Sapphire Action System IV

maopansu

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First off I'm using your system for a little side project I've started and loving it, thanks for sharing! I just had a question, if anyone could help me out, I have no knowledge of scripting and can't seem to find a way to do this through event calls or common events. Is there a way I could increase a variable with every attack the character does? Not damage dealt, just physical attack, i.e. with the a button. 
 

Kyuukon

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Khas, is there a way to integrate Path-finding to this? All scripts I've found are not compatible with pixel movement T.T
 

maopansu

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Is there any way to set it so that your skill automatically changes when a new skill is learned? I've been playing around with events/common events but can't get anything to work myself. Also, disregard my last request.  
 

Khas

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@maopansu

Thank you! It's possible, just do the following:

After this line:

return if @recover > 0 || $game_map.interpreter.running?Add this line:

$game_variables[x] += 1 # x is the variable ID you want to add 1!@kyuukon

Unfortunately there's no way, unless you make your own pathfinder. Pixel movement scripts alters the way movement behaves, thus a standard pathfinder won't be compatible.
 

Kyuukon

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Awww :( I was hoping your Path-finding script would be compatible with SAS. Would it be too hard to make it work with it? please, do it! I might give it a try if not :3

Glad you're back :D It's nice to have such skilled scripters like you around here.
 
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Khas

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@kyuukon

Thanks!

I plan to make a new movement engine for RM (which may have a pathfinder integrated), but I don't know when. 

It would be too hard (and heavy) to do something for my current pixel movement =/
 

Calaster

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Hey so I love the script. Two things. One, I seem to be having issues disabling the hud. I changed it to false in the script so its not there when I start a new game. Just how I want it. I call it, it comes up. Perfect. But how do you disable it through event? I'd like to have it disabled for say cinematics. Help is defiantly appreciated. Also my other thing is I currently run a 8 man indie dev team, and the thing we lack the most is scripters. I can script, at a basic level but not nearly to your level. I was wondering if you would be interested in joining my dev team as Head Scripter/Programmer (because we are starting with RPG Maker for a stepping stone, then moving to much bigger and better things.). If not, I completly understand. Thanks for your time. If you need to contact me at all, shoot me an email at Staticgamezinc@gmail.com. Hope to speak soon.
 

Khas

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@calaster

Page 4 from the included pdf guide:

You must use commands to show or hide the HUD. If you want to show the HUD, use

$game_map.sas_hud.show, and if you want to hide the HUD, use $game_map.sas_hud.hide. If

you want to hide and lock the HUD hidden, use $game_map.sas_hud.hide(true). If the HUD is

hidden, you can only show it again with $game_map.sas_hud.show(true).

If you check the demo initial cutscene you'll see how it's done through events. 

Please take your time to read the user guide and to study the demo.

I've sent you a personal message about the second matter.
 

Calaster

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One more thing, is there a way to make loot/loot bags drop from the dead? If so how? If not, any recommended script to do so?
 

Khas

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@calaster

Yes. When an enemy is killed, it activates a local switch to change page. You can put whatever event command there, including a loot system. I've done this way because users can think and implement their unique looting system, so no one is locked to only one.
 

JackofBlades

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Hey Khas, i've been trying to make a character come back to life and enter an immortal state but have had no luck at the moment.

So the death state i get has turned into a common event that activates when hp drops to 0,

so i tried modifying the common event Kill Switch 3 by adding a conditional branch with an activator that if it is turned on in the map should prevent the character from dying. E.G: 

 Conditional Branch: Switch [0002:Immortal Mode] == ON

@> Control switch immortal mode ACTIVATE

Else

(the game over script that results in a game over screen)

 i basically tell it to turn immortal Mode == on and then on the actual map i have an event with the activator immortal mode activate, which activates when the common event takes place and branches the common event into the immortal state which resists the death state, but death is no longer a state so the character just freezes, like the map and the monster step animation is still going after the character dies, but i think the immortal state that resists death isn't working because death is now a common event, and therefore i have no idea how to make my guy pop back to life as an immortal.

To put it simply, how do i make my dude come back to life after he dies and remain in a state where he cannot be killed until later in the story etc?

edit: So i figured out how to make him immortal but it's really messed up, in-game parallel process: 

$game_party.leader.hp == 1

Recover All

This lets me not die in the first place and leaves my hp at a constant 80% (which is weird) - but this isnt what i'm after, i want to die, than say a few words, then animations like light effects etc, than the character revives and is immortal and kills everyone. Very simple task if death was not a common event, but because it is i have no clue how to accomplish this - changing the common event death does not work, changing in-map events to change the common event death doesn't work, having in-game events affects the common event and then cause the desired outcome does not work? any help would be seriously appreciated on this T.T
 
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sindel

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Hello, Khas!

I am on a team that would like to make a action - RPG game.
We would like to use your sapphire system on our RPG making project. So.. I have a question about your script.

First, we are going to change the code about figures and T/F values. Would this be acceptable?
And is it ok to add new codes about your sapphire system without touching your codes?
Lastly, Can we distribute our non-commercial game which is based on your script?
(OF COURSE  we'll give credit to you, as you wish.)

Thank you for reading our text. Have a nice day, Khas :)
 

orochii

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Hello Khas! I've got a little question. What are the chances of this being compatible with your Arc Engine? I guess that by themselves, right now, they are incompatible, but I was just wondering how much would it need to make them work together xD. I mean, both are yours, so... you're the one that knows them best :^D.

So... yeah, thanks!
 

Khas

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@jackofblades

When the character dies the switch is turned on and then the common event is activated. You must disable the death switch at this common event's end, so it won't keep executing and freezing your game. Try this and check if it works :D

@sindel

Thanks! You can freely modify the script as you wish, as long as you don't distribute the modified version as "a script". Thus, if it's inside a game, you can.

Let me know if you have any questions!

@muramasa

Hi! Actually there's no chances, since both scripts change the movement behavior, they will crash. Sorry =\
 

Sapharan

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Hi, are you going to be updating this system?
It's really amazing, simple combat system, but it seems some stuff for me is missing, like hotbar for items and support for mobs droping items.
 

Agoraphobic

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Khas,

I am a huge fan of the battle script; however, I am stuck in modifying it. The current damage formula does not include an Elemental ID to see how effective it is against a monster or player.

In example:
Setting 50% on an Ice Monster would reduce the ice damage taken by the monster by an additional % on top of the normal formula.
or
A player putting on fire equipment reduces the Fire damage done by monsters.

I have been wracking my brain attempting to figure out the formula to no avail. I would greatly appreciate if anyone could help.

Thank you,

Agora
 
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grimf

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Hey! Thank you Khas for the awesome script! Sorry to bug you but I was wondering is there a way to make it so that some spells/attacks can slow/push or stun an enemy? Also would a throwing knife type projectile be possible to implement?
 

Khas

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@Sapharan

I plan to write a completely new version, but I'm not sure when.
For now, SAS IV won't be updated.

@Agoraphobic

SAS IV uses it's own formulas, thus you can only modify it on the script, for example:

def damage_hero(value)

    actor = $game_party.members[0]

    value -= actor.def

    value = 0 if value < 0

This section holds the damage to the hero calculation.

 

@grimf

Thanks! Unfortunately I can't implement those features on the current version, but I plan to add them to the new one.
 

Agoraphobic

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Khas,

Thank you for your quick reply. I have been attempting to get the formula to work; however, I cannot get it to work. I am trying to figure the elemental damage increase/decrease by items, skills, and states in the feature tab.

I do believe it should be something like:

value -= actor.mdf-element_rate(item.damage.element_id)

I am still new at coding and would appreciate any help someone could offer.

Thank you,

Agora
 
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Agoraphobic

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I am still struggling to incorporate the elemental ids in and could use some help if anyone had the time. Thanks! ^_^
 

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