Realistic ABS
Version: 1.12
Introduction
You think all ABSs are the same? Wrong! Here comes the one with the realistic engine! :D
Enough Merchandising.
This ABS lets your enemies be your friends, your friends be your enemies' enemies, or your enemies only attack you when you attack them. Realistic, i guess...
Features
not a good one, but what do you want to see?
http://serv2.imagehigh.com/imgss/4665697_battle.png[/IMG]
Demo
Megaupload
Up-File
RPG Palace (thx to Moynosoken)
Script
ABS
HUD *edit of Prexus' ABS HUD
PopUp
Instructions
Controls
FAQ
Hope not too much
Compatibility
Is compatible with my Scripts, otherwise i don't know
Credits and Thanks
Credits go to Prexus and me
Thanks for Prexus for providing his ABS to me
Thanks for Trickster for showing me some commands
Author's Notes
I hope there will be more replies than in my other threads :p
Merry Christmas and a happy new Year!
Version: 1.12
Introduction
You think all ABSs are the same? Wrong! Here comes the one with the realistic engine! :D
Enough Merchandising.
This ABS lets your enemies be your friends, your friends be your enemies' enemies, or your enemies only attack you when you attack them. Realistic, i guess...
Features
- 8-Way Movement
- Different Alignments (neutral, attack evil, attack good, attack Player...)
- Different Reactions (do nothing, attack all, attack attacker...)
- AI (heal when hp low, heal status effects, run away, call for help...)
- Enemies can always attack you, but you have to be in battle_mode to attack
- Skill and Weapon Range
- halfes the Animation sizes, to ease their creation
- All the features that are in Prexus' ABS (because this is a mod of his ABS)
- Some others i might have forgot...
not a good one, but what do you want to see?
http://serv2.imagehigh.com/imgss/4665697_battle.png[/IMG]
Demo
Megaupload
Up-File
RPG Palace (thx to Moynosoken)
Script
ABS
HUD *edit of Prexus' ABS HUD
PopUp
Instructions
Controls
Code:
Alt: Switch to BattleMode
C: Attack
X: Defend
Z: Menu
A/S/D: Skill Shortcuts
Insert 6 Comments in the top of an event page
Now the Comment have to ook like this:
1. Comment (Just write in)
2. Comment
3. Comment
4. Comment
5. Comment
6. Comment
Now the Comment have to ook like this:
1. Comment (Just write in)
Code:
ABS Enemy
Code:
Enemy_ID Troop_Name Immortal?
Enemy_ID: the ID of the chosen Enemy
Troop_Name: The Name of the Troop (Enemies in the same Troop help each other)
Immortal?: true if you want the Enemy to be immortal, false if not
Troop_Name: The Name of the Troop (Enemies in the same Troop help each other)
Immortal?: true if you want the Enemy to be immortal, false if not
Code:
Alignment Reaction Allied?
Alignment:
Reaction: (A Value has to stand here, but is only used for Alignment = 0):
Allied?: true if Enemy is allied, false if not
Code:
0 = Enemy attacks none
1 = Enemy attacks Evil
2 = Enemy attacks Player and Good
3 = Enemy attacks Player
4 = Enemy attacks Player and Evil
5 = Enemy attacks Good
6 = Enemy attacks all
7 = Enemy attacks Attacker
Code:
0 = do nothing
1 = Enemy attacks Attacker
2 = Enemy attacks Attacker and Evil
3 = Enemy attacks Attacker and Good
4 = Enemy attacks all
Code:
Find_Range Attack_Range
Find_Range: The Range in which the Enemy can find you
Attack_Range: The Range of the Enemy's Melee Attack
Attack_Range: The Range of the Enemy's Melee Attack
Code:
Run% Ask_for_Help?
Run%: When Run% of the HP is reached the Enemy will run away
Ask_For_Help?: true if you want the Enemy to call for help of his Troop, false if not
Ask_For_Help?: true if you want the Enemy to call for help of his Troop, false if not
Code:
Trigger_Type Trigger
Trigger_Type: (when enemy dies)
Trigger: When Trigger_Type = Local or Self it has to be A B C or D
When Trigger_Type = Switch it has to be the corresponding Switch_ID
Code:
Erase = erases the event (but appears when returning to this map)
Local = The Self_Switch [COLOR=Blue]Trigger[/COLOR] is activated (but set back when exiting the map)
Self = The Self_Switch [COLOR=Blue]Trigger[/COLOR] is activated and won't set back
Switch = The Switch [COLOR=Blue]Trigger[/COLOR] is activated
Chest = The Self_Switch A will be activated and set back when exiting the map
When Trigger_Type = Switch it has to be the corresponding Switch_ID
FAQ
Hope not too much
Compatibility
Is compatible with my Scripts, otherwise i don't know
Credits and Thanks
Credits go to Prexus and me
Thanks for Prexus for providing his ABS to me
Thanks for Trickster for showing me some commands
Author's Notes
I hope there will be more replies than in my other threads :p
Merry Christmas and a happy new Year!