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[REQ] Near's ABS4

I tried out near's Action Battle System 2, but it gave me a few errors when I tried to put it into a test game. I heard the upgrade to version 2 is number 4, but I am having a hard time finding v4. Does anyone got this system?
 

Kaoii

Member

Here you go =p

Code:
#==============================================================================
# â–  Action Battle System
#==============================================================================
# By Near Fantastica
# Version 4
# 29.11.05
#==============================================================================
# â–  ABS Key Commands
#==============================================================================
#   A    ● Dash
#   S    ● Sneak
#   D    ● Attack
#   1    ● Skill Key 1
#   2    ● Skill Key 2
#   3    ● Skill Key 3
#   4    ● Skill Key 4
#   5    ● Skill Key 5
#   6    ● Skill Key 6
#   7    ● Skill Key 7
#   8    ● Skill Key 8
#   9    ● Skill Key 9
#   0    ● Skill Key 0
#==============================================================================
# â–  ABS Enemy Ai List
#==============================================================================
#   Name
#   Name Of the Enemy in The Data Base
#---------------------------------------------------------------------------
#   Behavior
#   Passive = 0 ● The Event (Enemy) will only attack when attacked
#   Aggressive = 1 ● The Event will attack when one of its Detection level are set true
#   Linking = 2 ● Event will only attack when another Event is attacked with in its Detection level
#   Aggressive Linking = 3 ● Event will attack when either Aggressive or Linking is true
#---------------------------------------------------------------------------
#   Detection
#   Sound = range ● The range of sound the enemy can hear inactive if set to zero
#   Sight = range ● The range of sightthe enemy can see inactive if set to zero
#---------------------------------------------------------------------------
#   Aggressiveness
#   Aggressiveness = Level ● The high number the less Aggressive the Event
#---------------------------------------------------------------------------
#   Movement
#   Speed = Level ● The movment Speed of the event when engaged
#   Frequency = Level  ● The movment Frequency of the event when engaged 
#---------------------------------------------------------------------------
#   Trigger
#   Erased = 0  ● The event will be erased on death
#   Switch = 1  ● The event will be trigger Switch[ID] on death
#   Varible = 2  ● The event will be set the Varible[ID] = VALUE on death
#   Local Switch = 3 ● The event will trigger Local_Switch[ID] on death
#==============================================================================
# â–  ABS Range Constant
#==============================================================================
#   RANGE_WEAPONS[Weapon Id] = 
#   ["Character Set Name", Ammo Speed, Anmiation Id, Ammo Item Id, Range]
#   RANGE_SKILLS[Skill Id] = 
#   [Range, Ammo Speed, "Character Set Name"]
#==============================================================================

#--------------------------------------------------------------------------
# * SDK Log Script
#--------------------------------------------------------------------------
SDK.log("ABS", "Near Fantastica", 4, "29.11.05")

if SDK.state("Keyboard Input") == nil or SDK.state("Keyboard Input") == false
  p "Keyboard Input not found"
  SDK.disable("ABS")
end

#--------------------------------------------------------------------------
# * Begin SDK Enable Test
#--------------------------------------------------------------------------
if SDK.state("ABS") == true

  class ABS
    #--------------------------------------------------------------------------
    RANGE_WEAPONS = {}
    RANGE_WEAPONS[17] = ["Arrow", 5, 4, 35, 10]
    RANGE_WEAPONS[18] = ["Arrow", 5, 4, 35, 10]
    RANGE_WEAPONS[19] = ["Arrow", 5, 4, 35, 10]
    RANGE_WEAPONS[20] = ["Arrow", 5, 4, 35, 10]
    #--------------------------------------------------------------------------
    RANGE_SKILLS = {}
    RANGE_SKILLS[7] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[8] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[10] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[11] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[13] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[14] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[16] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[17] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[19] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[20] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[22] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[23] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[25] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[26] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[28] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[29] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[31] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[33] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[35] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[37] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[39] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[41] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[43] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[45] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[47] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[49] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[51] = [10, 5, "Magic Balls"]
    RANGE_SKILLS[57] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[58] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[59] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[60] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[61] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[62] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[63] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[64] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[65] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[66] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[67] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[68] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[69] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[70] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[71] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[72] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[73] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[74] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[75] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[76] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[77] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[78] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[79] = [1, 5, "Magic Balls"]
    RANGE_SKILLS[80] = [1, 5, "Magic Balls"]
    #--------------------------------------------------------------------------
    DASH_KEY = Keyboard::Letters["A"]
    SNEAK_KEY = Keyboard::Letters["S"]
    ATTACK_KEY = Keyboard::Letters["D"]
    SKILL_KEYS = Keyboard::Numberkeys
    #--------------------------------------------------------------------------
    attr_accessor :enemies
    attr_accessor :range
    attr_accessor :skills
    attr_accessor :dash_level
    attr_accessor :sneak_level
    #--------------------------------------------------------------------------
    def initialize
      # Enemies
      @enemies = {}
      # Range
      @range = []
      # Skills
      @skills = []
      # Dashing
      @dashing = false
      @dash_restore = false
      @dash_reduce= false
      @dash_timer = 0
      @dash_level = 5
      @dash_sec = 0
      # Sneaking
      @sneaking = false
      @sneak_restore = false
      @sneak_reduce= false
      @sneak_timer = 0
      @sneak_level = 5
      @sneak_sec = 0
      # Button Mashing
      @mash_bar = 0
    end
    #--------------------------------------------------------------------------
    def ATTACK_KEY
      return ATTACK_KEY
    end
    #--------------------------------------------------------------------------
    def SKILL_KEYS
      return SKILL_KEYS
    end
    #--------------------------------------------------------------------------
    def RANGE_WEAPONS
      return RANGE_WEAPONS
    end
    #--------------------------------------------------------------------------
    def RANGE_SKILLS
      return RANGE_SKILLS
    end
    #--------------------------------------------------------------------------
    def refresh(event, list, character_name)
      @enemies.delete(event.id)
      return if character_name == ""
      return if list == nil
      parameters = SDK.event_comment_input(event, 9, "ABS Event Command List")
      return if parameters.nil?
      name = parameters[0].split
      for x in 1...$data_enemies.size
        enemy = $data_enemies[x]
        if name[1].upcase == enemy.name.upcase
          @enemies[event.id] = Game_ABS_Enemy.new(enemy.id)
          @enemies[event.id].event_id = event.id
          default_setup(event.id)
          level = parameters[1].split
          @enemies[event.id].level = level[1].to_i
          behavior = parameters[2].split
          @enemies[event.id].behavior = behavior[1].to_i
          sound = parameters[3].split
          @enemies[event.id].detection_sound = sound[1].to_i
          sight = parameters[4].split
          @enemies[event.id].detection_sight = sight[1].to_i
          aggressiveness = parameters[5].split
          @enemies[event.id].aggressiveness = aggressiveness[1].to_i
          speed = parameters[6].split
          @enemies[event.id].speed = speed[1].to_i
          frequency = parameters[7].split
          @enemies[event.id].frequency = frequency[1].to_i
          trigger = parameters[8].split
          @enemies[event.id].trigger= [trigger[1].to_i, trigger[2].to_i, trigger[3].to_i]
        end
      end
    end
    #--------------------------------------------------------------------------
    def default_setup(id)
      @enemies[id].level = 1
      @enemies[id].behavior = 1
      @enemies[id].detection_sight = 1
      @enemies[id].detection_sound = 4
      @enemies[id].aggressiveness = 2
      @enemies[id].engaged = false
      @enemies[id].speed = 4
      @enemies[id].frequency = 5
    end
    #--------------------------------------------------------------------------
    def update
      update_dash if @sneaking == false 
      update_sneak if @dashing == false
      update_enemies
      update_player
      update_range
      Graphics.frame_reset
    end
    #--------------------------------------------------------------------------
    def update_range
      for range in @range
        range.update
      end
    end
    #--------------------------------------------------------------------------
    def update_player
      actor = $game_party.actors[0]
      @mash_bar = 100 if @mash_bar >= 100
      @mash_bar += 10
    end
    #--------------------------------------------------------------------------
    def update_dash
      if Keyboard.pressed?(DASH_KEY)
        if $game_player.moving?
          @dashing = true
          $game_player.move_speed = 5
          @dash_restore = false
          if @dash_reduce == false
            @dash_timer = 50 # Initial time off set
            @dash_reduce = true
          else
            @dash_timer-= 1
          end
          @dash_sec = (@dash_timer / Graphics.frame_rate)%60
          if @dash_sec == 0
            if @dash_level != 0
              @dash_level -= 1
              @dash_timer = 50 # Timer Count
            end
          end
          if @dash_level == 0
            @dashing = false
            $game_player.move_speed = 4
          end
        end
      else
        @dashing = false
        $game_player.move_speed = 4
        @dash_reduce = false
        if @dash_restore == false
          @dash_timer = 80 # Initial time off set
          @dash_restore = true
        else
          @dash_timer-= 1
        end
        @dash_sec = (@dash_timer / Graphics.frame_rate)%60
        if @dash_sec == 0
          if @dash_level != 5
            @dash_level+= 1
            @dash_timer = 60
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def update_sneak
      if Keyboard.pressed?(SNEAK_KEY)
        if $game_player.moving?
          @sneaking = true
          $game_player.move_speed = 3
          @sneak_restore = false
          if @sneak_reduce == false
            @sneak_timer = 50 # Initial time off set
            @sneak_reduce = true
          else
            @sneak_timer-= 1
          end
          @sneak_sec = (@sneak_timer / Graphics.frame_rate)%60
          if @sneak_sec == 0
            if @sneak_level != 0
              @sneak_level -= 1
              @sneak_timer = 100 # Timer Count
            end
          end
          if @sneak_level == 0
            @sneaking = false
            $game_player.move_speed = 4
          end
        end
      else
        @sneaking = false
        $game_player.move_speed = 4
        @sneak_reduce = false
        if @sneak_restore == false
          @sneak_timer = 80 # Initial time off set
          @sneak_restore = true
        else
          @sneak_timer-= 1
        end
        @sneak_sec = (@sneak_timer / Graphics.frame_rate)%60
        if @sneak_sec == 0
          if @sneak_level != 5
            @sneak_level+= 1
            @sneak_timer = 60 # Timer Count
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def update_enemies
      for enemy in @enemies.values
        case enemy.behavior
        when 0
          if enemy.engaged == true
            next if engaged_enemy_detection_sight?(enemy) == true
            next if engaged_enemy_detection_sound?(enemy) == true
          end
        when 1
          if enemy.engaged == true
            next if engaged_enemy_detection_sight?(enemy) == true
            next if engaged_enemy_detection_sound?(enemy) == true
          else
            next if enemy_detection_sight?(enemy) == true
            next if enemy_detection_sound?(enemy) == true
          end
        when 2
          if enemy.engaged == true
            next if engaged_enemy_linking_sight?(enemy) == true
            next if engaged_enemy_linking_sound?(enemy) == true
          else
            next if enemy_linking?(enemy) == true
          end
        when 3
          if enemy.engaged == true
            next if engaged_enemy_linking_sight?(enemy) == true
            next if engaged_enemy_linking_sound?(enemy) == true
          else
            next if enemy_detection_sight?(enemy) == true
            next if enemy_detection_sound?(enemy) == true
            next if enemy_linking?(enemy) == true
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def set_event_movement(enemy)
      event = $game_map.events[enemy.event_id]
      enemy.move_type = event.move_type
      enemy.move_frequency = event.move_frequency
      enemy.move_speed = event.move_speed
      enemy.engaged = true
      event.move_type = 2
      event.move_frequency = enemy.frequency 
      event.move_speed = enemy.speed
    end
    #--------------------------------------------------------------------------
    def return_event_movement(enemy)
      enemy.engaged = false
      event = $game_map.events[enemy.event_id]
      event.move_type = enemy.move_type
      event.move_frequency = enemy.move_frequency
      event.move_speed = enemy.move_speed
    end
    #--------------------------------------------------------------------------
    def engaged_enemy_linking_sight?(enemy)
      if enemy.detection_sight != 0
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sight)
          enemy.linking = false
          enemy_attack(enemy)
          return true
        else
          if enemy.linking == false
            return_event_movement(enemy)
            return false
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def engaged_enemy_linking_sound?(enemy)
      if enemy.detection_sound != 0
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sound)
          enemy.linking = false
          enemy_attack(enemy)
          return true
        else
          if enemy.linking == false
            return_event_movement(enemy)
            return false
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def enemy_linking?(enemy)
      for key in @enemies.keys
        if in_range?($game_map.events[enemy.event_id], $game_map.events[key], enemy.detection_sight)
          if enemy.engaged == true
            enemy.linking = true
            set_event_movement(enemy)
            return true
          end
        end
      end
      return false
    end
    #--------------------------------------------------------------------------
    def enemy_detection_sound?(enemy)
      if enemy.detection_sound != 0
        return false if enemy.level < $game_party.actors[0].level
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sound)
          if @sneaking == true
            return false
          end
          set_event_movement(enemy)
          return true
        end
      end
      return false
    end
    #--------------------------------------------------------------------------
    def enemy_detection_sight?(enemy)
      if enemy.detection_sight != 0
        return false if enemy.level < $game_party.actors[0].level
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sight)
          if facing?($game_map.events[enemy.event_id], $game_player)
            set_event_movement(enemy)
            return true
          end
        end
      end
      return false
    end
    #--------------------------------------------------------------------------
    def engaged_enemy_detection_sight?(enemy)
      if enemy.detection_sight != 0
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sight)
          enemy_attack(enemy)
          return true
        else
          return_event_movement(enemy)
          return false
        end
      end
    end
    #--------------------------------------------------------------------------
    def engaged_enemy_detection_sound?(enemy)
      if enemy.detection_sound != 0
        if in_range?($game_map.events[enemy.event_id], $game_player, enemy.detection_sound)
          enemy_attack(enemy)
          return true
        else
          return_event_movement(enemy)
          return false
        end
      end
    end
    #--------------------------------------------------------------------------
    def in_range?(element, object, range)
      x = (element.x - object.x) * (element.x - object.x)
      y = (element.y - object.y) * (element.y - object.y)
      r = x + y
      if r <= (range * range)
         return true
      else
        return false
      end
    end
    #--------------------------------------------------------------------------
    def in_range(element, range)
      objects = []
      x = (element.x - $game_player.x) * (element.x - $game_player.x)
      y = (element.y - $game_player.y) * (element.y - $game_player.y)
      r = x + y
      if r <= (range * range)
        objects.push($game_party.actors[0])
      end
      return objects
    end
    #--------------------------------------------------------------------------
    def facing?(element, object)
      if element.direction == 2
        if object.y >= element.y
          return true
        end
      end
      if element.direction == 4
        if object.x <= element.x
          return true
        end
      end
      if element.direction == 6
        if object.x  >= element.x
          return true
        end
      end
      if element.direction == 8
        if object.y <= element.y
          return true
        end
      end
      return false
    end
    #--------------------------------------------------------------------------
    def in_line?(element, object)
      if element.direction == 2
        if object.x == element.x
          return true
        end
      end
      if element.direction == 4
        if object.y == element.y
          return true
        end
      end
      if element.direction == 6
        if object.y == element.y
          return true
        end
      end
      if element.direction == 8
        if object.x == element.x
          return true
        end
      end
      return false
    end
    #--------------------------------------------------------------------------
    def enemy_pre_attack(enemy, actions)
      if enemy.hp * 100.0 / enemy.maxhp > actions.condition_hp
        return true
      end
      if $game_party.max_level < actions.condition_level
        return true
      end
      switch_id = actions.condition_switch_id
      if actions.condition_switch_id > 0 and $game_switches[switch_id] == false
        return true
      end
      n = rand(11) 
      if actions.rating < n
        return true
      end
      return false
    end
    #--------------------------------------------------------------------------
    def hit_player(enemy)
      $game_player.jump(0, 0)
      $game_player.animation_id = enemy.animation2_id
    end
    #--------------------------------------------------------------------------
    def actor_non_dead?(actor, enemy)
      if actor.dead?
        if not enemy.is_a?(Game_Actor)
          return_event_movement(enemy)
          enemy.engaged = false
        end
        $game_temp.gameover = true
        return false
      end
      return true
    end
    #--------------------------------------------------------------------------
    def enemy_attack(enemy)
      for actions in enemy.actions
        next if enemy_pre_attack(enemy, actions) == true
        case actions.kind
        when 0 #Basic
          if Graphics.frame_count % (enemy.aggressiveness * 30) == 0          
            case actions.basic
            when 0 #Attack
              if in_range?($game_map.events[enemy.event_id], $game_player, 1) and 
              facing?($game_map.events[enemy.event_id], $game_player)
                actor = $game_party.actors[0]
                actor.attack_effect(enemy)
                if $game_party.actors[0].damage != "Miss" and $game_party.actors[0].damage != 0
                  hit_player(enemy)
                end
                actor_non_dead?(actor, enemy)
                return
              end
            when 1..3 #Nothing
              return
            end
          end
        when 1..2#Skill
          skill = $data_skills[actions.skill_id]
          case skill.scope
          when 1 # One Enemy
            if Graphics.frame_count % (enemy.aggressiveness * 30) == 0
              if in_line?($game_map.events[enemy.event_id], $game_player)
                next if enemy.can_use_skill?(skill) == false
                @range.push(Game_Ranged_Skill.new($game_map.events[enemy.event_id], enemy, skill))
                enemy.sp -= skill.sp_cost
              end
            end
          when 3..4, 7 # User          
            if Graphics.frame_count % (enemy.aggressiveness * 100) == 0
              if enemy.hp < skill.power.abs
                enemy.effect_skill(enemy, skill)
                enemy.sp -= skill.sp_cost
                $game_map.events[enemy.event_id].animation_id = skill.animation2_id
              end
              return
            end
          end
          return
        end
      end
    else
      return
    end
    #--------------------------------------------------------------------------
    def hit_event(event, animation)
      event.jump(0, 0)
      return if animation == 0
      event.animation_id = animation
    end
    #--------------------------------------------------------------------------
    def event_non_dead?(enemy, actor = 0)
      if enemy.dead?
        treasure(enemy) if actor = 0
        id = enemy.event_id
        @enemies.delete(id)
        event = $game_map.events[enemy.event_id]
        event.character_name = ""
        case enemy.trigger[0]
        when 0
          event.erase
        when 1
          print "EVENT " + event.id.to_s + "Trigger Not Set Right ~!" if enemy.trigger[1] == 0
          $game_switches[enemy.trigger[1]] = true
          $game_map.need_refresh = true
        when 2
          print "EVENT " + event.id.to_s + "Trigger Not Set Right ~!" if enemy.trigger[1] == 0
           if enemy.trigger[2] == 0
             $game_variables[enemy.trigger[1]] += 1
            $game_map.need_refresh = true
          else
            $game_variables[enemy.trigger[1]] = enemy.trigger[2]
            $game_map.need_refresh = true
          end
        when 3
          value = "A" if enemy.trigger[1] == 1
          value = "B" if enemy.trigger[1] == 2
          value = "C" if enemy.trigger[1] == 3
          value = "D" if enemy.trigger[1] == 4
          print "EVENT " + event.id.to_s + "Trigger Not Set Right ~!" if value == 0
          key = [$game_map.map_id, event.id, value]
          $game_self_switches[key] = true
          $game_map.need_refresh = true
        end
        return false
      end
      return true
    end
    #--------------------------------------------------------------------------
    def treasure(enemy)
      exp = 0
      gold = 0
      treasures = []
      unless enemy.hidden
        exp += enemy.exp
        gold += enemy.gold
        if rand(100) < enemy.treasure_prob
          if enemy.item_id > 0
            treasures.push($data_items[enemy.item_id])
          end
          if enemy.weapon_id > 0
            treasures.push($data_weapons[enemy.weapon_id])
          end
          if enemy.armor_id > 0
            treasures.push($data_armors[enemy.armor_id])
          end
        end
      end
      treasures = treasures[0..5]
      for i in 0...$game_party.actors.size
        actor = $game_party.actors[i]
        if actor.cant_get_exp? == false
          last_level = actor.level
          actor.exp += exp
          if actor.level > last_level
            actor.hp = actor.maxhp
            actor.sp = actor.maxsp
          end
        end
      end
      $game_party.gain_gold(gold)
      for item in treasures
        case item
        when RPG::Item
          $game_party.gain_item(item.id, 1)
        when RPG::Weapon
          $game_party.gain_weapon(item.id, 1)
        when RPG::Armor
          $game_party.gain_armor(item.id, 1)
        end
      end
    end
    #--------------------------------------------------------------------------
    def player_attack
      actor = $game_party.actors[0]
      if RANGE_WEAPONS.has_key?(actor.weapon_id) 
        # Range Attack
        range_weapon = RANGE_WEAPONS[actor.weapon_id]
        return if $game_party.item_number(range_weapon[3]) == 0
        $game_party.lose_item(range_weapon[3], 1)
        @range.push(Game_Ranged_Weapon.new($game_player, actor, actor.weapon_id))
      else
        # Test Button Mash
        hit = rand(30) + 10
        if hit > @mash_bar
          @mash_bar = 0
          return
        end
        @mash_bar = 0
        # Melee Attack
        for enemy in @enemies.values
          event = $game_map.events[enemy.event_id]
          if facing?($game_player, event) and in_range?($game_player, event, 1)
            actor = $game_party.actors[0]
            enemy.attack_effect(actor)
            hit_event(event, $data_weapons[actor.weapon_id].animation2_id) if enemy.damage != "Miss" and enemy.damage != 0
            if event_non_dead?(enemy)
              if enemy.engaged == false
                enemy.engaged = true
                set_event_movement(enemy)
              end
            end
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def player_skill(key)
      return if @skills[key] == nil
      skill = $data_skills[@skills[key]]
      return if skill == nil
      actor = $game_party.actors[0]
      return if not actor.skills.include?(skill.id)
      return if actor.can_use_skill?(skill) == false
      case skill.scope
      when 1 # One Enemy
        @range.push(Game_Ranged_Skill.new($game_player, actor, skill))
        actor.sp -= skill.sp_cost
      when 2 # All Emenies
        $game_player.animation_id = skill.animation2_id
        actor.sp -= skill.sp_cost
        for enemy in @enemies.values
          next if enemy == nil
          enemy.effect_skill(actor, skill)
          if enemy.damage != "Miss" and enemy.damage != 0
            event = $game_map.events[enemy.event_id]
            hit_event(event, 0)
          end
          if event_non_dead?(enemy)
            if enemy.engaged == false
              enemy.behavior = 3
              enemy.linking = true
              enemy.engaged = true
              set_event_movement(enemy)
            end
          end
        end
        return
      when 3..4, 7 # User
        return if actor.can_use_skill?(skill) == false
        actor.effect_skill(actor, skill)
        actor.sp -= skill.sp_cost
        $game_player.animation_id = skill.animation2_id
        return
      end
    end
  end

  #============================================================================
  # â–  Game ABS Enemy
  #============================================================================
  
  class Game_ABS_Enemy < Game_Battler
    #--------------------------------------------------------------------------
    attr_accessor :event_id
    attr_accessor :level
    attr_accessor :behavior
    attr_accessor :detection_sight
    attr_accessor :detection_sound
    attr_accessor :aggressiveness
    attr_accessor :trigger
    attr_accessor :speed
    attr_accessor :frequency
    attr_accessor :engaged
    attr_accessor :linking
    attr_accessor :move_type
    attr_accessor :move_frequency
    attr_accessor :move_speed
    attr_accessor :ranged
    #--------------------------------------------------------------------------
    def initialize(enemy_id)
      super()
      @event_id= 0
      @level = 0
      @behavior = 0
      @detection_sight = 0
      @detection_sound = 0
      @aggressiveness = 1
      @trigger = []
      @enemy_id = enemy_id
      @engaged = false
      @linking = false
      @speed = 0
      @frequency = 0
      @move_type = 0
      @move_frequency = 0
      @move_speed = 0
      @hp = maxhp
      @sp = maxsp
    end
    #--------------------------------------------------------------------------
    def id
      return @enemy_id
    end
    #--------------------------------------------------------------------------
    def index
      return @member_index
    end
    #--------------------------------------------------------------------------
    def name
      return $data_enemies[@enemy_id].name
    end
    #--------------------------------------------------------------------------
    def base_maxhp
      return $data_enemies[@enemy_id].maxhp
    end
    #--------------------------------------------------------------------------
    def base_maxsp
      return $data_enemies[@enemy_id].maxsp
    end
    #--------------------------------------------------------------------------
    def base_str
      return $data_enemies[@enemy_id].str
    end
    #--------------------------------------------------------------------------
    def base_dex
      return $data_enemies[@enemy_id].dex
    end
    #--------------------------------------------------------------------------
    def base_agi
      return $data_enemies[@enemy_id].agi
    end
    #--------------------------------------------------------------------------
    def base_int
      return $data_enemies[@enemy_id].int
    end
    #--------------------------------------------------------------------------
    def base_atk
      return $data_enemies[@enemy_id].atk
    end
    #--------------------------------------------------------------------------
    def base_pdef
      return $data_enemies[@enemy_id].pdef
    end
    #--------------------------------------------------------------------------
    def base_mdef
      return $data_enemies[@enemy_id].mdef
    end
    #--------------------------------------------------------------------------
    def base_eva
      return $data_enemies[@enemy_id].eva
    end
    #--------------------------------------------------------------------------
    def animation1_id
      return $data_enemies[@enemy_id].animation1_id
    end
    #--------------------------------------------------------------------------
    def animation2_id
      return $data_enemies[@enemy_id].animation2_id
    end
    #--------------------------------------------------------------------------
    def element_rate(element_id)
      table = [0,200,150,100,50,0,-100]
      result = table[$data_enemies[@enemy_id].element_ranks[element_id]]
      for i in @states
        if $data_states[i].guard_element_set.include?(element_id)
          result /= 2
        end
      end
      return result
    end
    #--------------------------------------------------------------------------
    def state_ranks
      return $data_enemies[@enemy_id].state_ranks
    end
    #--------------------------------------------------------------------------
    def state_guard?(state_id)
      return false
    end
    #--------------------------------------------------------------------------
    def element_set
      return []
    end
    #--------------------------------------------------------------------------
    def plus_state_set
      return []
    end
    #--------------------------------------------------------------------------
    def minus_state_set
      return []
    end
    #--------------------------------------------------------------------------
    def actions
      return $data_enemies[@enemy_id].actions
    end
    #--------------------------------------------------------------------------
    def exp
      return $data_enemies[@enemy_id].exp
    end
    #--------------------------------------------------------------------------
    def gold
      return $data_enemies[@enemy_id].gold
    end
    #--------------------------------------------------------------------------
    def item_id
      return $data_enemies[@enemy_id].item_id
    end
    #--------------------------------------------------------------------------
    def weapon_id
      return $data_enemies[@enemy_id].weapon_id
    end
    #--------------------------------------------------------------------------
    def armor_id
      return $data_enemies[@enemy_id].armor_id
    end
    #--------------------------------------------------------------------------
    def treasure_prob
      return $data_enemies[@enemy_id].treasure_prob
    end
  end
  
  #============================================================================
  # â–  Game Battler
  #============================================================================
  
  class Game_Battler
    #--------------------------------------------------------------------------
    def can_use_skill?(skill)
      if skill.sp_cost > self.sp
        return false
      end
      if dead?
        return false
      end
      if skill.atk_f == 0 and self.restriction == 1
        return false
      end
      occasion = skill.occasion
      case occasion
      when 0..1
        return true
      when 2..3
        return false
      end
    end
    #--------------------------------------------------------------------------
    def effect_skill(user, skill)
      self.critical = false
      if ((skill.scope == 3 or skill.scope == 4) and self.hp == 0) or
         ((skill.scope == 5 or skill.scope == 6) and self.hp >= 1)
        return false
      end
      effective = false
      effective |= skill.common_event_id > 0
      hit = skill.hit
      if skill.atk_f > 0
        hit *= user.hit / 100
      end
      hit_result = (rand(100) < hit)
      effective |= hit < 100
      if hit_result == true
        power = skill.power + user.atk * skill.atk_f / 100
        if power > 0
          power -= self.pdef * skill.pdef_f / 200
          power -= self.mdef * skill.mdef_f / 200
          power = [power, 0].max
        end
        rate = 20
        rate += (user.str * skill.str_f / 100)
        rate += (user.dex * skill.dex_f / 100)
        rate += (user.agi * skill.agi_f / 100)
        rate += (user.int * skill.int_f / 100)
        self.damage = power * rate / 20
        self.damage *= elements_correct(skill.element_set)
        self.damage /= 100
        if self.damage > 0
          if self.guarding?
            self.damage /= 2
          end
        end
        if skill.variance > 0 and self.damage.abs > 0
          amp = [self.damage.abs * skill.variance / 100, 1].max
          self.damage += rand(amp+1) + rand(amp+1) - amp
        end
        eva = 8 * self.agi / user.dex + self.eva
        hit = self.damage < 0 ? 100 : 100 - eva * skill.eva_f / 100
        hit = self.cant_evade? ? 100 : hit
        hit_result = (rand(100) < hit)
        effective |= hit < 100
      end
      if hit_result == true
        if skill.power != 0 and skill.atk_f > 0
          remove_states_shock
          effective = true
        end
        last_hp = self.hp
        self.hp -= self.damage
        effective |= self.hp != last_hp
        @state_changed = false
        effective |= states_plus(skill.plus_state_set)
        effective |= states_minus(skill.minus_state_set)
        if skill.power == 0
          self.damage = ""
          unless @state_changed
            self.damage = "Miss"
          end
        end
      else
        self.damage = "Miss"
      end
      return effective
    end
  end
  
  #============================================================================
  # â–  Game Character
  #============================================================================
  
  class Game_Character
    attr_accessor   :move_type
    attr_accessor   :move_frequency
    attr_accessor   :move_speed
    attr_accessor   :character_name
  end
  
  #============================================================================
  # â–  Game Ranged Weapon
  #============================================================================
  
  class Game_Ranged_Weapon < Game_Character
    #--------------------------------------------------------------------------
    attr_accessor :draw
    attr_accessor :dead
    #--------------------------------------------------------------------------
    def initialize(parent, actor, attack)
      @range = 0
      @step = 0
      @parent = parent
      @actor = actor
      @draw = true
      @dead  = false
      @range_wepaon = $ABS.RANGE_WEAPONS[attack]
      super()
      refresh
    end
    #--------------------------------------------------------------------------
    def refresh
      @move_direction = @parent.direction
      moveto(@parent.x, @parent.y)
      @character_name = @range_wepaon[0]
      @move_speed = @range_wepaon[1]
      @range = @range_wepaon[4]
    end
    #--------------------------------------------------------------------------
    def check_event_trigger_touch(x, y)
      hit_player if x == $game_player.x and y == $game_player.y
      for event in $game_map.events.values
        if event.x == x and event.y == y
          if event.character_name == ""
            froce_movement
          else
            hit_event(event.id)
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def froce_movement
      case @move_direction
      when 2
        @y += 1
      when 4
        @x -= 1
      when 6
        @x += 1
      when 8
        @y -= 1
      end
    end
    #--------------------------------------------------------------------------
    def update
      super
      return if moving?
      case @move_direction
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
      update_step
    end
    #--------------------------------------------------------------------------
    def update_step
      kill if @step >= @range
      @step += 1
    end
    #--------------------------------------------------------------------------
    def hit_player
      actor = $game_party.actors[0]
      enemy = @actor
      actor.attack_effect(enemy)
      $game_player.animation_id = @range_wepaon[2] if actor.damage != "Miss" and actor.damage != 0
      $ABS.actor_non_dead?(actor, enemy)
      kill
    end
    #--------------------------------------------------------------------------
    def hit_event(id)
      actor = $ABS.enemies[id]
      return if actor == nil
      if @parent.is_a?(Game_Player)
        enemy = $game_party.actors[0]
        actor.attack_effect(enemy)
        $game_map.events[id].animation_id = @range_wepaon[2] if actor.damage != "Miss" and actor.damage != 0
        if $ABS.event_non_dead?(actor)
          if actor.engaged == false
            actor.behavior = 3
            actor.linking = true
            actor.engaged = true
            $ABS.set_event_movement(actor)
          end
        end
      else
        enemy = $ABS.enemies[@parent.id]
        actor.attack_effect(enemy)
        $game_map.events[id].animation_id = @range_wepaon[2] if actor.damage != "Miss" and actor.damage != 0
        $ABS.event_non_dead?(actor, enemy)
      end
      kill
    end
    #--------------------------------------------------------------------------
    def kill
      @dead = true
    end
  end
  
  #============================================================================
  # â–  Game Ranged Skill
  #============================================================================
  
  class Game_Ranged_Skill < Game_Character
    #--------------------------------------------------------------------------
    attr_accessor :draw
    attr_accessor :dead
    #--------------------------------------------------------------------------
    def initialize(parent, actor, skill)
      @range = 0
      @step = 0
      @parent = parent
      @skill = skill
      @actor = actor
      @range_skill = $ABS.RANGE_SKILLS[skill.id]
      @draw = true
      @dead  = false
      super()
      refresh
    end
    #--------------------------------------------------------------------------
    def refresh
      @move_direction = @parent.direction
      moveto(@parent.x, @parent.y)
      @range = @range_skill[0]
      @opacity = 10 if @range == 1
      @move_speed = @range_skill[1]
      @character_name = @range_skill[2]
    end
    #--------------------------------------------------------------------------
    def check_event_trigger_touch(x, y)
      hit_player if x == $game_player.x and y == $game_player.y
      for event in $game_map.events.values
        if event.x == x and event.y == y
          if event.character_name == ""
            froce_movement
          else
            hit_event(event.id)
          end
        end
      end
    end
    #--------------------------------------------------------------------------
    def froce_movement
      case @move_direction
      when 2
        @y += 1
      when 4
        @x -= 1
      when 6
        @x += 1
      when 8
        @y -= 1
      end
    end
    #--------------------------------------------------------------------------
    def update
      super
      return if moving?
      case @move_direction
      when 2
        move_down
      when 4
        move_left
      when 6
        move_right
      when 8
        move_up
      end
      update_step
    end
    #--------------------------------------------------------------------------
    def update_step
      kill if @step >= @range
      @step += 1
    end
    #--------------------------------------------------------------------------
    def hit_player
      actor = $game_party.actors[0]
      enemy = @actor
      actor.effect_skill(enemy, @skill)
      $game_player.animation_id = @skill.animation2_id if actor.damage != "Miss" and actor.damage != 0
      $ABS.actor_non_dead?(actor, enemy)
    end
    #--------------------------------------------------------------------------
    def hit_event(id)
      actor = $ABS.enemies[id]
      return if actor == nil
      if @parent.is_a?(Game_Player)
        enemy = $game_party.actors[0]
        actor.effect_skill(enemy, @skill)
        $game_map.events[id].animation_id = @skill.animation2_id if actor.damage != "Miss" and actor.damage != 0
        if $ABS.event_non_dead?(actor, enemy)
          if actor.engaged == false
            actor.behavior = 3
            actor.linking = true
            actor.engaged = true
            $ABS.set_event_movement(actor)
          end
        end
      else
        enemy = $ABS.enemies[@parent.id]
        actor.effect_skill(enemy, @skill)
        $game_map.events[id].animation_id = @skill.animation2_id if actor.damage != "Miss" and actor.damage != 0
        $ABS.event_non_dead?(actor, enemy)
      end
    end
    #--------------------------------------------------------------------------
    def kill
      @dead = true
    end
  end
  
  #============================================================================
  # â–  Game Event
  #============================================================================
  
  class Game_Event < Game_Character
    #--------------------------------------------------------------------------
    alias nf_abs_game_event_refresh_set_page refresh_set_page
    #--------------------------------------------------------------------------
    def name
      return @event.name
    end
    #--------------------------------------------------------------------------
    def id
      return @id
    end
    #--------------------------------------------------------------------------
    def refresh_set_page
      nf_abs_game_event_refresh_set_page
      $ABS.refresh(self, @list, @character_name)
    end
  end
  
  #============================================================================
  # â–  Spriteset Map
  #============================================================================
  
  class Spriteset_Map
    #--------------------------------------------------------------------------
    alias nf_abs_spriteset_map_initialize initialize
    alias nf_abs_spriteset_map_dispose dispose
    alias nf_abs_spriteset_map_update update
    #--------------------------------------------------------------------------
    def initialize
      @ranged = []
      for range in $ABS.range
        sprite = Sprite_Character.new(@viewport1, range)
        @ranged.push(sprite)
      end
      nf_abs_spriteset_map_initialize
    end
    #--------------------------------------------------------------------------
    def dispose
      for range in @ranged
        range.dispose
      end
      nf_abs_spriteset_map_dispose
    end
    #--------------------------------------------------------------------------
    def update
      for range in $ABS.range
        if range.draw == true
          sprite = Sprite_Character.new(@viewport1, range)
          @ranged.push(sprite)
          range.draw = false
        end
      end
      for range in @ranged
        if range.character.dead == true
          $ABS.range.delete(range.character)
          @ranged.delete(range)
          range.dispose
        else
          range.update
        end
      end
      nf_abs_spriteset_map_update
    end
  end
  
  #============================================================================
  # â–  Scene Title
  #============================================================================
  
  class Scene_Title
    #--------------------------------------------------------------------------
    alias nf_abs_scene_title_cng command_new_game
    #--------------------------------------------------------------------------
    def command_new_game
      $ABS = ABS.new
      nf_abs_scene_title_cng
    end
  end
  
  #============================================================================
  # â–  Scene Map
  #============================================================================
  
  class Scene_Map
    #--------------------------------------------------------------------------
    alias nf_abs_scene_map_update update
    alias nf_abs_scene_map_main_loop main_loop
    #--------------------------------------------------------------------------
    def main_loop
      Keyboard.update
      nf_abs_scene_map_main_loop
    end
    #--------------------------------------------------------------------------
    def update
      $ABS.update
      $ABS.player_attack if Keyboard.trigger?($ABS.ATTACK_KEY)
      for i in 0..9
        $ABS.player_skill(i) if Keyboard.trigger?($ABS.SKILL_KEYS[i])
      end
      nf_abs_scene_map_update
    end
  end
  
  #============================================================================
  # â–  Scene Skill
  #============================================================================
  
  class Scene_Skill
    #--------------------------------------------------------------------------
    alias nf_abs_scene_skill_main main
    alias nf_abs_scene_skill_update update
    alias nf_abs_scene_skill_update_skill update_skill
    #--------------------------------------------------------------------------
    def main
      @shk_window = Window_Command.new(250, ["Skill Assigned to Hot Key"])
      @shk_window.visible = false
      @shk_window.active = false
      @shk_window.x = 200
      @shk_window.y = 250
      @shk_window.z = 1500
      nf_abs_scene_skill_main  
      @shk_window.dispose
    end
    #--------------------------------------------------------------------------
    def update
      Keyboard.update
      @shk_window.update
      nf_abs_scene_skill_update
      if @shk_window.active
        update_shk
        return
      end
    end
    #--------------------------------------------------------------------------
    def update_skill
      nf_abs_scene_skill_update_skill
      for i in 0..9
        if Keyboard.trigger?($ABS.SKILL_KEYS[i])
          $game_system.se_play($data_system.decision_se)
          @skill_window.active = false
          @shk_window.active = true
          @shk_window.visible = true
          $ABS.skills[i] = @skill_window.skill.id 
        end
      end
    end
   #--------------------------------------------------------------------------
   def update_shk
     if Input.trigger?(Input::C)
       $game_system.se_play($data_system.decision_se)
       @shk_window.active = false
       @shk_window.visible = false
       @skill_window.active = true
       $scene = Scene_Skill.new(@actor_index)
       return
     end
   end
  end
  
  #============================================================================
  # â–  Scene Load
  #============================================================================
  
  class Scene_Load < Scene_File
    #--------------------------------------------------------------------------
    alias nf_abs_scene_load_read_data read_data
    #--------------------------------------------------------------------------
      def read_data(file)
      nf_abs_scene_load_read_data(file)
      $ABS = Marshal.load(file)
    end
  end
  #============================================================================
  # â–  Scene Save
  #============================================================================
  
  class Scene_Save < Scene_File
    #--------------------------------------------------------------------------
    alias nf_abs_scene_save_write_data write_data
    #--------------------------------------------------------------------------
    def write_data(file)
      nf_abs_scene_save_write_data(file)
      Marshal.dump($ABS, file)
    end
  end
  
#--------------------------------------------------------------------------
# * End SDK Enable Test
#--------------------------------------------------------------------------
end
 

RAWR

Member

#============================================================================
# â–  Spriteset Map
#============================================================================

class Spriteset_Map
#--------------------------------------------------------------------------
alias nf_abs_spriteset_map_initialize initialize
alias nf_abs_spriteset_map_dispose dispose
alias nf_abs_spriteset_map_update update
#--------------------------------------------------------------------------
def initialize
@ranged = []
for range in $ABS.range
sprite = Sprite_Character.new(@viewport1, range)
@ranged.push(sprite)
end
nf_abs_spriteset_map_initialize
end
#--------------------------------------------------------------------------
def dispose
for range in @ranged
range.dispose
end
nf_abs_spriteset_map_dispose
end
#--------------------------------------------------------------------------
def update
for range in $ABS.range
if range.draw == true
sprite = Sprite_Character.new(@viewport1, range)
@ranged.push(sprite)
range.draw = false
end
end
for range in @ranged
if range.character.dead == true
$ABS.range.delete(range.character)
@ranged.delete(range)
range.dispose
else
range.update
end
end
nf_abs_spriteset_map_update
end
end


im getting trouble on that part....what am i suppose to do?
 
Alright, for setting up an enemy. You do the following in an event.

Comment: ABS Event Command List
Comment: Name MONSTER_NAME_IN_DATABASE
(can't include any spaces in name of monster in both database and comment)
Comment: Level 1
Comment: Behavior 1
Comment: Sound 1
Comment: Sight 1
Comment: Aggressiveness 1
Comment: Speed 1
Comment: Frequency 1
Comment: Trigger 0

Read the comments near the top of the script to see what those numbers mean.
Trigger 0
Erase event, like the event command
Trigger 1 3
Switch 3 is turned on
Trigger 2 3
Variable 3 is increased by 1
Trigger 3 1
Local switch A is turned on. 1 = A, 2 = B, 3 = C, 4 = D

A good thing to do with all your monsters, is to put a copy of each monster type into an empty unused map, so it's easier to reference to.
 

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