MasterTaffer

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I have a question Khas.

How would I offset the height of the weapon swing animation by about 8 pixels to work with a mack sprite? I tried editing the x and y values of it in the script, but it doesn't work right. Any idea how I could make this work?
 

Necrofenser

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I have a question Khas.

How would I offset the height of the weapon swing animation by about 8 pixels to work with a mack sprite? I tried editing the x and y values of it in the script, but it doesn't work right. Any idea how I could make this work?
You want to change spawn position of weapon? You have tall characters and right now your weapon is spawing on your legs?

I have that problem too, but my friend helped me with that, when i come home i will tell you what values to change in order to properly set weapon spawn points for tall characters.
 

Necrofenser

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Master Taffer, sorry for delay, but here is the solution

Find line 781 in Sapphire script and change it to

@correction = {2=>[6,-25],4=>[-3,-25],6=>[0,-30],8=>[4,-30]}
 

MasterTaffer

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Thanks, this didn't work right for the type of sprites I'm using, but it at least helped me figure out what parts of the script to edit. I managed to change the values around a bit so that the animation will line up perfecty with most 32x64 mack sprites, I also improved the sword swing animations a bit. So for anybody else that needs it, just replace lines 781 and 782 with this:

    @angles = {2=>[90,120,150,180],4=>[340,10,40,70],6=>[290,260,230,200],8=>[10,340,310,280]}
    @correction = {2=>[-9,-16],4=>[0,-18],6=>[-4,-12],8=>[7,-18]}
 
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Giraffic

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:(  I am afraid of the answer but I would appreciate any help given!

States.

I've looked all over and tried this and that...

Is it possible to apply states to spawned monsters? Or have spawned monsters apply states to the PC?
 

Khas

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Tyr

Just change empity to empty in the code you're calling.

MasterTaffer - Necrofenser

I'm glad you figured it out :D

Giraffic

Sorry, but states are not implemented on SAS IV :/
 

Giraffic

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Oh well guess i'm done with Maker then...

Goodbye to all you wonderful people!  ;_;

Let them know I tried...

...but what If I wasn't going to quit...

Is there a way to run a common event or modify a switch by using a skill?

I could probably modify my existing puzzles from state to common if so...

Super desperate to use SAS... It's just so... godly good... 
 

James Westbrook

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Hello Khas, I am loving your script so far, although I am having difficulty learning certain things, I am getting the hang of it. But i still cant figure out how to do the weapon animations. I figured out how to do skills, but i still dont know how to do weapons. Could someone help me figure it out plz? 
 

ShidoBear

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Hey man i dont Understand how put the game over, i create the Common event , but, it Doesn't work, i've read the pdf but i dont understand how put the game over can you help me? thanks
 

Kyuukon

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Hmmm... is there a way to make the skill particles have the same z value of normal priority events (so that they pass behind above priority events)? I tried modifying the Sapphire_Particle class variables but no effect T.T

Hey man i dont Understand how put the game over, i create the Common event , but, it Doesn't work, i've read the pdf but i dont understand how put the game over can you help me? thanks
If I'm not mistaken, when you die you can set a switch to turn ON. In the 'Common Events' tab just create an Autorun/Parallel one with that switch as the condition/trigger.
 
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Khas

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Giraffic

You can try to make skills call common events (when used from the menu) :D

whydoesyourmomJK

The weapon animation uses the weapon icon to make the animation!

ShidoBear

When the player dies a switch is activated. Thus, you will need to create a common event, set it to run parallel process when that switch is active.

Check the demo :D

Kyuukon

I think you could do that by assigning a the same viewport the characters have to the particles.

Then you will be able to control their Z coordinate.
 

Kyuukon

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I think you could do that by assigning a the same viewport the characters have to the particles.

Then you will be able to control their Z coordinate.
I see... Mind to tell me how to do that? I see lots of classes and I'm a bit lost xD
 

RastaMan

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Dear @Khas.

What about porting your ABS for RPG Maker MV (maybe with working mouse)?
 
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kyoui

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Thanks for this wonderfull abs!

I do have a little question, is it possible to just have one particle show up when casting an skill instead of the 5/6 particles that are generated?

Thanks in advance.

Edit: Ok, it seems like i was able to fix it on my own by changeing the:  self.opacity -= x, to x=100.

Which leads me to a new problem  :D

I have changed the abs so it functions as a 2D shooter.  i.e fires at the position of my mouse (and for enemies fires at the actors x-and y coordinates).

I use the same angle I aquire from this to turn my projectile (in this case an arrow) in the direction i'm firing at. Then the following problem arises: when i change my mouse position the projectile(particle) obviously turn in the direction of my mouse.

Would it be possible to lock(?) the angle at which he projectile is display for each individual shot(particle)?

Maybe someone has some insight on this matter?
 
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Razzula

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Awesome script!

One question though; how come the player only seems to walk half a tile and not a whole tile? And how can I change this?
 

MrPancake

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Any ideas for making a bow that... shoot arrows lol? (I know he said ranged weapons are not implemented but what If the arrow is an spell?)
If you use a bow the bow Icon will apear and you will ... move the bow icon like a sword


but what if you make the bow "shoot" an spell with the icon of an arrow is this possible?
and maybe can just change the bow animation to something like this:
(Something I had when used the FF style action system)


So this creates the bow graphic and does the animation like loading and arrow and then shoot an arrow can this be implemented on a bow weapon in this system or this system is a 0 go with ranged weapons? the proyectile will be a particle in arrow shape 



<target action>
icon create: user, weapon1, hand, 539
icon: user, weapon1, angle, 45
icon: user, weapon1, cur_x 12
wait: 3
icon delete: user, weapon1
icon create: user, weapon2, hand, 540
icon: user, weapon2, angle, 45
icon: user, weapon2, cur_x 12
wait:3
icon delete: user, weapon2
icon create: user, weapon3, hand, 541
icon: user, weapon3, angle, 45
icon: user, weapon3, cur_x 12
wait: 3
icon create: user, arrow, hand, 542  (Instead of "Icon create" would be the spell creation or cast w/e wanna call it)
icon: user, arrow, rotate, 90, 24
icon throw user: target, arrow, 16, 24, wait
icon delete: user, arrow
attack animation: target, wait
skill effect: whole
icon delete: user, weapon3
</target action>

 
 
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MrPancake

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How to fix the Loop walking? I have a map that have a loop but... cant walk through it... x.x

 
 

kyoui

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Please disregard my previous questions as i have solved them myself.


So....


up to the next question  :p


Is there any way to increase the speed of a particle beyond 6? everytime i try to do so by editing the code it glitches, some times the particle travels at speed 6 and sometimes at the speed i input in the script.


@Razzula: That would be because of the pixel movement, every move command moves a character 1/4th of an tile. I don't think this can be disabled easily, it might be easier to pick another abs if you don't like this feature (falcao abs for example)


@N7Pancake: if you want to make your actor shoot an arrow change the particle into an arrow, then goto the [class Sapphire_Particle] and change the opacity settings to something so it'll only show one error. then define the direction the arrow should be facing in [class Sapphire_Skill]. I guess just matching it with the direction your caracter is facing will do the trick. go back to [class Sapphire_Particle] and change [self.angle =] into the variable you just defined in [class Sapphire_Skill].


About the loopwalking the only thing i can imagine working is running this command [$game_map.refresh_table(start_x,start_y,end_x,end_y)] when your actor is leaving the original map. so i guess place it at the edge in an event or some parrallel proces. I guess it will cause some lagg tho  :|
 

MrPancake

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@kyoui
With loop walking I mean I cant walk to the other side of the map like for example
 In that wood maps all are connected and when you walk (in any other walking system) they are connected and you can see the other side like if it was normal, but it doesnt matter I already change it and made it with events. for some reason, since on this system you walk 1/4 of the Tile you cant cross some areas even if they are O, had to change the bridges to all directions to be able to walk across bridges but here I didnt know how and just fix it with events (not an issue anymore)

Captura.PNG
 

MrPancake

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@kyoui
I know about making the arrow a particle but I want my game with Swords and Bow, So if I change what you say, dont you think the swords will do the animations of the bow? since the sword is swinging but the bow is aiming, If it doesn't affect the sword then I would do something like this to my weapons/skills: 

Captura.PNG

Captura.PNG
 

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