Sapphire Action System IV

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

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  1. emkuga

    emkuga Warper Member

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    Hello  I've done step comment event my skill but  I can not do the next step.You can not explain further.I do not know how to switch the between added by pressing [1] and [2] .Thanks YOU   take a picture 
     
    Last edited by a moderator: Jan 19, 2017
  2. kyoui

    kyoui Villager Member

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    Hmm, presuming i'm understanding your question correctly...


    I just bind buttons [1] and [2] to correspond to a common event that changes the value of the variable that dictates the weapon type, setting it to 1 when pressing button [1] and setting it to 2 when pressing button [2].


    As for how I binded them to the buttons [1] and [2], I used hime's keyboard script for this http://himeworks.com/2013/07/full-input-keyboard/ (explanation included).


    Hope this helps and sorry to Khas for semi-hijacking your tread :)
     
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  3. emkuga

    emkuga Warper Member

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  4. emkuga

    emkuga Warper Member

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  5. kyoui

    kyoui Villager Member

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    As Khas doesn't allow others to post alterations of his script anywhere that's not an option. If you have any further questions you can send me a pm.
     
  6. SkottGaming

    SkottGaming Villager Member

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    Is it possible to make enemies' skills able to hit objects (buttons) to activate.

    For example, you need to lure an enemy to shoot his fireball on a switch?
    Hope to make this possible <3
     
  7. lahkesias

    lahkesias Villager Member

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    This is really a good and an easy ABS system!
    My question is: how can you show sword animations for the enemies when they hit you?
     
  8. .//SnowAlias

    .//SnowAlias Do'er of Things Veteran

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    That's actually a really good idea. Would work beautifully with something I was thinking of.
     
  9. Takelu

    Takelu Warper Member

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    Hello, I love Khas Sapphire action system.

    Could someone help me to make a ninja assassin battle?
    Which means, when a ninja character attack an enemy who doesn't notice him, damage is multiplied.

    I want to insert a formula like below somewhere in the script, at the timing of you attack an enemy.
    if (the character ninja is selected) and (EnemyX haven't noticed you) then (damage that EnemyX gets is multiplied)

    I don't know what variable to use, or where I should insert this. Could someone help making this ninja assassin battle? Thank you.
     
  10. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    is there someone here who can help me make or maybe explain about the common event death?
     
  11. Kyuukon

    Kyuukon 主人公 Veteran

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    It's been a while since I have used this script. But if I remember correctly, when your HP reaches 0, SAS will stop and common event Death (id: 1?) will run.
     
  12. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    can you give me some screenshoot maybe?
     
  13. Kyuukon

    Kyuukon 主人公 Veteran

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    Screenshot of what exactly?

    I suggest you download the SAS DEMO and check the events to see how it works in more detail :) Once you get a grasp of it you can implement it in your project.
     
  14. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    I have downloaded it but somehow the event always run even though my character's HP is still full , so when I tried checking it my character died
     
  15. Kyuukon

    Kyuukon 主人公 Veteran

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    The DEMO is not working properly? That's strange. Maybe check if an actual Switch (id: 1?) is activated instead of a common event (that'd auto-run on that Switch activation).

    Unfortunately, I don't have time to debug it now but I'd focus on making the DEMO work first of all.
     
  16. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    no. not the SAS demo ,

    forgive me, I am not clear about explaining it

    i mean my work it's not working .all the script and event is work but not the death common event
     
  17. Kyuukon

    Kyuukon 主人公 Veteran

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    Okay. I quickly checked:

    SAS by default uses the Switch 3 to kill the player and links it to a Game Over auto-run common event.

    In the main SAS script check this line:
    Code:
      # Switch that will be activated when player dies
      Kill_Switch = 3
    And then change that number to whatever Switch ID you'd like to turn ON when the player dies.

    What is most likely happening in your project is that you have Switch 3 ON for whatever reason (likely due to previous eventing) so the game assumes the player is killed. Is that or I have no idea :p
     
  18. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    yap actualy my switch is always on , and i dont know how to turn off the switch

    and where should I put this?
    # Switch that will be activated when player dies
    Kill_Switch = 3
     
    Last edited: Nov 1, 2018
  19. Andar

    Andar Veteran Veteran

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    That most likely means tthat you have added another script that also uses the same switch.

    You need to configure those script to use different switches by editing and changing the scripts. And you need to prevent double uses of switches by giving all switches used in all scripts a name to remember where they are used.
    The script snipped given above tells you which lines to edit iin the script, it is not something to add anywhere.

    I suggest you take the time to follow the links in my signature to learn the basics of the makers before continuing with your own game.
     
  20. Ariesta_Dwii

    Ariesta_Dwii Villager Member

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    thank you . but the problem is solved , i chage the switch ID and in the script too, and it's working
    thank you thank you so much for helping me
     
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