Submit Your Article


 
RPG Maker

Welcome Guest ( Log In | Register )


  Games Resources RPG Maker VX RPG Maker XP Scripts Tutorials Downloads

4 Pages V  « < 2 3 4  
Closed TopicStart new topic
> XAS Action Battle System
gameface101
post Aug 2 2009, 09:09 PM
Post #61


Level 3
Group Icon

Group: Member
Posts: 35
Type: Artist
RM Skill: Advanced




QUOTE (Sicon @ Aug 2 2009, 05:00 AM) *
XAS 3.5 Is rather awesome actually, but do anyone know how i do get that Limit break thing to show up cause ive been trying to understand how to do that and i cant seem to get it at all, as i see XAS 3.5 has alot of new features for us to enjoy since i am using XAS 3.5 in my game ive gotten to understand almost everything, but i am still missing knowledge it takes time to get familar with it


@sicon Limit Break? are you referring to the "Overdrive" or "Bonus" ??

~g /A\ /\/\ |= |F /A\ (C |=


__________________________
Go to the top of the page
 
+Quote Post
   
Xach-Crisis
post Aug 8 2009, 12:40 AM
Post #62


"In a world called Tenebrae..."
Group Icon

Group: Revolutionary
Posts: 566
Type: Developer
RM Skill: Skilled




yes i think its the Bonus thing, you know, you have to fill the bar up and then you get something extra such as 100hp or something, i choose to call it Limit Break since you have to beat yourself up there and once its full you get a bonus add on which could explain limit break


__________________________
Title: Final Fantasy V.2 Ascension Engine: RPG Maker XP Original Story and Concept by Xach-Crisis


"Graphical Beast Xach-Crisis working on Gai's Hunter with Vision Studios, check it out!"
Go to the top of the page
 
+Quote Post
   
gameface101
post Aug 8 2009, 10:58 PM
Post #63


Level 3
Group Icon

Group: Member
Posts: 35
Type: Artist
RM Skill: Advanced




QUOTE (Sicon @ Aug 8 2009, 01:40 AM) *
yes i think its the Bonus thing, you know, you have to fill the bar up and then you get something extra such as 100hp or something, i choose to call it Limit Break since you have to beat yourself up there and once its full you get a bonus add on which could explain limit break


@Sicon
o make a switch (through an event) set ON / OFF '!| control switch |!'

o edit this script (set a number) to match the SWITCH
find this line:

XAS_BG_DISABLE_SWITCH_ID = 4 ############################[ set number to match the control switch ID]~g

enjoy!


CODE
#======================================================================
=========
[Show/Hide] Bonnus? "Limit Break"
combo counter, Combat Bonus
"the Battle Bar" ^,^
Script
# XAS - Bonnus Gauge V1.0
#===============================================================================
# By Moghunter
# http://www.atelier-rgss.com
#===============================================================================
# Sistema permite ganhar bonificações ou penalidades quando
# os medidores chegarem ao nível maximo
#
#===============================================================================
module MOG
# Definição da quantidade de Pontos ganhos no medidor de Bonnus.
# BG_PT = {A=>B}
#
# A = ID da SKILL
# B = Porcentagem de pontos ganhos de 0 a 100.
BG_PT = {
3 => 5
}
# Definição padrão da quantidade de pontos ganhos.
DEFAULT_BG_PT = 5
# Velocidade de redução do medidor de Bonnus.
BG_DOWN_GAUGE1 = 1
# Tipos de bonificações ao atingir o nível maximo.
#
# 0 - Ganhar HP
# 1 - Ganhar SP
# 2 - Adicionar Condição
# 3 - Ganhar dinheiro
# 4 - Aleatório
BG_BONNUS_TYPE = 4
# Porcentagem de HP Ganho.
BG_BONNUS_GAIN_HP = 100
# Porcentagem de SP Ganho
BG_BONNUS_GAIN_SP = 100
# Condições adquiridas.
BG_BONNUS_STATE = [2,3,8,16,27]#(Aleatório caso haver mais de 1.)
# Dinheiro ganho. Dinheiro será multiplicado pelo level do herói.
BG_BONNUS_GAIN_GOLD = 150
# Som ao atigir o nivel maximo do medidor de bonus.
BG_SE = RPG::AudioFile.new("055-Right01", 100, 100)
# Tipos de penalidades ao atingir o nível maximo de fadiga.
#
# 0 - Ganhar HP
# 1 - Ganhar SP
# 2 - Adicionar Condição
# 3 - Ganhar dinheiro
# 4 - Aleatório
BG_BAD_BONNUS_TYPE = 4
# Porcentagem de HP Ganho.
BG_BAD_BONNUS_LOSE_HP = 25
# Porcentagem de SP Ganho
BG_BAD_BONNUS_LOSE_SP = 100
# Condições adquiridas.(Aleatório caso haver mais de 1.)
BG_BAD_BONNUS_STATE = [4,5,12,20]
# Dinheiro ganho. Dinheiro será multiplicado pelo level do herói.
BG_BAD_BONNUS_LOSE_GOLD = 150
# Som ao atingir o nivel maximo de fadiga.
BG_BAD_SE = RPG::AudioFile.new("058-Wrong02", 100, 100)
#Posição do medidor na horizontal.
BG_X = 25
#Posição do medidor na vertical.
BG_Y = 124
#Switch que desativa o sistema de bonnus gauge.
XAS_BG_DISABLE_SWITCH_ID = 4 ############################[ set number to match the control switch ID number ] ~g
end
$mog_rgss_xas_bonnusgauge = true
#-------------------------------------------------------------------------------
# Game_Temp
#-------------------------------------------------------------------------------
class Game_Temp
attr_accessor :bg_seta1_x
attr_accessor :bg_seta1_y
attr_accessor :bg_seta1_opa
attr_accessor :bg_seta1_zoom_x
attr_accessor :bg_seta1_zoom_y
attr_accessor :bg_seta2_x
attr_accessor :bg_seta2_y
attr_accessor :bg_seta2_opa
attr_accessor :bg_seta2_zoom_x
attr_accessor :bg_seta2_zoom_y
attr_accessor :bg_meter_x
attr_accessor :bg_meter_y
attr_accessor :bg_meter_opa
attr_accessor :bg_meter_zoom_x
attr_accessor :bg_meter_zoom_y
attr_accessor :bg_number_x
attr_accessor :bg_number_y
attr_accessor :bg_number_opa
attr_accessor :bg_number_zoom_x
attr_accessor :bg_number_zoom_y
attr_accessor :bg_gauge1
attr_accessor :bg_gauge2
attr_accessor :bg_gauge1_overheat
attr_accessor :bg_gauge2_overheat
attr_accessor :bg_gauge_height
attr_accessor :bg_gauge_speed
attr_accessor :bg_gauge_speed2
alias mog_xas_bonnusgauge_initialize initialize
def initialize
mog_xas_bonnusgauge_initialize

@bg_seta1_x = 0
@bg_seta1_y = 0
@bg_seta1_opa = 255
@bg_seta1_zoom_x = 1.00
@bg_seta1_zoom_y = 1.00
@bg_seta2_x = 0
@bg_seta2_y = 0
@bg_seta2_opa = 255
@bg_seta2_zoom_x = 1.00
@bg_seta2_zoom_y = 1.00
@bg_meter_x = 0
@bg_meter_y = 0
@bg_meter_opa = 255
@bg_meter_zoom_x = 1.00
@bg_meter_zoom_y = 1.00
@bg_number_x = 0
@bg_number_y = 0
@bg_number_opa = 255
@bg_number_zoom_x = 1.00
@bg_number_zoom_y = 1.00
@bg_gauge1 = 0
@bg_gauge2 = 0
@bg_gauge1 = false
@bg_gauge2 = false
@bg_gauge_height = 0
@bg_gauge_speed = 0
@bg_gauge_speed2 = 0
end
def bg_gauge_height
image1 = RPG::Cache.picture("XAS_Bonnus_Meter")
image2 = RPG::Cache.picture("XAS_Bonnus_Cursor1")
bg_height = image1.height - image2.height
return bg_height
end
end
#-------------------------------------------------------------------------------
# Game_Battler
#-------------------------------------------------------------------------------
class Game_Battler
include MOG
alias mog_xas_bg_attack_effect attack_effect
def attack_effect(attacker)
mog_xas_bg_attack_effect(attacker)
if $game_switches[MOG::XAS_BG_DISABLE_SWITCH_ID] == true
return false
end
if attacker.is_a?(Game_Enemy) and self.is_a?(Game_Actor) and
self.damage.is_a?(Numeric) and self.damage > 0
@actor = $game_party.actors[0]
return false if @actor == nil
if $game_temp.bg_gauge2_overheat == false
dmg = self.damage * 150 / self.maxhp
dmg = 5 if dmg <= 5
gain = dmg * $game_temp.bg_gauge_height / 100
$game_temp.bg_seta2_y += gain
$game_temp.bg_seta2_zoom_y += gain
$game_temp.bg_seta2_zoom_x = 1.02
$game_temp.bg_seta2_zoom_y = 1.02
$game_temp.bg_seta2_y = $game_temp.bg_gauge_height if $game_temp.bg_seta2_y > $game_temp.bg_gauge_height
$game_temp.bg_gauge2_overheat = true if $game_temp.bg_seta2_y >= $game_temp.bg_gauge_height
if $game_temp.bg_gauge2_overheat == true
$game_screen.start_flash(Color.new(255, 155, 55, 255),120)
$game_screen.start_shake(5,10,60)
$game_system.se_play(BG_BAD_SE)
bonnus_type = BG_BAD_BONNUS_TYPE
if bonnus_type > 3
bonnus_type = rand(3)
end
if bonnus_type == 0
valor = BG_BAD_BONNUS_LOSE_HP * @actor.maxhp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_system.words.hp.to_s + " " + valor.to_s + " damaged!!!"
end
@actor.hp -= valor
$game_player.battler.damage = valor
$game_player.battler.damage_pop = true
elsif bonnus_type == 1
valor = BG_BAD_BONNUS_LOSE_SP * @actor.maxsp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_system.words.sp.to_s + " " + valor.to_s + " damaged!!!"
end
@actor.sp -= valor
$game_player.battler.damage = $data_system.words.sp + " " + valor.to_s
$game_player.battler.damage_pop = true
elsif bonnus_type == 2
state = BG_BAD_BONNUS_STATE
if state != nil
valor = state[rand(state.size)]
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_states[valor].name.to_s + " added!!!"
end
@actor.add_state(valor)
end
elsif bonnus_type == 3
valor = BG_BAD_BONNUS_LOSE_GOLD * @actor.level
$game_party.lose_gold(valor)
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - Lose " + valor.to_s + " " + $data_system.words.gold.to_s + "!!!"
end
end
if $mog_rgss_ifw != nil
$game_temp.ifw_active = true
end
end
end
end
end
alias mog_xas_bg_skill_effect skill_effect
def skill_effect(user, skill)
mog_xas_bg_skill_effect(user, skill)
if $game_switches[MOG::XAS_BG_DISABLE_SWITCH_ID] == true
return false
end
if user.is_a?(Game_Enemy) and self.is_a?(Game_Actor) and
self.damage.is_a?(Numeric) and self.damage > 0
@actor = $game_party.actors[0]
return false if @actor == nil
if $game_temp.bg_gauge2_overheat == false
dmg = self.damage * 130 / self.maxhp
dmg = 5 if dmg <= 5
gain = dmg * $game_temp.bg_gauge_height / 100
$game_temp.bg_seta2_y += gain
$game_temp.bg_seta2_zoom_y += gain
$game_temp.bg_seta2_zoom_x = 1.02
$game_temp.bg_seta2_zoom_y = 1.02
$game_temp.bg_seta2_y = $game_temp.bg_gauge_height if $game_temp.bg_seta2_y > $game_temp.bg_gauge_height
$game_temp.bg_gauge2_overheat = true if $game_temp.bg_seta2_y >= $game_temp.bg_gauge_height
if $game_temp.bg_gauge2_overheat == true
$game_screen.start_flash(Color.new(255, 155, 55, 255),120)
$game_screen.start_shake(5,10,60)
$game_system.se_play(BG_BAD_SE)
bonnus_type = BG_BAD_BONNUS_TYPE
if bonnus_type > 3
bonnus_type = rand(3)
end
if bonnus_type == 0
valor = BG_BAD_BONNUS_LOSE_HP * @actor.maxhp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_system.words.hp.to_s + " " + valor.to_s + " damaged!!!"
end
if valor >= @actor.hp
valor = @actor.hp - 1
end
@actor.hp -= valor
$game_player.battler.damage = valor
$game_player.battler.damage_pop = true
elsif bonnus_type == 1
valor = BG_BAD_BONNUS_LOSE_SP * @actor.maxsp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_system.words.sp.to_s + " " + valor.to_s + " damaged!!!"
end
@actor.sp -= valor
$game_player.battler.damage = $data_system.words.sp + " " + valor.to_s
$game_player.battler.damage_pop = true
elsif bonnus_type == 2
state = BG_BAD_BONNUS_STATE
if state != nil
valor = state[rand(state.size)]
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - " + $data_states[valor].name.to_s + " added!!!"
end
@actor.add_state(valor)
end
elsif bonnus_type == 3
valor = BG_BAD_BONNUS_LOSE_GOLD * @actor.level
$game_party.lose_gold(valor)
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Fatigue - Lose " + valor.to_s + " " + $data_system.words.gold.to_s + "!!!"
end
end
if $mog_rgss_ifw != nil
$game_temp.ifw_active = true
end
end
end
end
if skill.element_set.include?($data_system.elements.index("HIT")) and
user.is_a?(Game_Actor) and self.is_a?(Game_Enemy)
if self.damage.is_a?(Numeric) and self.damage > 0
unless XAS_BA_ENEMY::ITEM_ENEMY.include?(self.id)
gain_pt = BG_PT[skill.id]
@actor = $game_party.actors[0]
return false if @actor == nil
if $game_temp.bg_gauge1_overheat == false
if gain_pt != nil
gain = gain_pt * $game_temp.bg_gauge_height / 100
else
gain = DEFAULT_BG_PT * $game_temp.bg_gauge_height / 100
end
$game_temp.bg_seta1_zoom_x = 1.02
$game_temp.bg_seta1_zoom_y = 1.02
$game_temp.bg_seta1_y += gain
$game_temp.bg_seta1_y = $game_temp.bg_gauge_height if $game_temp.bg_seta1_y > $game_temp.bg_gauge_height
$game_temp.bg_gauge1_overheat = true if $game_temp.bg_seta1_y >= $game_temp.bg_gauge_height
if $game_temp.bg_gauge1_overheat == true
$game_screen.start_flash(Color.new(55, 155, 255, 255),120)
$game_system.se_play(BG_SE)
bonnus_type = BG_BONNUS_TYPE
if bonnus_type > 3
bonnus_type = rand(3)
end
if bonnus_type == 0
valor = BG_BONNUS_GAIN_HP * @actor.maxhp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Bonnus - " + $data_system.words.hp.to_s + " " + valor.to_s + " recovered!!!"
end
@actor.hp += valor
$game_player.battler.damage = -valor
$game_player.battler.damage_pop = true
elsif bonnus_type == 1
valor = BG_BONNUS_GAIN_SP * @actor.maxsp / 100
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Bonnus - " + $data_system.words.sp.to_s + " " + valor.to_s + " recovered!!!"
end
@actor.sp += valor
$game_player.battler.damage = $data_system.words.sp + " - " + valor.to_s
$game_player.battler.damage_pop = true
elsif bonnus_type == 2
state = BG_BONNUS_STATE
if state != nil
valor = state[rand(state.size)]
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Bonnus - " + $data_states[valor].name.to_s + " added!!!"
end
@actor.add_state(valor)
end
elsif bonnus_type == 3
valor = BG_BONNUS_GAIN_GOLD * @actor.level
$game_party.gain_gold(valor)
if $mog_rgss_ifw != nil
$game_temp.ifw_text = "Bonnus - Extra " + valor.to_s + " " + $data_system.words.gold.to_s + "!!!"
end
end
if $mog_rgss_ifw != nil
$game_temp.ifw_active = true
end
end
end
end
end
end
end
end
#-------------------------------------------------------------------------------
# Bonnus_Gauge
#-------------------------------------------------------------------------------
class Bonnus_Gauge < Sprite
include MOG
def initialize(viewport)
super(viewport)
@actor = $game_party.actors[0]
@bg_meter = Sprite.new
@bg_meter.bitmap = RPG::Cache.picture("XAS_Bonnus_Meter")
@bg_meter.z = 9000
@bg_meter.ox = -BG_X + $game_temp.bg_meter_x
@bg_meter.oy = -BG_Y + $game_temp.bg_meter_y
@bg_meter.zoom_x = $game_temp.bg_meter_zoom_x
@bg_meter.zoom_y = $game_temp.bg_meter_zoom_y
@bg_meter.opacity = $game_temp.bg_meter_opa
@bg_seta1 = Sprite.new
@bg_seta1.bitmap = RPG::Cache.picture("XAS_Bonnus_Cursor1")
@bonnus_height = @bg_meter.bitmap.height - @bg_seta1.bitmap.height
@bg_seta1.z = 9002
@bg_seta1.ox = -BG_X + 20 + $game_temp.bg_seta1_x
@bg_seta1.oy = -BG_Y - $game_temp.bg_gauge_height + $game_temp.bg_seta1_y
@bg_seta1.zoom_x = $game_temp.bg_seta1_zoom_x
@bg_seta1.zoom_y = $game_temp.bg_seta1_zoom_y
@bg_seta1.opacity = $game_temp.bg_seta1_opa
@bg_seta2 = Sprite.new
@bg_seta2.bitmap = RPG::Cache.picture("XAS_Bonnus_Cursor2")
@bg_seta2.z = 9002
@bg_seta2.ox = -BG_X - 13 + $game_temp.bg_seta2_x
@bg_seta2.oy = -BG_Y - $game_temp.bg_gauge_height + $game_temp.bg_seta2_y
@bg_seta2.zoom_x = $game_temp.bg_seta2_zoom_x
@bg_seta2.zoom_y = $game_temp.bg_seta2_zoom_y
@bg_seta2.opacity = $game_temp.bg_seta2_opa
@bg_number = Sprite.new
@bg_number.bitmap = RPG::Cache.picture("XAS_Bonnus_Number")
@bg_number.z = 9003
@bg_number.ox = -BG_X + 10 + $game_temp.bg_number_x
@bg_number.oy = -BG_Y + $game_temp.bg_number_y
@bg_number.zoom_x = $game_temp.bg_number_zoom_x
@bg_number.zoom_y = $game_temp.bg_number_zoom_y
@bg_number.opacity = $game_temp.bg_number_opa
if @actor == nil or
$game_switches[MOG::XAS_BG_DISABLE_SWITCH_ID] == true
@bg_meter.visible = false
@bg_seta1.visible = false
@bg_seta2.visible = false
@bg_number.visible = false
else
@bg_meter.visible = true
@bg_seta1.visible = true
@bg_seta2.visible = true
@bg_number.visible = true
end
end
def dispose
if @bg_meter != nil
@bg_meter.bitmap.dispose
@bg_meter.dispose
@bg_meter = nil
end
if @bg_seta1 != nil
@bg_seta1.bitmap.dispose
@bg_seta1.dispose
@bg_seta1 = nil
end
if @bg_seta2 != nil
@bg_seta2.bitmap.dispose
@bg_seta2.dispose
@bg_seta2 = nil
end
if @bg_number != nil
@bg_number.bitmap.dispose
@bg_number.dispose
@bg_number = nil
end
end
def update
if @actor == nil or
$game_switches[MOG::XAS_BG_DISABLE_SWITCH_ID] == true
@bg_meter.visible = false
@bg_seta1.visible = false
@bg_seta2.visible = false
@bg_number.visible = false
else
@bg_meter.visible = true
@bg_seta1.visible = true
@bg_seta2.visible = true
@bg_number.visible = true
end
@bg_meter.ox = -BG_X + $game_temp.bg_meter_x
@bg_meter.oy = -BG_Y + $game_temp.bg_meter_y
@bg_meter.zoom_x = $game_temp.bg_meter_zoom_x
@bg_meter.zoom_y = $game_temp.bg_meter_zoom_y
@bg_meter.opacity = $game_temp.bg_meter_opa
@bg_seta1.ox = -BG_X + 20 + $game_temp.bg_seta1_x
@bg_seta1.oy = -BG_Y - $game_temp.bg_gauge_height + $game_temp.bg_seta1_y
@bg_seta1.zoom_x = $game_temp.bg_seta1_zoom_x
@bg_seta1.zoom_y = $game_temp.bg_seta1_zoom_y
@bg_seta1.opacity = $game_temp.bg_seta1_opa
@bg_seta2.ox = -BG_X - 13 + $game_temp.bg_seta2_x
@bg_seta2.oy = -BG_Y - $game_temp.bg_gauge_height + $game_temp.bg_seta2_y
@bg_seta2.zoom_x = $game_temp.bg_seta2_zoom_x
@bg_seta2.zoom_y = $game_temp.bg_seta2_zoom_y
@bg_seta2.opacity = $game_temp.bg_seta2_opa
@bg_number.ox = -BG_X + 10 + $game_temp.bg_number_x
@bg_number.oy = -BG_Y + $game_temp.bg_number_y
@bg_number.zoom_x = $game_temp.bg_number_zoom_x
@bg_number.zoom_y = $game_temp.bg_number_zoom_y
@bg_number.opacity = $game_temp.bg_number_opa
if $game_temp.bg_gauge1_overheat == true
@bg_meter.color.set(rand(150), 0, 0, 155)
else
if $game_temp.bg_seta1_y != 0 or
$game_temp.bg_seta2_y != 0
@bg_meter.color.set(0, rand(100), rand(150), 25 + rand(50))
else
@bg_meter.color.set(0,0, 0, 0)
end
end
if $game_temp.bg_seta1_zoom_x > 1.00
$game_temp.bg_seta1_zoom_x -= 0.002
$game_temp.bg_seta1_zoom_y -= 0.002
elsif $game_temp.bg_seta1_zoom_x < 1.00
$game_temp.bg_seta1_zoom_x = 1.00
$game_temp.bg_seta1_zoom_y = 1.00
end
$game_temp.bg_gauge_speed += 1
if $game_temp.bg_gauge1_overheat == false
$game_temp.bg_gauge_speed = 0 if $game_temp.bg_gauge_speed > 5
else
$game_temp.bg_gauge_speed = 0 if $game_temp.bg_gauge_speed > 15
end
if $game_temp.bg_gauge_speed == 0
down_gauge1 = BG_DOWN_GAUGE1 * $game_temp.bg_gauge_height / 100
$game_temp.bg_seta1_y -= down_gauge1
$game_temp.bg_seta1_y = 0 if $game_temp.bg_seta1_y < 0
$game_temp.bg_gauge1_overheat = false if $game_temp.bg_seta1_y <= 0
end
if $game_temp.bg_gauge2_overheat == true
@bg_seta2.color.set(rand(150), 0, 0, 155)
else
@bg_seta2.color.set(0,0, 0, 0)
end
if $game_temp.bg_seta2_zoom_x > 1.00
$game_temp.bg_seta2_zoom_x -= 0.002
$game_temp.bg_seta2_zoom_y -= 0.002
elsif $game_temp.bg_seta2_zoom_x < 1.00
$game_temp.bg_seta2_zoom_x = 1.00
$game_temp.bg_seta2_zoom_y = 1.00
end
$game_temp.bg_gauge_speed2 += 1
if $game_temp.bg_gauge2_overheat == false
$game_temp.bg_gauge_speed2 = 0 if $game_temp.bg_gauge_speed2 > 25
else
$game_temp.bg_gauge_speed2 = 0 if $game_temp.bg_gauge_speed2 > 10
end
if $game_temp.bg_gauge_speed2 == 0
down_gauge2 = BG_DOWN_GAUGE1 * $game_temp.bg_gauge_height / 100
$game_temp.bg_seta2_y -= down_gauge2
$game_temp.bg_seta2_y = 0 if $game_temp.bg_seta2_y < 0
$game_temp.bg_gauge2_overheat = false if $game_temp.bg_seta2_y <= 0
end
end
end
#-------------------------------------------------------------------------------
# Scene_Map
#-------------------------------------------------------------------------------
class Scene_Map
alias xas_bonnus_gauge_main main
def main
@viewport = Viewport.new(0, 0, 640, 480)
@viewport.z = 99999
@bonnus_gauge = Bonnus_Gauge.new(@viewport)
xas_bonnus_gauge_main
@bonnus_gauge.dispose
@bonnus_gauge = nil
end
alias xas_bonnus_gauge_update update
def update
xas_bonnus_gauge_update
@bonnus_gauge.update if @bonnus_gauge != nil
end

end


__________________________
Go to the top of the page
 
+Quote Post
   
Xach-Crisis
post Aug 9 2009, 01:55 AM
Post #64


"In a world called Tenebrae..."
Group Icon

Group: Revolutionary
Posts: 566
Type: Developer
RM Skill: Skilled




Thank ya il see when i have time to test it, thank you alot this is gonna help Eternal Freedom thank ya again


__________________________
Title: Final Fantasy V.2 Ascension Engine: RPG Maker XP Original Story and Concept by Xach-Crisis


"Graphical Beast Xach-Crisis working on Gai's Hunter with Vision Studios, check it out!"
Go to the top of the page
 
+Quote Post
   
TashanDragon
post Aug 17 2009, 05:39 PM
Post #65


Level 2
Group Icon

Group: Member
Posts: 24
Type: Developer
RM Skill: Skilled




Xas 3.6 Woot With A World Map
This Is My Favorite ABS
laugh.gif
http://atelier-rgss.com/RGSS/Demos/XAS_Hero_3_6.zip


This post has been edited by TashanDragon: Aug 17 2009, 05:50 PM


__________________________
Currently working on:
Go to the top of the page
 
+Quote Post
   
joey101
post Dec 21 2009, 05:17 AM
Post #66


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




QUOTE (Souloux @ Jan 13 2009, 11:57 PM) *

cool but how do make wapons????
rolleyes.gif biggrin.gif ohmy.gif wink.gif


__________________________
Go to the top of the page
 
+Quote Post
   
sirSLR
post Mar 3 2010, 11:21 AM
Post #67


Level 4
Group Icon

Group: Member
Posts: 57
Type: None
RM Skill: Undisclosed




hy
i would like to know how can i make animations that would work here


__________________________
Working on a Bleach Game
My Sprites

IM GONNA BEAT UP YOU ALL
Go to the top of the page
 
+Quote Post
   
joey101
post Aug 1 2010, 01:33 PM
Post #68


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




XAS v3.8 is out with jumping system swimming system and flying system blizz abs dosent have thats why XAS is better
link:http://xasabs.wordpress.com/

This post has been edited by joey101: Aug 1 2010, 01:35 PM


__________________________
Go to the top of the page
 
+Quote Post
   
Ezlo
post Sep 7 2010, 10:05 AM
Post #69


Level 1
Group Icon

Group: Member
Posts: 5
Type: Musician
RM Skill: Skilled




This is a very nice script and such, but I have a problem... I was already halfway through a game with an ABS without the use of scripts, but it required an intense usage of variables, switches, etc. When I downloaded XAS, I tried to implement it to my game without altering my normal loot, characters, events, etc. But I can't seem to modify it so my original variable remain, since the script took over everything, and also, I can't really create new weps. I follow the steps, I dunno portugese but its similar to spanish (which I know very well) but still, I can't alter the sprites to add new weps or even, a new character... It annoys the heck out of me... any suggestions?
Go to the top of the page
 
+Quote Post
   
joey101
post Sep 12 2010, 02:44 PM
Post #70


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




QUOTE (Ezlo @ Sep 7 2010, 11:05 AM) *
This is a very nice script and such, but I have a problem... I was already halfway through a game with an ABS without the use of scripts, but it required an intense usage of variables, switches, etc. When I downloaded XAS, I tried to implement it to my game without altering my normal loot, characters, events, etc. But I can't seem to modify it so my original variable remain, since the script took over everything, and also, I can't really create new weps. I follow the steps, I dunno portugese but its similar to spanish (which I know very well) but still, I can't alter the sprites to add new weps or even, a new character... It annoys the heck out of me... any suggestions?

well an easy way to do this is to take every thing that you put in all the xas things
then go to DATA select everthing there except:
system weapons items animations skills scripts sprite actors tile sets.then copy them and paste them in the XAS data folder but make sure
you delete the maps and mapinfo in xAS


__________________________
Go to the top of the page
 
+Quote Post
   
joey101
post Sep 25 2010, 11:14 AM
Post #71


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




shoot(X) Activate Tool
shoot_chance(X,PERC) Activate Tool by % chance
lowhp_shoot(X,PERC) Activate Tool when LOW on HP
fatal_shoot(X,PERC) Activate Tool and die
lowhp_fatal_shoot(X,PERC) Activate Tool and die when LOW on HP
hp_shoot(X,X,PERC) Activate Tool when HIGH on HP and LOW on HP
rand_shoot(X,X,X,X,X) Randomly activate Tool out of 5 choices
lowhp_rand_shoot(X,X,X,X,X) Randomly activate Tool out of 5 choices when LOW on HP
escape(PERC) Activate escape by % chance
lowhp_escape(PERC) Activate escape by % chance when LOW on HP
shield_enable! Activate shield
shield_disable! Deactivate shield
hp_shield(BOOLEAN) Activate or deactivate shield base upon HP
hit_reaction_on Activate reaction when hit by short range weapon
hit_reaction_off Deactivate reaction when hit by short range weapon
hp_hit_reaction Activate/Deactivate reaction based upon HP
addstate(ST_ID,PERC) Add State by % of chance
selfdamage(DAMAGE,PERC) Cause Damage to user
text(“TEXT“,PERC) Display Message
lowhp_switch(SW_ID,BOOLEAN) Switch Activates when low on HP and Deactivates when high on HP
hp_switch(SW_ID,BOOLEAN) Switch Activates when high on HP and Deactivates when low on HP
anime(A) Activate Animation on Enemy Event
lowhp_anime(A) Activate Animation when low on HP
hp_anime(A1,A2) Activate two Animations based on HP (A1 = high, A2 = low)
speed(S) Define a Speed
lowhp_speed(S) Define a Speed when low on HP
hp_speed(S1,S2) Define two Speeds based upon HP
(S1 = speed 1, S2 = speed 2)
hero_lowhp_shoot(X,PERC) Activate TOOL when Hero is low on HP
hero_hp_shoot(X,PERC) Activate TOOLS based upon Hero’s HP. (X1 = high, X2 = low)
hero_lowhp_switch(SW_ID,BOOLEAN) Switch Activates when Hero is low on HP and Deactivates when high on HP
hero_hp_switch(SW_ID,BOOLEAN) Switch Activates when Hero is high on HP and Deactivates when low on HP
hero_level_shoot(X1,X2,LEVEL,PERC) Activate two TOOLS based upon Hero’s Level
hero_level_escape(LEVEL,PERC) Activate Escape based upon Hero’s Level by % of chance
hero_level_hit_reaction(LEVEL,BOOLEAN) Activate Reaction based upon Hero’s Level
hero_level_shield(LEVEL,BOOLEAN) Activate/Deactivate Shield based upon Hero’s Level
hero_level_speed(S1,S2,LEVEL) Define two Speeds based upon Hero’s Level (S1 = speed 1, S2 = speed 2)
hero_hp_anime(A1,A2) Define two Animations based upon Hero’s HP
hero_level_anime(A1,A2,LEVEL) Define two Animations based upon Hero’s Level
jump_near Activate Jump in range of the Hero
dual_switch(SW1,SW2,PERC) Activates first Switch, Deactivates the second
counter_on Activate Counter Attack when Hit
counter_off Deactivate Counter Attack feature
org_here Define ‘Return Point’ that Enemy will return to
jump_org Activate Jump to return to Defined ‘Return Point’
fastzoom(BOOLEAN) Increases the speed of the BREATH_EFFECT system
player_pos Position an event equal to that of the hero. Useful for making spells guided towards the hero
FORCE ACTION
Force an action on the hero through an event. This opens up an incredible range of options, now a tool can perform multiple actions at once, allowing you to create combos or create tools with multiple trajectories.
$game_temp.force_action_id = X Activates an action, unless the character is using a different action
$game_temp.force_action_now_id = X Activates an action, even if the character is using a different action


this is makes it easy to make enemys and other stuff for XAS

too much blood juice(words)

This post has been edited by joey101: Sep 25 2010, 11:14 AM


__________________________
Go to the top of the page
 
+Quote Post
   
Jinxxed0
post Oct 4 2010, 08:50 PM
Post #72


Level 1
Group Icon

Group: Member
Posts: 13
Type: Developer
RM Skill: Intermediate




This combat system seems pretty awesome. Would it be possible to include optional diagonal movent/attacking. And/Or the option to attack with mouse clicks and move with a,w,s,d

As is though, this system is great.
Go to the top of the page
 
+Quote Post
   
joey101
post Oct 10 2010, 01:58 PM
Post #73


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




QUOTE (Jinxxed0 @ Oct 4 2010, 08:50 PM) *
This combat system seems pretty awesome. Would it be possible to include optional diagonal movent/attacking. And/Or the option to attack with mouse clicks and move with a,w,s,d

As is though, this system is great.

umm dosent it already have that?


__________________________
Go to the top of the page
 
+Quote Post
   
trainersonic
post Oct 29 2011, 12:57 AM
Post #74



Group Icon

Group: Member
Posts: 1
Type: Event Designer
RM Skill: Advanced




The best battle system i have ever seen on RMXP! Good work! ^^
Go to the top of the page
 
+Quote Post
   
Nof56
post Nov 3 2011, 08:47 AM
Post #75


Level 4
Group Icon

Group: Member
Posts: 47
Type: Developer
RM Skill: Beginner




I agree, this is a good battle system! I enjoy using it and hope to use it in my games some time!


__________________________
S.P.O.R.D.<- Military acronym meaning Steaming Pile of Rectal Discharge.

Go to the top of the page
 
+Quote Post
   
vincent329
post Dec 22 2011, 12:22 PM
Post #76


Level 3
Group Icon

Group: Member
Posts: 30
Type: None
RM Skill: Undisclosed




does anyone have a translate of 3.9 or 3.8?
Go to the top of the page
 
+Quote Post
   
joey101
post Dec 26 2011, 07:54 PM
Post #77


DeadlyWeapon6
Group Icon

Group: Revolutionary
Posts: 196
Type: Developer
RM Skill: Skilled




Calvin does search XAS wordpress in google


__________________________
Go to the top of the page
 
+Quote Post
   

4 Pages V  « < 2 3 4
Closed TopicStart new topic
2 User(s) are reading this topic (2 Guests and 0 Anonymous Users)
0 Members:

 

Lo-Fi Version Time is now: 25th May 2013 - 07:31 PM
RPG RPG Revolution is an Privacy Policy and Legal
eXTReMe Tracker