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@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.

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@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 by ShinGamix

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@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

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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 by ShinGamix

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Of course. But you'll have to custom sprite them.

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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.

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I love how they made this for Ace :D! The only thing is I could never figure out how to make eniemes more powerful..like boss wise.

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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.

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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 =(((

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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.

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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 by Jacquerel(BizM)

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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 by Letsgo12

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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.

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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 by RaiMaker

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@ 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

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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 by Grim Tuesday

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@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.

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@ 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 by Stuntman Mike

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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).

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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.

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