Sapphire Action System IV

Discussion in 'RGSS3 Scripts (RMVX Ace)' started by Khas, Sep 16, 2012.

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  1. kyoui

    kyoui Villager Member

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    @N7Pankake It will not affect your sword since that's listed under an attack class, but it will apply to all other skills. which means that they wil also become static projectiles. It's something that i'm also doing in my project but i'm combining it with a mouse script to be able to fire arrows in 360 deg. directions. an simplified version should be able to get te resul;ts you desire.
     
  2. N7Pankake

    N7Pankake Veteran Veteran

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    So the fireballs and all that will not move? like they will move in straight line without doing any animation?
     
  3. kyoui

    kyoui Villager Member

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    The animation that the fireball does is just a rotation, SAS produces an particle, copies this a few times with increasing opacity and lets these spin creating an fireball like graphic. if you apply what i've just said you'll only get one arrow graphic facing in the direction you shot is. however the same will apply for other particles such as fireballs. it is however possible to add some more commenttags ( lack of a better word) to you skills so you can get both. i've not yet explored this since i'm finnishing an beta where this is not yet needed. it looks horrible on the fireball graphics that are included in the SAS but fairly decent on some custom graphics like projectiles used in for example blizz abs.


    Edit: i've included an screenshot of how it looks in my project, it's a bit blurry but it looks better when its moving :p . I can send you some screenshots of my code if you want.

    Example.png
     
    Last edited by a moderator: Feb 11, 2016
  4. N7Pankake

    N7Pankake Veteran Veteran

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    Oh I see, mmm maybe with some Commenttags I can keep the same Opacity with the Skills that are not... arrows or other stuff thanks for your help, I havent try it yet cause I have little time on the computer atm, but will try in the night, but gonna try to test this now, fixing my arrow and will try it thanks
     
  5. N7Pankake

    N7Pankake Veteran Veteran

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    What im going Do is to check how does it see with the particles if the arrow looks... rare lol I will change it but what im going do is that having a "bow" you will learn the skill "Shoot" and shoot will cost no mana but arrows maybe idk need to talk with my friend and see what we going do just started a few days and man so many stuff to do and fix since we are changing the battle system and we already had some stuff so making new weapons, skills, animations, oh god lol so much work, I was thinking on adding mouse but not sure need to discuss with my friend, to see what we want to do. But that mouse system looks nice, Do you move with the mouse? or just Shoot with the mouse?
     
  6. kyoui

    kyoui Villager Member

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    Move with WASD and aim/shoot with the mouse. i personally changed the controls a bit and use common events in conjunction with script calls to change weapon and attack, this also makes the ammo system easier to use and allows "rapidfire", so if you hold the attack button the actor will keep shooting/attacking. maybe something to consider, but anyways good luck, I've spent a lot of time getting to know the system and tweaking it so i hope this has helped even a little bit.
     
  7. N7Pankake

    N7Pankake Veteran Veteran

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    Yeah the system is easy to understand but if you want to change/add something it gets complicated it... And I used to move with wasd but changed it to arrows for be able to use D for change skill, S for use it and A for attack, Lmao i did try it just like hat and the arrow spin for the win lmao that was funny im not very good with script so I will prob be bugging you alot if you have free time of course 
     
  8. N7Pankake

    N7Pankake Veteran Veteran

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    Captura.PNG
     
  9. kyoui

    kyoui Villager Member

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    Well i don't know ruby either, but i've been trying some stuff out and some of it works :p


    Ok first i'll show you what i've chnaged in the [Sapphire_Particle] Class, see img below. From what I understand the SAS enigine will create an trail behind the original particle by creating particles with diminished opacity. In my case every time the opacity is decreased with [100] and when the opacity is less than [154] no more partcles are created.


    sas1.png


    Now for firing the arrow, i've taken a bit of an different aproach, I've disabled the original controlls imbedded in the script. and instead I use Yanfly's Button common events script (https://yanflychannel.wordpress.com/rmvxa/field-scripts/button-common-events/). and Hime's equip events (http://himeworks.com/2013/06/common-equip-events/). Every time i equip my bow i will call an common event that will switch my skill to match the equiped weapon see image below.


    sas4.png my actor can equip both an bow and sword at the same time and switch between them by pressing [1] and [2]. Then if i press the attack button i will trigger an other common event see image below.


    sas2.png which then in turn calls: see image below.


    sas3.png


    this way you can both attack with bow and sword with the same button, it also takes care of you ammo system this way.


    Ok, now for the direction of you arrow you'll have to define an variable in the [Sapphire_Skill] Class (don't foreget the attr_reader otherwise it won't work), now add the varibae some where below [@blend = @skill.blend] or something and call it the way i did in my script, see image 1.


    well i hope this helps, and if you have more questions send me a pm or something so we don't clog this thread any more :p
     
    Last edited by a moderator: Feb 12, 2016
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  10. N7Pankake

    N7Pankake Veteran Veteran

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    @Kyoui Im gonna try it now I have time in the computer lets see how it goes
     
  11. watermark

    watermark Veteran Veteran

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    Hi Khas. Sorry if someone asked this already. But do you plan on making a MV version of this system? 
     
  12. Satariel

    Satariel Villager Member

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    Hey, dunno where to ask about this but as it's about this awesome ABS I'll try ask it here first.

    is it possible to get some kind of customizable actionbar where you can assign any of all available keys and choose any 2 of the items/consumables you have? and when you're out of the item(s) in your inventory it dissapears from the bar and stuff like that.


    and also, anyone knows if its possible to increase how far it pushes back the enemy when you hit it?


    anyhow, about the actionbar, here's a fast example I made...


    SASIV.jpg
     
    Last edited by a moderator: Mar 3, 2016
  13. Xecy

    Xecy Villager Member

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    Hello!


    Khas quick question about 2 things if possible please :)


    Will you be updating your Khas lighting scripts to support MV?


    Also does this combat system allow for a party combat system for MV?
     
  14. atmanSeijo

    atmanSeijo Veteran Veteran

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    Hello, all.


    I just wanted to know if there was a way to implement my own custom attack animation in this script.


    To clarify, I do not mean a skill, and I do know you can disable the weapon icon animation, but I want to put my own animation on top of that, for which I've drawn up each individual frame of the animation.


    Thanks in advance!
     
  15. kyoui

    kyoui Villager Member

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    You can just change the image file for the hud to change the graphics part.


    I personally use Yanfly's button common event script to do something simmilar, In your case you can combine it with a keyboard script to make it compatible with inputs like f1 & f2.


    about the knockback, just ctrl+f for [3.times do;] in the script adn increase the 3 for the desired cases.


    now for my question:


    is it possible to precalculate the collisiondata and load it for a .txt file later of something simmilar?


    this would enable large maps without any startup lag
     
    Last edited by a moderator: May 8, 2016
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  16. Satariel

    Satariel Villager Member

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    I nerfed this when I didn't get an answer and changed to Pearl ABS instead, thnx for your answer though if anyone else has the same issues. ^^
     
    Last edited by a moderator: May 9, 2016
  17. MasterTaffer

    MasterTaffer Villager Member

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    Could somebody explain to me how I can set different attack ranges to different weapons? I managed to change the attack range in the script on line 180, but I have a very basic understanding of RGSS3, and I'm not sure how I'd set it for individual weapons.



    @atmanSeijo
    Place this under the line that says "@recover = @max_recover" (it's line 1451 for me, but may be different for you):

        $game_switches[Switch ID] = true

    From there, set a switch that activates a common event set to autorun, and you can set up your own attack animation there using conditional branches to check which way the player is facing, and movement routes to play the animation. Just be sure to turn the switch off after the animation.
     
    Last edited by a moderator: May 9, 2016
  18. LynX

    LynX Veteran Veteran

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    Hi guys did anyone found out how to check enemy hp? Via Codntional Branch/Script ?? Is there a way to check the current enemy life ?
     
  19. Kyuukon

    Kyuukon 主人公 Veteran

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    try with:


    $game_map.events[n].enemy != nil && $game_map.events[n].enemy.hp < number


    inside a conditional script.


    n = event id


    number = hp threshold
     
    Last edited by a moderator: Jul 7, 2016
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  20. LynX

    LynX Veteran Veteran

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    Thank You very Much! Working like a charm!
     
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