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@LBQ You are able to create anything from your imagination, just read the documentation and learn the features the script comes with, if you want a gorgeous 'graphical' skills presentation is up to you

 

@estriole im taking that into consideration, i would write something similar in future updates, do not expect it soon cuz i just returned to work.

 

 

Here a curious thing i forgot to mention in the documentation

You are able to transform the enemy when die, ​i added that feature when the engine was just coming to life and i completely forgot that exist, tag any enemy in the database with.

 

Enemy Die Transform = x

 

Change x for any enemy id

Edited by Falcao

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The reason I said the skills vision problem is because that in XAS, the 8-dir skills (such as all direction fireballs), can be automatically set to a direction of 45°. When I see the video, what I saw was The fireball did not change the direction to 45° but the normal way of VXA diagonal movement ( maybe I did not explain well). It looks strange that way and I do not think there is a way to make it move like what XAS's way of displaying a all direction skill.

You can also do some improvement how the damage displays (people like eye candies!). If you can add a effect that you can destroy everything, that would be great!

Anyway, like how you set states and the way of buffs and finally, I can create some party battles!

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There is two things and I believe are super hard that I have always wanted to see in a ABS for RM programs is first

a CPU battler Actor where your team fights as CPU controlled characters(Which means they would have to break the straight line formation.) then when your team mates die thay have a dead pose and they stay there until you revive them then a animation will play and they will respawn next to you. Although this is ice I still prefer the XAS although its complicated it just looks way better to me.

 

Still amazy script!

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I must say that this is really a good battle system... much better than Victor's battle system. I might switch to this for my project but its a lot of hassle to change all spritesheets and stuff... but other than that, FALCAO, YOU ROCK! ;)/>

 

EDIT: Oh snap! I didnt notice while playing the demo... the FPS stayed @ 60 ^_^ how is that possible >_> LoL!

Edited by Non ya

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@LBQ and @Max W

It is not comparison the user decide witch system suit theirs needs, i do like Xas and i like my own too

 

I you want powerfull skills that destroy everything around the casters it is very easy to create using the area fucntion, i didnt do cuz i focused on Game play and give the tools something useful like the boomerang that can grabs drops, grab events, start events etc.

 

@Non ya Thanks!, I had a hard time beating the lag, in the end the system runs smooth, very smooth

Edited by Falcao

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I think this is much better than XAS Plus it contains a Party system.

And falco created a lot of Awesome skills in this demo.

 

A little question, does this include all Fa interactive system weapons and tools?

Also : Could you update the Demo, I get an Error while fighting the spider, the Spider Image/file name is written in Portugal or some thing and my RPG Maker ACE English Can't read it, it says like "Graphics/Character/Arana is not found".

Edited by Sievn

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I think this is much better than XAS Plus it contains a Party system.

And falco created a lot of Awesome skills in this demo.

 

A little question, does this include all Fa interactive system weapons and tools?

Also : Could you update the Demo, I get an Error while fighting the spider, the Spider Image/file name is written in Portugal or some thing and my RPG Maker ACE English Can't read it, it says like "Graphics/Character/Arana is not found".

 

You can install the Interactive System Lite v2 which include the most wanted 4 engines, the pick up, push, fall and jump

The lite version not include tools. (pearl abs already include all the tools)

 

Does your pc has 'ñ' if not just replace the araña name with something else

 

Well here a great resource pack which include, swords, staffs, hammers magics, Military resources and more

Get it here http://www.rpgmakervxace.net/topic/8864-pearl-christmas-tools-gift-box/

 

Edited by Falcao

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BEST ABS !!!

 

of course it can't be perfect for everyone ;)/>

 

I also suggest a mini-HP-bar under the enemy and the enemy name over the enemy

 

both features should be optional, because not everybody would use it

 

best wishes from Europe !

 

Stuntman Mike

Edited by Stuntman Mike

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Thanks for the support guys!

 

Here a new Add-On for the system

 

This snipped display the Followers HP and MP on the screen, the bars are visible only while in battle (logical reasons). Those peoples who have played Wow, Aion or another mmorpg will be familiar with this.

 

Look for the link at the main post

 

Here a screenshot

 

Partyhud.png

Edited by Falcao

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I see that your party will but attack with you once you press k but is there a way to use regions to where they auto attack the enemies in that region? Also like I said before I really don't like how your team mates follow you around when they are dead...If these two things were present then I would be so tempted use this instead of XAS.

The biggest thing that kills me is the lack of custom graphics. Is there a way to make each weapon and armor have custom graphics? Also I like how in XAS you an have custom graphics for the characters attacking poses can you also add a little prefix type function to where when the system will read the attack pose graphics if prefix is present or it will just use the walk if attack pose is not present.

Same with a magic skill.

Is there also a way to pull of a special move where you jump or do rappid attacks like in XAS.

If these things were all present then whoa!!! There would be no dought I would use this 100% no questions asked.

 

BUT STILL AWESOME!!!! STUFF HERE KEEP IT UP!!!!!

Edited by Max W.

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@Max W

i guest you havent read the documentation, you can use custom graphics instead of the Universal ones, but it work little different than Xas, here an example normally you define user graphics for the tools this way

User Graphic = $Axe

 

If you want to display a custom graphic write the keyword custom and then the graphics name like this

User Graphic = custom $Axe

 

You can test that using the default hero of xas ace on your project

 

The Araña use a skill with custom graphic too, she opens her mouse when throwing webs

 

 

I dint do auto attacking for some logic reasons, it is only one player, followers not more than CPu waiting for orders, The human player has to be smart and use strategics to win battles and also scape from the battle when necessary (thas why i build the K key)

 

Rapids attacks are easily to set up

User Anime Speed = x

 

Just read that boring documentation and you will find a wall of features the script comes with.

 

I dont get why you dont like Universal graphics everybody love it since you dont have to edits chars

 

 

Edited by Falcao

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Final version of this script will be released on thursday, the new update has some great features like the enemy and actos dead poses, infinite combo chains, intruducing a polearn sample with a amazing combo chain, added support for biggers characters actors (another universal molde provided and much more.

 

Also you will have the option to display pictures on the Hp and Mp bars instead of script drawing.

 

I hope somebody learn all the features the script has and help those peoples who have questions regarding the script usage

 

After the final release I will take a long time brake.

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This is an awesome script and is EVERYTHING I need. One thing though, is it possible to remove the actor selection window/process entirely? I'm making a single player game and I don't have the need for any of the multiple actor commands, so it seems a bit silly to keep the commands there if they're useless.

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@sievn that looks weird, what do you prefer enemy bars with states and buff debuff display or just a mini hp bar below each enemy.

 

I think game play is better.

 

May be i would release an add-on for enemies hp bars if more peoples request it, i dont have too much free time right now

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mooshra here sorry about my previous questions you already had them done for the most part .I see you don't have much time but I too like enemy hp bars and the reason i dont like universal graphics is because i am an artist. In fact i hate them because i am an artist and universal graphics don't mix with me. Also i would like to request an idle mod or instructions on how to event to where when you press the K button or attack with a weapon you can change the walking sprite to where he is holding the weapon, I think this can be done using regions and conditional branches to make this happen. As for the enemy bar I would like just a line for the health gauge. Thank you for taking your time to read this.

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I have been testing this system for a while now and everything seems alright.

It works with most scripts and he beauty of this system is that its so simple and clean that you can just ad other scripts on top of it. I believe this is really great and allows you to customize the system to your needs.

So far ive only found one bug, it only happened once and i haven't been able to recreate it. When you reach the part where you need to lite up some candles with the fire spell, if i tried to save and afterwards try to use the spell, sometimes it would only shoot one ball.

 

I would encourage everyone to test the system with different scripts and/or try to make your own ad-ons for it.

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@sievn that looks weird, what do you prefer enemy bars with states and buff debuff display or just a mini hp bar below each enemy.

 

I think game play is better.

 

May be i would release an add-on for enemies hp bars if more peoples request it, i dont have too much free time right now

 

I Mean the Mini HP Bars below the Enemies and the Actors.

As an Add-on maybe like you said.

 

 

You can find a Script for that, But just optimize it in your own ABS :

 

 

#==============================================================================

# ** Imperial Action System I -- Heads-Up Display

#==============================================================================

# Autor: AndreMaker ou Maker-Leon ou Leon-S.K

#==============================================================================

# Este é o script da HUD utilizada pelo Sistema, abaixo seguem as configurações

# da mesma.

#==============================================================================

 

module HUD_Config

 

#--------------------------------------------------------------------------

# * Configurações Gerais

#--------------------------------------------------------------------------

 

Switch = 2 # Switch que ativa/desativa a HUD

 

Activate_Key = Key::F # Tecla que controla a switch

 

Base_Bar = 'bars-base' # Grafico da base da HUD

HP_Bar = 'hp_bar' # Grafico da barra de HP

MP_Bar = 'mp_bar' # Grafico da barra de MP

 

# Coordenadas X e Y da barra de HP

HP_X = 66

HP_Y = 29

 

# Coordenadas X e Y da barra de MP

MP_X = 66

MP_Y = 39

 

# TEXTO

Text_Size = 14 # Tamanho

Text_Color = Color.new(255,216,0) # Cor => Color.new(red, green, blue)

Text_Bold = true # Negrito? (true/false)

Alingment = 1 # Alinhamento: Esquerda 0, Centrado 1 e Direita 2

 

# Coordenadas X e Y do Nome

Name_X = 67

Name_Y = 13

# Largura e Altura do nome (respectivamente)

Name_Width = 104

Name_Height = 14

 

# Coordenadas X e Y do LVL

LV_X = 11

LV_Y = 46

# Largura e Altura do LVL (respectivamente)

LV_Width = 17

LV_Height = 14

 

# Coordenadas X e Y das FACES

DF_X = 9

DF_Y = 3

 

# Grafico padrão de Faces

D_Face = "default_face"

 

#--------------------------------------------------------------------------

# * Faces próprias para o player

#--------------------------------------------------------------------------

Custom_Faces = {}

 

# Custom_Faces[iD] = [nome do grafico, x, y]

Custom_Faces[18] = ["rasante_face", 9, 3]

Custom_Faces[19] = ["tk_face", 9, 3]

Custom_Faces[20] = ["liza_face", 9, 3]

Custom_Faces[21] = ["willie_face", 9, 3]

 

 

#==============================================================================

 

module Action_Bars

 

#--------------------------------------------------------------------------

# * Configurações de Skills, Items e Buffs

#--------------------------------------------------------------------------

 

Visible = true # Visiveis? (true/false)

 

Base = "action_bars" # Grafico Base

Base_X = 425 # Coord X

Base_Y = 0 # Coord Y

 

Skill_X = 435 # Coord X do icone da skill selecionada

Skill_Y = 23 # Coord Y do icone da skill selecionada

 

Buff_X = 473 # Coord X do icone do buff selecionada

Buff_Y = 23 # Coord Y do icone do buff selecionada

 

Item_X = 510 # Coord X do icone do item selecionada

Item_Y = 23 # Coord Y do icone do item selecionada

 

end

 

#==============================================================================

end

 

#===============================================================================

# FIM DAS CONFIGURAÇÕES

#===============================================================================

 

#==============================================================================

class Hud < Sprite

 

include HUD_Config

 

attr_accessor :hp

attr_accessor :mp

attr_accessor :slc_item

attr_accessor :slc_skill

attr_accessor :slc_buff

 

def initialize

super()

self.bitmap = Bitmap.new(544, 416)

@base = Cache.system(Base_Bar)

@hp_bit = Cache.system(HP_Bar)

@mp_bit = Cache.system(MP_Bar)

@level = $game_party.members[0].level

@name = $game_party.members[0].name

self.bitmap.blt(0,0, @base, Rect.new(0,0,@base.width, @base.height))

self.bitmap.blt(HP_X,HP_Y, @hp_bit, Rect.new(0,0,@hp_bit.width, @hp_bit.height))

self.bitmap.blt(MP_X,MP_Y, @mp_bit, Rect.new(0,0,@mp_bit.width, @mp_bit.height))

self.bitmap.font.color = Text_Color; self.bitmap.font.size = Text_Size; self.bitmap.font.bold = Text_Bold

self.bitmap.draw_text(Name_X,Name_Y,Name_Width,Name_Height,@name, Alingment)

self.bitmap.draw_text(LV_X,LV_Y,LV_Width,LV_Height,@level, Alingment)

refresh

end

 

def refresh

actor = $game_party.members[0]

self.bitmap.clear

@name, @level = actor.name, actor.level

@wd = @hp_bit.width * actor.hp / actor.mhp

@md = @mp_bit.width * actor.mp / actor.mmp

@slc_item = $game_player.selected_item

@slc_skill = $game_player.selected_skill

@slc_buff = $game_player.selected_buff

draw_face

draw_bars

draw_action_bars if Action_Bars::Visible

$game_system.hud_need_refresh = false

end

 

def draw_bars

actor = $game_party.members[0]

self.bitmap.blt(0,0, @base, Rect.new(0,0,@base.width, @base.height))

self.bitmap.blt(HP_X,HP_Y, @hp_bit, Rect.new(0,0,@wd, @hp_bit.height))

self.bitmap.blt(MP_X,MP_Y, @mp_bit, Rect.new(0,0,@md, @mp_bit.height))

self.bitmap.font.color = Text_Color; self.bitmap.font.size = Text_Size; self.bitmap.font.bold = Text_Bold

self.bitmap.draw_text(Name_X,Name_Y,Name_Width,Name_Height,@name, Alingment)

self.bitmap.draw_text(LV_X,LV_Y,LV_Width,LV_Height,@level, Alingment)

end

 

def draw_face

actor = $game_party.members[0]

if Custom_Faces.keys.include?(actor.id)

array = Custom_Faces[actor.id]

bitmap = Cache.face(array[0])

self.bitmap.blt(array[1], array[2], bitmap, Rect.new(0,0,bitmap.width, bitmap.height))

else

bitmap = Cache.face(D_Face)

self.bitmap.blt(DF_X, DF_Y, bitmap, Rect.new(0,0,bitmap.width, bitmap.height))

end

end

 

def draw_action_bars

bitmap = Cache.system(Action_Bars::Base)

self.bitmap.blt(Action_Bars::Base_X, Action_Bars::Base_Y, bitmap, Rect.new(0,0,bitmap.width, bitmap.height))

if not @slc_skill.nil?

index = @slc_skill.icon_index

self.bitmap.blt(Action_Bars::Skill_X, Action_Bars::Skill_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24))

end

if not @slc_buff.nil?

index = @slc_buff.icon_index

self.bitmap.blt(Action_Bars::Buff_X, Action_Bars::Buff_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24))

end

if not @slc_item.nil?

index = @slc_item.icon_index

self.bitmap.blt(Action_Bars::Item_X, Action_Bars::Item_Y, Cache.system('Iconset'), Rect.new(index%16*24,index/16*24,24,24))

x, y, number = Action_Bars::Item_X, Action_Bars::Item_Y, $game_party.item_number(@slc_item)

self.bitmap.draw_text(x + 5,y + 9,70,35, "x#{number.to_s}")

end

end

 

def p_width

@base.width

end

 

def p_height

@base.height

end

 

def ww

bitmap = Cache.system(Action_Bars::Base)

return Action_Bars::Base_X, Action_Bars::Base_X + bitmap.width

end

 

def hh

bitmap = Cache.system(Action_Bars::Base)

return Action_Bars::Base_Y, Action_Bars::Base_Y + bitmap.height

end

 

def dispose

super

end

end

 

class Scene_Map < Scene_Base

 

include HUD_Config

 

alias hud_start start

alias hud_terminate terminate

alias hud_update update

 

def start

hud_start

if $game_switches[switch] == true

@hud = Hud.new

end

end

 

def update

hud_update

if Input.trigger?(Activate_Key)

$game_switches[switch] = ($game_switches[switch] ? false : true)

end

if $game_switches[switch] == true

@hud.nil? ? @hud = Hud.new : refresh_hud

else

if not @hud.nil?; @hud.dispose; @hud = nil; end

end

end

 

def refresh_hud

@hud.refresh if $game_party.members[0].hp != @hud.hp or $game_party.members[0].mp != @hud.mp

@hud.refresh if $game_player.selected_skill != @hud.slc_skill or $game_player.selected_buff != @hud.slc_buff

@hud.refresh if $game_system.hud_need_refresh

@hud.z = 500 if !$game_map.windows.empty?

down = false

if $game_player.screen_x <= @hud.p_width and $game_player.screen_y <= @hud.p_height

@hud.opacity = 100 if @hud.opacity != 100

else

if Action_Bars::Visible

x1, y1 = @hud.ww

x2, y2 = @hud.hh

if $game_player.screen_x.between?(x1,y1) and $game_player.screen_y.between?(x2 + 10,y2 + 10)

@hud.opacity = 100 if @hud.opacity != 100

else

@hud.opacity = 255 if @hud.opacity != 255

end

else

@hud.opacity = 255 if @hud.opacity != 255

end

end

end

 

def terminate

if @hud != nil; @hud.dispose if not @hud.disposed?; end

hud_terminate

end

 

def hide_hud

return if @hud.nil?

return if @hud.disposed?

@hud.visible ? @hud.visible = false : @hud.visible = true

end

end

 

class Game_System; attr_accessor :hud_need_refresh; end

 

class Scene_Map; attr_reader :spriteset; end

 

class Spriteset_Map

 

include Imperial

include Imperial_Config

 

attr_reader :viewport1

 

alias mp_initialize initialize

alias mp_update update

alias mp_dispose dispose

 

def update_minibars_disposing

all_actors.each {|actor|

next if actor.minibar.nil?

if actor.killed

actor.minibar.dispose if not actor.minibar.disposed?

actor.minibar = nil

end

}

$game_map.enemies.each {|enemy|

next if enemy.minibar.nil?

if enemy.enemy.nil?

enemy.minibar.dispose if not enemy.minibar.disposed?

enemy.minibar = nil

else

if enemy.enemy.hp <= 0 or enemy.killed

enemy.minibar.dispose if not enemy.minibar.disposed?

enemy.minibar = nil

end

end

}

end

 

def initialize

@hero_weapons = {}

@enemy_weapons = {}

@secondary_weapons = {}

mp_initialize

@shield_sprite = Sprite.new(@viewport1)

@shield_sprite.ox, @shield_sprite.oy = 22, 22

refresh_shield

end

 

def refresh_shield

return if $game_party.members[0].equips[1].nil?

@bitmap = Bitmap.new(24,24)

icon = $game_party.members[0].equips[1].icon_index

return if icon.nil?

@bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24))

end

 

def update

mp_update

map = $game_map

update_minibars_disposing

trash = []

map.damage_sprites.each {|sprite|

sprite.update

trash.push(sprite) if sprite.disposed?

}

trash.each {|item| map.damage_sprites.delete(item) }

map.damage_sprites.compact!

@enemy_weapons = {} if @enemy_weapons.nil?

map.drops.each { |drop|

drop.update

trash.push(drop) if drop.disposed?

}

trash.each {|item| map.drops.delete(item)}; trash.clear

if !$game_map.windows.empty?

if $game_map.windows[0].is_a?(Pop)

$game_map.windows[0].update

trash.push($game_map.windows[0]) if $game_map.windows[0].disposed?

end

end

trash.each { |item| $game_map.windows.delete(item) }; trash.clear

$game_map.windows.compact!

otherss = []; no_need = []

map.characters.each { |char| otherss.push(char) if char.is_a?(Ranged::Enemy_Skill) }

otherss.each {|char| no_need.push(char) if !map.enemies.include?(char.enemy)}

otherss.clear; no_need.each {|char| map.characters.delete(char)}; no_need.clear

map.characters.each { |char|

char.sprite = Sprite_Character.new(@viewport1, char) if char.sprite.nil?

char.update; trash.push(char) if char.disposed? }

trash.each { |item| $game_map.characters.delete(item) }; trash.clear

# Weapon Sprites

update_hero_weapons if !@hero_weapons.empty?

update_enemy_weapons if !@enemy_weapons.empty?

update_secondary_weapons if !@secondary_weapons.empty?

if $game_player.shielding

update_shielding

else

if @shield_sprite

@shield_sprite.bitmap = nil if @shield_sprite.bitmap != nil

end

end

end

 

def update_shielding

refresh_shield if @bitmap.nil?

return if @bitmap.nil?

@shield_sprite.bitmap = @bitmap if @shield_sprite.bitmap.nil?

@shield_sprite.x = $game_player.screen_x + Shield_correction[$game_player.direction][0]

@shield_sprite.y = $game_player.screen_y + Shield_correction[$game_player.direction][1]

@shield_sprite.angle = Shield_angles[$game_player.direction]

@shield_sprite.z = Shield_z[$game_player.direction]

end

 

def dispose

$game_map.last_drops = $game_map.drops

$game_map.characters.each {|char| char.sprite.dispose if not char.sprite.disposed?; char.sprite = nil}

$game_map.damage_sprites.each { |sprite| sprite.dispose if not sprite.disposed?}

$game_map.windows.each { |sprite| sprite.dispose if not sprite.disposed? }

$game_map.damage_sprites.clear; $game_map.windows.clear

@hero_weapons.each {|array|

next if array[1][0].nil?

array[1][0].dispose if not array[1][0].disposed?

}

@hero_weapons = nil

@enemy_weapons.each {|array|

next if array[1][0].nil?

array[1][0].dispose if not array[1][0].disposed?

}

@enemy_weapons = nil

@shield_sprite.dispose if not @shield_sprite.disposed?

if $game_player.minibar != nil

$game_player.minibar.dispose if not $game_player.minibar.disposed?

$game_player.minibar = nil

end

$game_map.enemies.each {|enemy|

next if enemy.minibar.nil?

enemy.minibar.dispose if not enemy.minibar.disposed?

enemy.minibar = nil

}

$game_player.followers.each {|f|

next if f.minibar.nil?

f.minibar.dispose if not f.minibar.disposed?

f.minibar = nil

}

mp_dispose

end

 

def hero_attack(hero, weapon, ranged = false)

return if hero.nil?

return if !weapon.is_a?(RPG::Weapon)

icon = (weapon.icon_index rescue nil)

if !icon.nil?

bitmap = Bitmap.new(24,24)

bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24))

sprite = Sprite.new(@viewport1)

sprite.ox, sprite.oy = 22,22

sprite.bitmap = bitmap

@hero_weapons[hero] = [sprite,true,12,ranged]

end

end

 

def enemy_attack(event, weapon, ranged = false)

return if event.nil?

return if event.enemy.nil?

return if !weapon.is_a?(RPG::Weapon)

icon = (weapon.icon_index rescue nil)

if !icon.nil?

bitmap = Bitmap.new(24,24)

bitmap.blt(0,0,Cache.system("Iconset"),Rect.new(icon%16*24,icon/16*24,24,24))

sprite = Sprite.new(@viewport1)

sprite.ox, sprite.oy = 22,22

sprite.bitmap = bitmap

@enemy_weapons[event] = [sprite,true,12,ranged]

end

end

 

def update_hero_weapons

trash = []

@hero_weapons.each_with_index {|array, i|

update_array_weapon(array)

trash.push(@hero_weapons) if array[1][1] == false

}

trash.each {|item| @hero_weapons.delete(item) }; trash.clear

end

 

def update_enemy_weapons

trash = []

@enemy_weapons.each_with_index {|array, i|

update_array_weapon(array)

trash.push(@enemy_weapons) if array[1][1] == false

}

trash.each {|item| @enemy_weapons.delete(item) }; trash.clear

end

 

def update_secondary_weapons

 

end

 

def update_array_weapon(array)

array[1][0].x = array[0].screen_x + Move_correction[array[0].direction][0]

array[1][0].y = array[0].screen_y + Move_correction[array[0].direction][1]

if !array[1][3]

case array[1][2]

when 12

array[1][0].angle = Sprite_angles[array[0].direction][0]

array[1][0].z = Sprite_z_values[array[0].direction] - 15

when 9

array[1][0].angle = Sprite_angles[array[0].direction][1]

array[1][0].z = Sprite_z_values[array[0].direction] - 15

when 6

array[1][0].angle = Sprite_angles[array[0].direction][2]

array[1][0].z = Sprite_z_values[array[0].direction] - 15

when 3

array[1][0].angle = Sprite_angles[array[0].direction][3]

array[1][0].z = Sprite_z_values[array[0].direction] - 15

when 0

array[1][1] = false

array[1][0].bitmap = nil

end

else

if array[1][2] > 0

array[1][0].angle = Sprite_angles[array[0].direction][2]

array[1][0].z = Sprite_z_values[array[0].direction] - 15

else

array[1][1] = false

array[1][0].bitmap = nil

end

end

array[1][0].update

array[1][2] -= 1

end

end

 

class Game_Map

 

attr_accessor :enemies

attr_accessor :damage_sprites

attr_accessor :characters

attr_accessor :drops

attr_accessor :windows

attr_accessor :last_drops

 

alias mp_setup setup

 

def setup(map_id)

@enemies.nil? ? @enemies = [] : @enemies.clear

@damage_sprites.nil? ? @damage_sprites = [] : @damage_sprites.clear

@windows.nil? ? @windows = [] : @windows.clear

@characters.nil? ? @characters = [] : @characters.clear

@drops.nil? ? @drops = [] : @drops.clear

@last_drops.nil? ? @last_drops = [] : @last_drops.clear

mp_setup(map_id)

end

end

 

 

This is from ANOTHER ABS , OPTIMIZE IT FOR YOUR OWN ABS If POSSIBLE As an addon or what ever, just a request :)/>/>

I mean the Mini HP Bars ONLY.

 

if you are too busy to do it, then its ok

I am still using your Awesome compatible script and can't wait for final version :)

Edited by Sievn

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@Max you can make a mini engine to display idle moods

 

@sievn The bar is not included on final version but as i said before maybe as a add-on

 

@megrin im glad to hear the script is compatible with almost everything, i put a lot of effort to achieve that

Edited by Falcao

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Can you make the tool selection screen able to scroll to other members(Like the original equip scene where you can scroll to other members with Q and W)? It's annoying that I need to access the player selection and then access his/her tool screen.

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