kyoui

Villager
Member
Joined
Feb 3, 2015
Messages
15
Reaction score
9
First Language
Dutch
Primarily Uses
RMVXA
@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.
 

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
So the fireballs and all that will not move? like they will move in straight line without doing any animation?
 

kyoui

Villager
Member
Joined
Feb 3, 2015
Messages
15
Reaction score
9
First Language
Dutch
Primarily Uses
RMVXA
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:

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
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.



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
 

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
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?
 

kyoui

Villager
Member
Joined
Feb 3, 2015
Messages
15
Reaction score
9
First Language
Dutch
Primarily Uses
RMVXA
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.
 

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
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 
 

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
@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].

Can you help me out with the arrow? to what I must set the Opacity? 
sorry I don't know ruby, All I want to do is that when he have a bow, and he attacks he shoot an arrow, If It cant be done like that then maybe that when he have the bow equiped he will learn an skill called shoot/arrow or whatever and then he shoot arrows with the skill. but will prefer to shoot arrow using the attack command


Captura.PNG
 

kyoui

Villager
Member
Joined
Feb 3, 2015
Messages
15
Reaction score
9
First Language
Dutch
Primarily Uses
RMVXA
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:

N7Pankake

Veteran
Veteran
Joined
Jan 22, 2014
Messages
56
Reaction score
5
First Language
Spanish
Primarily Uses
@Kyoui Im gonna try it now I have time in the computer lets see how it goes
 

watermark

Thinking of what to do next
Veteran
Joined
Dec 25, 2012
Messages
664
Reaction score
660
First Language
English
Primarily Uses
RMMV
Hi Khas. Sorry if someone asked this already. But do you plan on making a MV version of this system? 
 

Satariel

Villager
Member
Joined
Mar 3, 2016
Messages
12
Reaction score
6
First Language
swedish
Primarily Uses
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:

Xecy

Villager
Member
Joined
Mar 16, 2014
Messages
20
Reaction score
0
Primarily Uses
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?
 

atmanSeijo

Veteran
Veteran
Joined
Apr 20, 2016
Messages
30
Reaction score
3
First Language
English
Primarily Uses
RMMV
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!
 

kyoui

Villager
Member
Joined
Feb 3, 2015
Messages
15
Reaction score
9
First Language
Dutch
Primarily Uses
RMVXA
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...


View attachment 32838

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:

Satariel

Villager
Member
Joined
Mar 3, 2016
Messages
12
Reaction score
6
First Language
swedish
Primarily Uses
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.



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:

MasterTaffer

Villager
Member
Joined
Jun 24, 2013
Messages
12
Reaction score
16
First Language
English
Primarily Uses
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:

LynX

Veteran
Veteran
Joined
Jan 6, 2014
Messages
81
Reaction score
8
First Language
Polish
Primarily Uses
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 ?
 

Kyuukon

主人公
Veteran
Joined
Aug 22, 2013
Messages
2,278
Reaction score
1,141
First Language
Spanish
Primarily Uses
RMMV
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 ?

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:

LynX

Veteran
Veteran
Joined
Jan 6, 2014
Messages
81
Reaction score
8
First Language
Polish
Primarily Uses
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



Thank You very Much! Working like a charm!
 

Latest Threads

Latest Posts

Latest Profile Posts

Well, someone "reviewed" my game. Didn't credit me anywhere in the video and spent 2 minutes insulting it. Going to ignore that and move on.
To cut down on map lag, I've been researching how to implement a lighting layer as a single map overlay instead of a bunch of individual lights. Hopefully I'll have a screenshot soon!
Imagine having a game broken up into a whole bunch of chapters? Like Chapter 11 should be about the party members going bankrupt.
Over 1/4th of the calendars are already out :eek: Have you already put something to a good use?

Forum statistics

Threads
117,261
Messages
1,105,922
Members
153,431
Latest member
shadowking1901
Top