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XAS Action Rpg System (Secret Of Mana Styled)

It is somewhere in this threadm I requested it once and someone did the edit, unfortunately I'm unable to recover the script :/

~Ragnai
 
on this thread, go to page 23...
Hackle had posted a "superwalk" script made by Zeus81.
(unfortunately it doesn't work with the latest version of XAS.)

~g/A\/\/\|E|F/A\(C|=
 
ok so i am completely scripting illiterate, and need some quick help with one function!

how can i disable gameover for one fight but have it set a switch when i am dead?
the site (link below) goes into minor detail on how to do it but no matter what i try for call script i cannot get this to work. any help would be greatly appreciated! thank you

http://www.atelier-rgss.com/RGSS/Battle/XAS_02a.html
 
@zkhammer - Ok, real quick one:

Go to the BATTLER script - search for "AUTOGAMEOVER" and put this to false.

GAMEOVER_SWITCH_ID = 4 as default.

Now go to the Database and create a common event:

Name - Gameover
Trigger - Autorun
Condition Switch - 4

Within the common event put whatever you want, remembering to "recover all" first, as the gameover will loop otherwise and don't forget to switch off the "Game over" switch at the end.

If you want it to happen just the one time, with auto-gameover the rest of the time you need to put a conditional branch within the common event which looks like this:

Conditional Branch: Switch [X: BOSS] == ON

Recover ALL

[Put in here whatever you want to happen when the boss defeats you.]

Control Switches 4 OFF
Control Switches X OFF

Else

Script - "$scene = Scene_Gameover.new"

Control Switches 4 OFF

Branch End


Get over to http://xasabs.wordpress.com to enter the PUZZLE CONTEST there is just over a week to get your entry in - still loads of time if you start now - Rules and Info are up on the site - enter now for your chance to win £10 ($16.50).
 
Mmmm... a little question XD i've notice that you can't use all of the 8 frames for the Attacks graphics...
The Character is properly splitted... (is devided in all the frames mentioned in the  
 
I think you forgot to rename ya file with the number of animations to play..?
For Example, your file is named "Hero.png" and you want it to play 8 frame-animations, you have to rename your file into "Hero[8].png" The number in the square brackets is the number of frames to play within the file.... it can also be 16, or 1.. but you have to change the number inside of the square brackets...
Hope it will help ya..

Greetz..
 
Mmm.. i think you haven't understand :*
Sorry XD maybe i haven't explain myself well...
When in the Script list you create a new skill...
there's this line: SELF_MOTIONS[action_id] = "_BOW_02"
this is an example... if i put something like this:
SELF_MOTIONS[action_id] = "_BOW_02[8]"
the graphics appear right... the frames are splitted in the right way... but only the first 4 are displayed...
 
Mmm.. i think you haven't understand :*
Sorry XD maybe i haven't explain myself well...
When in the Script list you create a new skill...
there's this line: SELF_MOTIONS[action_id] = "_BOW_02"
this is an example... if i put something like this:
SELF_MOTIONS[action_id] = "_BOW_02[8]"
the graphics appear right... the frames are splitted in the right way... but only the first 4 are displayed...
 
Mmm.. i think you haven't understand :*
Sorry XD maybe i haven't explain myself well...
When in the Script list you create a new skill...
there's this line: SELF_MOTIONS[action_id] = "_BOW_02"
this is an example... if i put something like this:
SELF_MOTIONS[action_id] = "_BOW_02[8]"
the graphics appear right... the frames are splitted in the right way... but only the first 4 are displayed...
 
Woaw, posting every 1 : 2 minutes the same thing... I hope it has been a bug.

Anyway: You just have to name you character player[8]_Bow_02
the script will understand that this char has 8 frames -> [8]
and will understand too that it has to use this character sheet for the _Bow_02 animation.

Hope I could help

~Ragnai
 
Fenwick, somewhat-not-really-about-this-ABS-ish, is there a slight little tiny puny chance that the hookshot thingy tool (because I love it =)) could be used... WITHOUT XAS?

Because I don't really want an ABS game, but I do want a sword that slashes through grass, and a hookshot that shoots hooks =P


Oh aaaaand if that cannot be done, can somebody please tell me how to magically remove the stats icon: with the face of Aluxes, and his hp and such, and return the NORMAL menu, instead of those 2 boxes that show up magically? And make the battle system normal =p

I AM BEGGING YOU =O
 
@mining gast - Fenwick LoreCarver's hookshot IS an XAS tool that he has custom made for this awesome ABS.
- if you don't want an ABS game but you want to use ABS features...
(like using a sword to cut grass and a hook shot that hooks...
then design your game as so, you don't have to use everything in XAS.)
- as for the status icon and all of the other features you don't want to use...
disable the HUD. the default switch is set to 5.
(just set that switch to off through an event)
- and last if you want to use the original battle system for RMXP with XAS...
it's entirely possible, but it will require a few script edits
and configuring your database for items,weapons,skills, enemies and troops.
go to page 28 in this thread... luckily I figured it all out.

~g/A\/\/\|E|F/A\(C|=
 
thank you calvin624! it works like a charm, and now i am able to release a demo soon!

edit: im loving the shoutout on wordpress, i feel like ive accomplished something today
 
Glad I could help zkhammer, I look forward to seeing your demo :)

Get over to http://xasabs.wordpress.com to enter the PUZZLE CONTEST you have 4 days to get your entry in - still loads of time if you start now - Rules and Info are up on the site - enter now for your chance to win £10 ($16.50).
 
Glad I could help zkhammer, I look forward to seeing your demo :)

Get over to http://xasabs.wordpress.com to enter the PUZZLE CONTEST you have 4 days to get your entry in - still loads of time if you start now - Rules and Info are up on the site - enter now for your chance to win £10 ($16.50).
 
Is there any way I can make a weapon in % less or more effective against an enemy?
Something like: Weapon ID5 makes 20% more/less damage on enemy ID x, y,z,a,b,c aso.?

Thanks in advance.

~Ragnai
 
@Ragnai - You can kinda do this using element efficiency, don't let the name fool you, this doesn't have to be elemental based - what's more, you can create a single group to use with a number of creatures.

Quick walk-through:

Go to the "System" tab in the database.

Create a new Element Name - "flying" for example.

Common sense tells us that bow and arrow weapons would cause more damage to flying creatures so go to the "Weapons" and "Skills" tab and click the check box for "flying" for the weapon(s) you want to have this effect.

Then go to the "Enemies" tab and select the efficiency for "flying" -

A:200%
B:150%
C:100%
D:50% (half damage)
E:0% (immune)
F:-100% (absorbed)

You can change these percentages in the original rpgmxp scripts - go to the "Game_Actor" script, line 113 lists the effectiveness percentages.

Become part of the growing community over at http://xasabs.wordpress.com
 

Batman

Sponsor

Hey! This is an awesome script. And I have a question...

How would i make it so that my character could move around using the W, A, S, and D keys on the keyboard rather than using the arrow keys? W for up, A for left, S for down and D for right.

I know this script has tons of capabilities but I don't really need a whole lot of the features for my game. My game is simple shooter where you run around, using a gun (with ammo) to kill stuff. It's more of a modern day survival horror type deal. So anyway, is that a possibility?

If the W, A, S, and D keys are already assigned to do something in the script can they be disabled or something so that I can move around with them instead?

Thanks!
 

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