Group: Member
Posts: 1
Type: Developer
RM Skill: Intermediate
Sorry for being so stupid, I suck with scripts. How do I make an enemy? I made one in the enemy tab, ID= 28, I made an event and like other enemies I put the variable thing EnemyID to 28, it moves but doesnt attack or die. What do I do? If I have to use the 27 already there, it wont be enough for my RPG, since it will have lots of enemies. I just dont know how to make them!
Sorry for being so stupid, I suck with scripts. How do I make an enemy? I made one in the enemy tab, ID= 28, I made an event and like other enemies I put the variable thing EnemyID to 28, it moves but doesnt attack or die. What do I do? If I have to use the 27 already there, it wont be enough for my RPG, since it will have lots of enemies. I just dont know how to make them!
You'll find tutorials to all sorts there (inc. How to create a new enemy) and some scripts that work specifically for the XAS system to make your game more involved.
Enjoy!
This post has been edited by calvin624: Mar 12 2009, 01:46 AM
Group: Member
Posts: 35
Type: Artist
RM Skill: Advanced
if you ask me, I really like the feel... the down side is that you have to sacrifice the old battle system (turn base / with the pictures) other than that ... it would be tops!
is there anyone out there who knows how to have XAS work "WITH" the original RMXP battle system...?
can you imagine... having XAS battle / RMXP battle / along with a side view battle / and tactical ! it would be a dream come true for me
Blizz-ABS does work with the original. You can battle on the map and if you call the battle scene, it works just fine. That means that any turn-based battle system which takes place in the battle scene should actually work. I've seen people use RTAB and Blizz-ABS together.
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Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
1. No. But in Blizz-ABS it is. 2. You need to set up configurations with a script. Sorry, I don't know from memory how you do it. 3. I think that you can do that with typing different comments in the events unlike in Blizz-ABS where you do everything simply in the normal enemy database.
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Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
2. I need to get round to writing a tutorial for this, in the meantime check out how the other Skills are made - you can PM me if you want a quick run through.
There are about 30 blog entries including tutorials, videos and hidden features all in relation to the XAS System found at http://www.myspace.com/xastutorials
That's quite a procedure just to put one single enemy on the map. :/
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Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
Becomes second nature really, and you can customise each enemy's movements if you like (so 2 of the same creature don't have to act exactly the same - or if you want to make life easier you can simply copy and paste).
The demo also comes with a good variety of monsters to get you started.
Is there even an ABS that doesn't allow custom moving routes? And the 32 RTP monsters provide a good variety as well.
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Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
Calvin right now i love you, those tutorials helped, and i added atlest like what 10 enemies on the same map, and news buddy it owrked like a Charm, and as you say, it really becomes second nature.
The ally system i havent tried yet, thanks for pointing it out though
Blizz : sorry but i really couldnt get how Blizzards ABS was better than this, but you have right in one point, creating enemies and skills are so much easier in Blizz abs, but the result of it in XAS really is worth it
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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!"
- full keyboard input - customizable controls (overrides normal RMXP controls if necessary) - intelligent HUD system: -> leader status display -> hotkey assignment display -> minimap / fullscreen map -> fades out displays if player walks under them so the character can be seen -> maximally optimized for least lag possible - 8-way movement - pixel movement - enhanced movement (running, sneaking, jumping) - customizable controls - more than 60 options and settings for customization and support - enemies drop items (and optionally even gold): -> allows you to define your own drop sound, drop time and gold drop icon - enemies can leave corpses instead of dropping items and gold: - corpses have their own spritesets - ABS Pre-Menu (compatible with most Scene_Menu CMS-es): -> ally AI setup menu for customizable ally behavior for the player -> skill/item hotkey assignment menu - you can use the hotkeyed skills and items instantly without activating them first - special weapon/skill/item/enemy setups: -> define weapon types like swords, lances, flails, ranged weapons, etc. -> shoot projetiles around with weapons/skills/items/enemies -> define skill/item types like beam skill/item, homing shot skill/item, etc. -> different projectiles types for weapons/skills/items/enemies -> any skill/item can explode on impact -> set up weapon/skill/item/enemy type, range, etc. -> built-in charging weapon/skill/item/enemy attack system -> skill/item projectiles can explode upon impact -> skill/item traps -> timed skill/item traps -> summoning skills/items - very developed sprite handling system: -> animation sprites for attack/defend/skill/item -> sprites for each weapon -> casting sprites for each skill -> sprites for weapon/skill/item/enemy projectiles -> sprites for chargings -> different animation frame timings that can be set up for each weapon/skill/item/enemy -> different charge animation frame timings that can be set up for each weapon/skill/item/enemy -> shows icons for dropped objects -> sprites for running/sneaking/jumping - debugging information for any weapon/skill/item configurations during the game - built-in caterpillar for allies: -> allows stop-animated actors as well - putting an enemy on the map is done IN A FEW SECONDS - intelligent enemies: -> can't see you if you are coming from the back -> can hear you if you are close or doing something (like attack, etc.) -> can't see through tiles defined by you as walls, but they can hear through -> remember your most recent position if they lose you out of sight and try to track you down -> they go around walls if necessary and find their way to their target -> very developed battle handling (avoiding attacks, backing off, keeping a safe distance, etc.) -> observe battlers and learn from their actions -> heal wounded allies -> call for help -> can organize themselves in groups and enhance own abilities when controlled partially by a leader -> evade flying non-homing projectiles -> AI can be set up globally, individual for each enemy and individual for each event on the map -> simply the most dangerous and most developed RMXP ABS AI available (exclusively) - intelligent allies: -> they use the same basic AI like enemies, but can be individually modified by players as well -> the player can create conditional triggers which allow the allies to act exactly they way the player wants them to act -> player can change the custom aggressive/passive and offensive/defensive setup -> summonings: -> summon monsters to help you in battle -> each summon acts on its own and is controlled by the Enemy AI - pets: -> summon pets to help you in battle -> each pet acts on its own and is controlled by the Ally AI -> the pets can gain experience, level up, learn skills, etc., everything an ally can -> AI setup for pets is available as well - status control: -> see your status effect take place on the map -> fully animated - less lag than other ABS: -> the most powerful and most efficient Event-Anti-Lag System available: Blizz-ABSEAL -> intelligent enemy AI update and handling (enemies think only when necessary) -> intelligent ally AI update and handling (allies think only when necessary) -> intelligent HUD refresh controller -> fast method of event settings recognition -> intelligent passability loading system for even less lag -> bitmap pre-caching for increased drawing speed -> lagless enemy health bars -> sprite disposal if a sprite isn't needed - Alignments System: -> create enemies on the map with different alignments -> you can create enemies VS. enemies groups -> you can create guards and NPCs -> each group can be lifeless -> each group can be linked to propagate alignment changes -> each group can be permanently linked to propagate alignment changes permanently - Custom Event Triggers: -> activate enemy events upon their death -> activate enemy events with the 3 default triggers -> activate enemy events with specific weapons, skills, items or enemy attacks - create events that act like dropped items - respawning of killed enemies - respawn points for specific locations where enemies respawn - respawn animations - additional automated custom animations for level ups, running away, calling for help, etc. - destruction engine emulator with less lag than scripted destruction engines - full control over the keyboard input - easy access the global Blizz-ABS information - change event setup anytime ingame: -> i.e. turn enemies into critters, turn events into enemies, basically turn anything into anything anytime during the game - Battleflow Controls: -> change enemy HP anytime -> change enemy SP anytime -> change enemy status anytime -> recover enemy anytime -> transform enemy into another one anytime -> deal damage to enemies or allies anytime which can be just text flying around anytime -> force enemies to execute any action anytime - Battleflow Conditions: -> check if enemies have a state inflicted -> check which battlers enemies can see -> check which battlers enemies can hear -> check which battlers enemies can perceive -> check which battlers enemies have memorized - disable any button anytime - disable Blizz-ABS whenever you want - automatic fixes for problems that can occur with Blizz-ABS - full and professional documentation: -> commented code -> manual with all necessary information on how to use Blizz-ABS, what utilities it provides and which options and settings are available -> documentation how the script is configured when configuring it manually -> provides a configuration application that allow configuration and usage WITHOUT ANY PROGRAMMING KNOWLEGDE, just like RPG Maker XP was intended to be -> full compatibility with most of Blizzard's scripts (Chaos Rage Limit System, Full Reflection System, Custom Stat Growing System, Easy Party Switcher, RO Job/Skill System, StormTronics CMS and many more) full compatibility with most of Tons of Add-ons' minisystems (HP/SP/EXP gradient/slant bars, Animation Stack, Status Effects as Icons, Multi-Drop, EQUAP Skills, Target 'em all!, Equipment Requirement System, HP/SP Crush, Chain Status Effects, Auto-Revive, SP Cost Mod, Doom Status, Absorb HP/SP, State Breaker Skill, Demi Skill, Destructor Skill, SP Damage Skill, Energy Skill, etc.) -> native compatibility with many other custom scripts without any edits in the actual script -> create incredible event systems with just a few extra events to support Blizz-ABS -> customize it however you want which is made as easy as possible because of the professional documentation provided
tl;dr, eh? Thirdy Blizz-ABS is compatible with loads of other systems without changing anything. Even SDK.
Fourthly XAS has absolutely no documentation while Blizz-ABS comes with a manual explaining all features, what they do and how to set them up along with various other information related to the system.
Fifthly Blizz-ABS is scripted nicely and in English. Editing Blizz-ABS is not complicated and most plugins currently out there have just a few lines of code (i.e. secondary weapon button).
Sixthly XAS doesn't have and will never have this:
The only 2 moments you will see a script in Blizz-ABS is the moment you copy-paste Blizz-ABS into the scripts editor and the moment you copy-paste the configuration script into the editor while XAS requires you to script the configuration itself. I have made Blizz-ABS the same way RMXP was intended: You don't need to know how to program to make a game.
Seventhly XAS's original author anymore doesn't support his script anymore while I still support Blizz-ABS. If you compare the Blizz-ABS thread here (33 pages) and this thread (2 pages), it becomes obvious.
And lastly Blizz-ABS even supports some (maybe all?) of XAS's add-ons. Just recently somebody at my forum was using MOG's HUD without any edits in Blizz-ABS. He even released an animated HUD mod just hours ago: http://forum.chaos-project.com/index.php?topic=3738.0 How hard was it to do? Let me quote myself here:
The HUD has methods for that. Check out how it was done with the HP and simply copy-paste and rename the code and variables. This will ensure that it stays maximally optimized.
__________________________
Please keep in mind that I have retired from RMXP and that I am not active here anymore! If you can't get any support for my scripts here, try at Chaos Project.
Blizzard you have gone totally off-topic and the author of this script most likely does not welcome you here. If we wanted to check out your ABS, we would simply click on your thread. This is not your thread. We don't give a rat's ass about the random stuff you posted here. Maybe if it were your thread, we would care. I have taken the initiative to report you.
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Sixthly XAS doesn't have and will never have this
Alright, Blizzard, we all know you're an amazing scripter. That still doesn't give you the right to invade on someone's thread and completely destroy their original intentions of allowing people to use them in their games. You think your ABS is better? Keep thinking that way, but you don't have to be an asshole about it and try to brainwash everyone.
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Seventhly XAS's original author anymore doesn't support his script anymore while I still support Blizz-ABS. If you compare the Blizz-ABS thread here (33 pages) and this thread (2 pages), it becomes obvious.
Get a life and stop counting pages. The more posts you have, obviously the more problems they have with your script.
I commend Ember for such a user-friendly ABS system. I actually prefer it over all of the others I've seen. The HUD is the top so far.
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Group: +Gold Member
Posts: 1,199
Type: Scripter
RM Skill: Undisclosed
Blizzard made an ABS, and Ember made an ABS, you know, this is making me laugh. Ember vs Blizzard, naturally contradicting elements, and look, contradicting ABSs, haha. All joking aside: Both Blizzard and Ember made ABSs, both of them have their pro's, both have their con's. It doesn't matter which has more. what matter's is that the people choose what script they want to use, and that their satisfied with the one their using. There is no need to start up a flame war over which is better, game maker's will choose what they want to choose.
Also, this is not a thread to argue over which is better, therefore, you have my warning, if ANYONE brings up/complains that they have a better ABS, their warn rate will be raised, no questions asked. However, I'm not stopping people from asking for certain features to be added to this ABS that occur in another ABS. End of discussion. ~ enix2
edit - it has been brought to my attention that Xiderowg created this ABS, my bad; but there will still be no ABS battles (pardon the pun) in a script thread.
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Got 30 minutes? Then you've enough time to play this awesome game: - potentially promising project page - thanks holder