emkuga

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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.


View attachment 31524


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.


View attachment 31525 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.


View attachment 31526 which then in turn calls: see image below.


View attachment 31527


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

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 
 
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kyoui

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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 

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 :)
 

kyoui

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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.
 
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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
 

lahkesias

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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?
 

.//SnowAlias

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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

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

Takelu

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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.
 

Ariesta_Dwii

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

Kyuukon

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

Ariesta_Dwii

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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.
can you give me some screenshoot maybe?
 

Kyuukon

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can you give me some screenshoot maybe?
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.
 

Ariesta_Dwii

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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.

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
 

Kyuukon

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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.
 

Ariesta_Dwii

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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.
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
 

Kyuukon

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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
 

Ariesta_Dwii

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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
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
 
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Andar

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

Ariesta_Dwii

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

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