Khas

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@Agoraphobic

There's some stuff that may seem really simple and easy to implement, but in reality they are a bit complex. SAS IV uses custom classes for enemies which hold the data for damage calculation, thus you would need more experience to add elemental damage. I suggest you to study how the default battle system works and then comparing it to the SAS IV.

Also, please be a little more patient when asking for help.

Feel free to ask any questions!
 

Kyuukon

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Hey, Khas really good script! I've been playing a bit with it and it's really easy to understand so far :D

What I can't figure out is how to make a tile passable by region_id regardless if it's an 'X' tile in the map editor (for players, skills, NPCs...). I tried inserting the following line in many ways:

return true if $game_map.region_id(nx, ny) == region_idin the passability check methods but to no avail :(

Also, is there a way to activate loop maps without all the events graphic disappearing? I think lag won't be an issue.

Mind giving me a hand please? I don't wanna go the ugly way xD

(Hopefully I was clear).
 
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Khas

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@Kyuukon

Thanks!

Well, you're probably modifying the pixel_passable? method. Thus, you need to remember that nx and ny are actually "pixel" coordinates (1 tile = 4 pixels) and check all the boundaries of your character (the (nx, ny)/4 coordinate is the top-left, so (nx+3,ny+3)/4 is the bottom-right).

About loop maps, the problem is a bit more complex. I would need to rewrite the collision code for that, since it's optimized.
 

Kyuukon

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Thanks for the help! I found a simpler way around but it doesn't hurt to know :p

I see.. I guess I could try to simulate the loop somehow :)
 

ShinGamix

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What's the difference in 4.4 and 4.1??
 

Mr. Detective

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You should really make a new script. I have seen other action battle scripts, and I didn't really like the layout. I sorta like the simple and easy accessibility this has. But at the same time, I wish there were more ways to customize it.

Example: Have numbered HP instead of health bar, ammunition or SP for different skills, remove the level display on the hud, ect. :)
 
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Kyuukon

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You should really make a new script. I have seen other action battle scripts, and I didn't really like the layout. I sorta like the simple and easy accessibility this has. But at the same time, I wish there were more ways to customize it.

Example: Have numbered HP instead of health bar, ammunition or SP for different skills, remove the level display on the hud, ect. :)
You can do all that with minor edits. I think what SAS provides is a very solid (yet simple) skeleton to go from there :)
 

Mr. Detective

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Pretty sure you need to tamper with the coding in the scripts to do those. I might have to look for someone to edit the scripts. :|
 

ShinGamix

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@Mr. Detective Khas no longer scripts in RPGM Ace. Sorry.
 

ZeonZ

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hi this is amazing system just wondering how can i make monster to drop items? thanks!
 
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Necrofenser

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Is it possible to have custom graphic when casting spell?

Because this system doesn't support ranged weapons i am using spell section as ranged weapon.

I put my bullet graphic inside Graphic/Particles folder, and in spell notes i put particle = bullet tag but my spell looks weird and nothing like bullet.

Also is it possible to change location of where melee attack weapon is spawned? I am using tall characters and right now my weapon graphic is spawned on legs of my character.

EDIT: I attached images so you can see the problems
 
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Khas

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Hello guys! Thanks for the comments, and apologies for the late reply!

ShinGamix

To be honest I don't remember quite well, but I think it's bug fixes. 

And I'm scripting for Ace :D

Mr. Detective

SAS was made to be simple to edit if you know RGSS, like Kyuukon said.

I planned to make a new version of SAS for Ace, but I'm studying the possibility of making it for the new RPG Maker MV (once it's out).

ZeonZ

You can easily add it to the event page in which the enemy is dead.

Just use event commands :D

Necrofenser

These edits are only possible if you know RGSS.
 

Necrofenser

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Hello guys! Thanks for the comments, and apologies for the late reply!

Necrofenser

These edits are only possible if you know RGSS.
I don't know RGSS (i'm Javascript guy so i can't wait for new RPG Maker), but with the help of my friend i managed to locate and change spawn position of weapons :D

Now only problem is that my bullet doesn't even look like a bullet. I put bullet picture (32x32) png file in Graphics/Particles and in spell i added note to use that particle, but when i cast this spell it doesn't even look like bullet (see my post above).

If you are planing to release new version of this script, please add ranged weapons and ammo.
 

Khas

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Necrofenser

Yep, there are several things I wanna add on the next version ^^

Your bullet won't look like one because spells are designed to be made of particles. You may change the particle class to not rotate, but to make a perfect bullet will be more complicated =\
 

Necrofenser

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Please also add possibility to enable/disable particle system, because i want to be able to make my own graphics to use as projectiles.

Right now i am working on one very serious and big project (that's not even similar like other RPG Maker games) and i really depend on your script!

Also, please don't think that i am rushing or demanding, I just find your scripts amazing and I want to implement them best as possible inside my game.
 

Khas

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I perfectly understand and agree :D
I tested some new features with this SAS version (pixel movement, particles, ...), so after all the feedback I will be able to produce a even better ABS.
 

Kes

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Edit

Misread the particular script this was referring to, thought it was the old Lighting script.

sorry about that.
 
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Will you be adding a follower and TP system at some point?

(Like the follower and TP system in Falcao Pearl ABS Liquid)
 

Khas

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No, this version won't be updated anymore.
 

TyR

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When i try to add new actorswith enabled HUD game crashing sending error message:

Sript "Game_interpreter" line 1409: NoMethodoccured.

undefined method 'empity?' for nil:NilClass

I have 16 actors(16 class) how to make them work(they are playable one by one, not in team at the same time)
 

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