

 

Nevermind, I love the system but the instructions included really don't clarify how to get it to work properly and doesn't mention that you have to make a new project to make it run correctly.

Edited by Dadlewis

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I have tried using the command $game_map.pause_sas whenever my hero leaves a map to go to the world map but the world map never loads [black screen with music playing]. The command works fine inside the map [made a simple event that shuts off SAS 4 while player is inside the map] but the world map just wont load. Any ideas?

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