Group: Member
Posts: 12
Type: None
RM Skill: Beginner
Its a rly great script!
But i have questions:
How do i set the respawn rate? How do i set the movement back to what it was (i mean no diagonal walking) How do i get my Magic groupie to cast something?
This post has been edited by Ruinofwar: Feb 22 2009, 05:18 AM
How do i set the respawn rate? How do i set the movement back to what it was (i mean no diagonal walking) How do i get my Magic groupie to cast something?
I know the answer to your first and third questions. When you create the second event page (that requires a Self Switch) simply put a Wait command, then after you wait x seconds, set the Self Switch A/B/C/D to off. For the third - Hold Control and Press Tab until the character you want to control shows up. Hit Enter like 2 or 3 times, I think. You may want to wait for Vlad to give you the specifics.
And may I make a few requests/suggestions? First, better AI in the Standard version. At least make the allies somehow able to walk around the environment intelligently, if they get stuck. Also, if I want to surround an enemy (4 actors), always one of them will get stuck behind another one, and I won't be capable of dishing out my full team's power against an enemy. Also the enemies won't turn or do anything if there's no one in front of them and they're getting owned by 3 actors (although it's kind of logical, since no one would be able to turn around and punch someone if they're getting attacked from all other sides, but it's just not fair that a boss might not even deal a single point of damage to my actors). And my second request/suggestion: Enemy summoning skills. I want to create a boss that will summon skeletons when he uses a skill. And I want them to disappear after like 30 seconds. I've tried using Parallel Processes, but it lags. Do you know of any way I could do this? Thanks for reading. Of course - you aren't obliged to do any of this - but assistance would be greatly appreciated.
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Group: Member
Posts: 6
Type: None
RM Skill: Undisclosed
Is there a way to make it so that you can have friendly fire, because i want to make a skill that heals the allies around me but not the mob's, but when i use it, the little ball effect just travels over my allies and if it hit's a mob it heals them.
gr... well making ranged weapons doesn't work for me. Until i get the weapon and equip it, every else works fine.. anyone can help me? this is my weapon code Distance_Weapons[34] = ["Asdd", 5, 5, 5, 7, 28, 19]
when i equip it, i says icon_index error... what's character index?
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This is a cool script...who the hell am i kidding this is an amazing script but everytime i play i get a different error none of them usually the same. And when i accept the first party member in the tutorial they just randomly die? Can anyone fine tune this to make it so its not so laggy, no random errors, and my characters dont randomly die? If so that would be great cuz this is a bad as script.
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Can somebody please post a demo so that I can see this script in action?
Edit:
Well I saw that there was three demos when I downloaded the script. I didn't saw big difference in the demos though. I mean the one with the party was OK but the party members were moving way to randomly and were stucking all the time. ^^ For a single player action RPG this script is neat.
I have some questions though:
1. Are ranged weapons working? I mean can you set different damage for each weapon or do you set damage for each ammo type?
2. How do you specify ammo used for the ranged weapons? I mean how can I make normal arrow for key "A" and fire arrow for key "S"?
3. How do you specify what items the killed monster drop?
4. How do you specify what attacks/skills the monster use?
5. Can I turn off the diagonal movement?
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Group: Member
Posts: 15
Type: Writer
RM Skill: Skilled
I tried using the KGC event Lightener to remove some lag, but it doesn't work. There has GOT to be a way to fix all the lag issues. I can't go making an RPG with two enemies in each area, with areas at minimum size. Would there be a way to create a script piece that places the monsters in game ONLY when the player is in a certain area? Like, for instance, the player heads towards an enemy. One or two tiles before it gets on screen, then the monster spawns. When you leave the area, enemy dead or not, the monster disappears. And if the player runs, the monster gives up and turns around so it doesn't just "poof". This way, the monster not only isn't processed, but doesn't exist until needed. The even caller would be a simple below character player touch event. No lag.
Could this be at all possible?
EDIT:
@drebenk: To answer your questions... 1. Yes, read the script comments. 2. Read the script comments. 3. Read comments. 4. Getting the idea? 5. Yes. When downloading a script, most (good) scripters will put everything you need to know into a comment section at the top, and a section normally called "customizable'. All the options are here.
This post has been edited by Vaxcelor: Mar 27 2009, 03:14 PM
Vlad? I see you everywhere. Your on so many game websites and stuff, I think I talk you on msn about creating a game on that private server website or something, anyway...
Awsome script, I really like battle systems, keep up the work. I'm also a fan of your scripts, I think you created RPG Maker Online one right?
I'm posting after my comment because I want to bump the topic.
I have a question regarding the HUD. Which lines of which script from the ABS I need to change in order to specify the coordinates on which the items, skills and ammo appear? I want to do this because I'm using a HUD which has different layout from the original HUD so I need to move the coordinates on which the icons of the items, skills and ammo are drawn.
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I am getting an error when trying to equip a bow. This is the line on the code it keeps reffering me to:
CODE
end if Requiem_SBABS::Distance_Weapons[@actor.weapon_id][6] > 0 draw_icon($data_items[Requiem_SBABS::Distance_Weapons[@actor.weapon_id][6]].icon_index ,x+32,y) end
@Vlad can you add a XP bar to the hud as well? I mean you have HP and MP bars that are drawn on the screen why not have an XP bar that's drawn under or above them?
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Which part of the script is the part which sets the coordinates for displaying the hits counter and text? The text that appear to the right middle side of the screen showing the hits done and things like that. I want to move this text more to the right since I'm using a resolution script and my screen size is changed. So now the text shows not at the end of the screen but close to the middle so I want to move it.
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Group: Member
Posts: 58
Type: Developer
RM Skill: Intermediate
you know what, you guys should download Requiem ABS 5 which has lots and lots of bug fixes. It includes anti lag and other more stuff. Go see his blog to see what I mean. This version has a Game.exe error that occurs when you go back and forth between a map that has enemies... this version is REALLY NOT GOOD.
Group: Member
Posts: 29
Type: Developer
RM Skill: Intermediate
Hey, amazing script Vlad this is perfect for my game and i'll be using it =D I'm getting no buggs, i've edited spells, items e.t.c and works fine. Thanks alot P.S Requiem 5 is better to use, i wont post the link as i'm not too sure if im allowed Just search "Vlad's ABS requiem 5"
This post has been edited by Lost-Arac: Apr 17 2009, 04:04 AM
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Group: Member
Posts: 18
Type: None
RM Skill: Beginner
Is there any possible way of making a "machine gun" style weapon? You know, one that fires bullets quickly one after the other. I need this feature to be able to put in my game. I'm making a Counter-Strike/Call of Duty styled game, so please help!
Thanks in advance, Yo-N
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