+ Abscond 149 Posted April 7, 2012 @rgangsta I will definitely use this in my game, BUT something really disturbs me: I love the "Tool HUD" but I can't use potions (I have many) from the menu which is very useful sometimes. Could you maybe give me a solution? I'd love to help you out but I didn't make this script. Moghunter did. The download link goes to his site. Sorry for the confusion. Share this post Link to post Share on other sites
ShinGamix 101 Posted April 8, 2012 (edited) @Stuntman Mike How do you want to use the potions? ------------------------------------------------------------------------------------------------------------------------------------ 1. The quick menu is "Q" and then just keep scolling through the qwik menu until you see the sub-items. 2. Select potions and you should see them in the box on the hud display. 3. Then exit the quick menu and I believe "S" is the key for secondary item. ------------------------------------------------------------------------------------------------------------------------------------ If you are trying to do it any other way please let me know and give me the details and I will explain it the best I can and if I can't I will find it for you. Edited April 8, 2012 by ShinGamix Share this post Link to post Share on other sites
藤原�太 29 Posted April 8, 2012 @ShinGamix: Could you please make a short tutorials showing how to add skills, customizing enemies in XAS? Because I'm at lost right now (Currently), even after I had read the Manual, I still don't know where to put the skill's configuration (Script). It seems that the manual is old and only show how to configure XAS in RMXP, not in VX or VXAce 1 Share this post Link to post Share on other sites
ShinGamix 101 Posted April 8, 2012 (edited) It is XP...crap, but I need that too. I use all 3 versions. I can do some tutorials. You need to know though. I will work on it when I can but I work 10 to 13 hours a day 6 days a week so it might take a little time, but it is the best I can do. Also my advice for beginners is to copy the whole demo to a XAS (copy) file add use that instead of trying to copy the scripts until you learn it some. Edited April 8, 2012 by ShinGamix Share this post Link to post Share on other sites
Shadic 5 Posted April 8, 2012 Can we use the chibi-like sprites that come with RTP? Share this post Link to post Share on other sites
+ Abscond 149 Posted April 8, 2012 Of course. But you'll have to custom sprite them. Share this post Link to post Share on other sites
ShinGamix 101 Posted April 9, 2012 XAS has a lot of custom art and even enemies take some scripting for movements and notetags and comments. It seems though that the XP size works better for XAS for some reason, I guess it is because that is what both Calvin and Mog both use. Share this post Link to post Share on other sites
Jon Wei 5 Posted April 21, 2012 So is this probably the battle system closest to Diablo? Share this post Link to post Share on other sites
KagomeVocaloid 0 Posted April 23, 2012 I love how they made this for Ace ! The only thing is I could never figure out how to make eniemes more powerful..like boss wise. Share this post Link to post Share on other sites
Jay dark 1 Posted July 4, 2012 I'm getting undefined name error for line 81... Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 25, 2012 I originally intended to use this system for a VX Ace game that some would know as Hellcat, but I got annoyed with its clunkyness and difficulty of use so I just went back to VX and used Vlads. That said there is nothing wrong with this system, its functional, fairly clean and has a load more features than Vlads ABS 9. But at the end of the day it was a 15 minute long game and it was far quicker and easier to do it with a system I'd already manipulated and used in the past. Also I suck at spriting, but there are some really cool features in this system, I think what actually impressed me most was the 'Lifting' mechanism, in which you can hold up and throw objects like in the Zelda games. If I find time between the three games I'm working on (two of which are released and in progressive update mode) I'll definitely have to give this another chance. Share this post Link to post Share on other sites
Stuntman Mike 1 Posted July 25, 2012 Is it possible to show the enemy's HP bar above/under the enemy instead of having it at a constant position? @Jaquerel I've just tested the Vlads ABS 9 and liked the HP bars and the help of a second hero. Well there's no perfect ABS for ACE that has all the features I'd like to have =((( Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 25, 2012 In the game i used Vlad's for, I didnt bother using a secondary party member, though i probably could if i put my mind to it. And about that, give it time, its a relatively new engine, and people are going to be releasing new shiz left and right as time goes on. I've recently had my mind blown by a platforming script, so you know. Keep Optimistic. This community has never really been one to fail before scriptwise. In VX's case, theres infact so many of the things that finding the ones you want becomes quite a challenge, and a well-rewarded one. Share this post Link to post Share on other sites
thepsynergist 0 Posted July 29, 2012 I've been trying to get a random dungeon generator working with the most recent version of this ABS, and have been having issues. Anyone have any ideas, or have any other random dungeon generators similar to this? Question in this post: http://www.rpgmakervxace.net/topic/2152-saba-kans-random-dungeon-generator-014/#entry47522 Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted July 30, 2012 (edited) That Generator has been condemned as incompatible with atleast 3 action battle systems so far. I dont know of any others but there might be some lying around. Compatability wise that system is up there with Tankentai. Edited July 30, 2012 by Jacquerel(BizM) Share this post Link to post Share on other sites
thepsynergist 0 Posted July 30, 2012 Sad... I was really hoping I could have some dynamically generated dungeons in my game. Share this post Link to post Share on other sites
Max W. 18 Posted August 1, 2012 (edited) Hey guys I believe these links will help out a lot first a link to an english version http://www.rmxpunlimited.net/forums/topic/8535-xas-05-in-english/page__pid__72465#entry72465 And there is a second person version but back to the non english version she goes. Note your partner doesn't attack with you in this. http://www.rmxpunlim...llowing-system/ Edited August 1, 2012 by Letsgo12 Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted August 24, 2012 I just had the guile to consider using this for Menagerie, from the very beginning I'd planned Menagerie around a sideview battle system, but really, this has so much stuff, I'm probably going to end up using it, also it will mean having a Druid will be a lot easier, and my Technician can do cool things too maybe, I'm thinking of "Sentreh goin' up" and other cool things, since the lack of Tankentai improval and translation has seemed to stay, I will try this out. Share this post Link to post Share on other sites
RaiMaker 4 Posted September 4, 2012 (edited) I have a question, err, is there a way to make that when an enemy die, it doesn't actually fade, but instead it activates an self-switch? Edited September 4, 2012 by RaiMaker Share this post Link to post Share on other sites
Stuntman Mike 1 Posted September 5, 2012 @ RaiMaker in my project I did exactly that (because I wanted to change the enemy graphic to a defeated enemy graphic and because I wanted to be able to pic up trophies upon the enemy) 1) you go to execute_enemy_defeated_process (should be in line 5437) 2) and add anywhere $game_self_switches[[$game_map.map_id, self.id, "B"]] = true in the definition however there is a bug: if you go to another map and return to the map where you killed the enemy you can hit the event a few more times although it's dead. maybe someone could fix this Share this post Link to post Share on other sites
Grim Tuesday 1 Posted September 5, 2012 (edited) Okay, Stuntman Mike, I tried your tip, pasted the line of code, but here's the problem: defeated enemy vanishes as they do normally in this ABS. I leave the map, return, and the enemy reappears, but with active event page that requires self switch B to be ON. When I enter his range, the enemy again turns the hostile page on. So, basically, death does turn the self switch on, but the enemy is still alive and kicking, just with different inactive page... Edited September 5, 2012 by Grim Tuesday Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted September 6, 2012 @Grim: There are multiple reasons that might be happening, the most likely is that the 'B' page of the event still has the movement path of "Approach Player" ticked. Check it is is on 'fixed' and if not, thats your problem. Share this post Link to post Share on other sites
Stuntman Mike 1 Posted September 7, 2012 (edited) @ RaiMaker I forgot something. Go to line 5666 and change the def update_collapse_duration to this: def update_collapse_duration @character.collapse_duration -= 1 # @character.opacity -= 2 if @character.collapse_duration <= 0 if @character.battler.is_a?(Game_Actor) SceneManager.goto(Scene_Gameover) return end # self.visible = false # @character.opacity = 0 # @character.erase end end for your other problem try Jacquerel's proposal Edited September 7, 2012 by Stuntman Mike Share this post Link to post Share on other sites
Grim Tuesday 1 Posted September 7, 2012 Well, that would be the first thing to check. I know things that basic, I'm a pretty advanced RM user I did set the movement to "fixed", updated "def update_collapse_duration" part like Stuntman Mike instructed above, and not only the previous problem didn't disappear, also a new one has arisen. Now when I kill an enemy he doesn't disappear, just freezes in place, retaining his regular appearance, but doesn't attack and is passable. The only difference is that he remains on the map without vanishing, but otherwise acts like normally defeated. And, like previously, when I leave and reenter the map, the enemy respawns with B page active, but the moment I enter his detection range, he shifts to the combat page, activated with self switch D. Any ideas? I reduced the number of other scripts to minimum, but none of the remaining ones seems to collide with XAS ABS (they govern menus, items, lighting, elements, stuff like that). Share this post Link to post Share on other sites
DAVE_EBUBBLES 16 Posted September 7, 2012 That could be an ingrown flaw with the script itself, If you haven't made substantial progress and don't need a huge web of features, I'd recommend Sapphire Action System for simplicity, and death event support. I've thought of a work around, instead of battles taking place in the field, have the event approach player, and on touch, have a variable (Monster ID) change the player warp to a battlefield area and turn a self switch on, where you could then have the regular fight, and once defeated initialize a transfer by variables that check players map x, y and ID before transition to battlefield. When back, the self switch would be on of a dead target. This work around idea brought to you by Tales of Vesperia and its battle system. Share this post Link to post Share on other sites