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Ember
XAS ( Xiderowg Action System)

Version: 3.2
Author: Xiderowg

Introduction
The system allows you to create games like Zelda, Secret of Mana, etc…
The possibilities are infinite. It is possible to create, items as bombs, arc and
arrows, magic, items, swords, boomerang, shield or any item that you can imagine!
Note: The latest version of the script is currently written in Portugese, a translation is underway (see FAQ)

Features
-> Final Attack System
-> Counter System
-> Advanced Status System.(+ 20 New States)
( Reflect / Re-life / Invicible / DeathCount / FAST
Slow / Stop / Confuse / Seal / Regen / Poison /
Sleep / Poison SP / Etc...)
-> Advanced Damage System.
( Drain HP-SP / Damage SP / Level Damage/ Gold Damage/
Rang Effect / Steal / Fixed Damage / Etc... )
-> Shield System.
-> Enemy Attack Effects.
( Drain HP-SP / Add States / Blow Power )
-> Advanced Item Effects(Field).
-> Collapse Zoom System.
-> Hit Effect system.
-> Advanced Enemy Action System.
(EXP-> shoot(X) / rand_shoot(X,X,X,X,X) )
(+ 40 New Commands to customize your enemys)
(Action based on HP/LV/Switch/Percentage ,Random Attack,
Escape, Reaction , auto states, etc...)
-> Multiple Treasure System. (0..5)
-> Auto Animation Command.
-> Damage Limit.
-> Custom speed moviment. (0..10)
-> Improved Collapse Animation.
-> Improved Multhits System.
-> Improved Charge System.

Script
See download.

Compatibility
I have no idea.

Screenshot

..That pretty much sums it up.

DEMO
http://atelier-rgss.com/RGSS/Battle/XAS_00a.html
You can download it and find a bunch of instructions here.

Installation
There's a lot of different scripts working together. You'd probably be better off starting your project from the demo.

FAQ
When will 3.2 be in english?
I believe that a translation is underway, according to this thread; http://www.rmxp.org/forums/index.php?topic=36855.420

Credits
Xiderowg, obviously. Not me. You can check out http://atelier-rgss.com/Index.html for more cool XP/VX scripts.
Rukiri
One of the best ABS scripts for XP, all it needs is Pixel-Movement implemented and it'd be a true secret of mana like abs^^
The King
QUOTE (-Mystic- @ Nov 5 2008, 10:49 AM) *
One of the best ABS scripts for XP, all it needs is Pixel-Movement implemented and it'd be a true secret of mana like abs^^


Nope. It s not one of the best, it IS the Best. I use it for a Terranigma-KS, and expect of the pixelmovement, like you said, it is really great...
Blizzard
I wouldn't agree on that. It's definitely not the best because it doesn't have critical features that are supported by other ABSes. You can say that you like it best or most, but you can't claim your opinion to be fact by saying it's the best since it isn't. Just to name one of those features and like you already said, it lacks pixel movement.
The King
QUOTE ("Blizzard")
You can say that you like it best or most, but you can't claim your opinion to be fact by saying it's the best since it isn't.

Well, but you can say which ABS is the best? Only because you have made one by yourself (oups, thats why you have answered to my post in that way, right?) Anyway, don't mind, its not what I wanted to say, I think I have forgotten something like "on my oppinion" or something else... sry, I don't speak english very well...

Well, the pixelmovement is mayby on thing missing but that is not such a important point to me. It's, lets say, just an extrafeature but not needed. And of cource there are other scripts that make pixelmovement, but it didn't decreased the Gamefun when I cut it out of my game...

Mfg
The King

Edit: Of course I don't want to trouble, may sound so, if it does, I',m sorry. I'm a bit sarcastic sometimes...
DespairReigns
Looks pretty cool, I should try it sometime...
Blizzard
I consider the fact that I made an own ABS a very good basis to know what I am talking about. Yes, that's why I answered in the post like that. Though, currently there is no "best ABS", because all of them have own specific features which means that they basically lack the good features of the other ABSes. i.e. XAS lacks ally AI as Blizz-ABS's current version does, but NeoABS supports it. XAS supports advanced event triggers while the other two don't. Blizz-ABS has a very advanced enemy AI while the AIs of the other ABSes is rather basic and simple. XAS supports a vast of animations at the same time automatically because of the game setup while NeoABS and Blizz-ABS rather rely on the user to actually create animations (i.e. in Blizz-ABS you can make 90% of the animation load that's in XAS by simply using the same spritesets and in-game animations). Blizz-ABS on the other hand has an incredibly user-friendly interface for configurations which overrules both NeoABS and XAS in simplicity.

This is why I am going to adapt good features from other ABSes in my own ABS and providing a good interface for the user to make it as user-friendly as possible. My ABS is ceratinly not the best (as I said, there is no best ABS right now), but I am trying to make it become the best. In any case a minimalistic ABS can be good and all, but there is simply a specific set of features which is required by most people. You can make a very basic ABS in pretty much less than 500 lines of code, maybe even less than 200. But that's usually not what people want.

And I agree. Something like pixel movement would rather only make your game be a bit more professional and increase the playability a bit because of the increased control over the player's movement. It wouldn't make the game better significantly, but still.
Safer Cloud
QUOTE (Ember @ Nov 5 2008, 12:48 AM) *
XAS ( Xiderowg Action System)

Version: 3.2
Author: Xiderowg

Introduction
The system allows you to create games like Zelda, Secret of Mana, etc…
The possibilities are infinite. It is possible to create, items as bombs, arc and
arrows, magic, items, swords, boomerang, shield or any item that you can imagine!
Note: The latest version of the script is currently written in Portugese, a translation is underway (see FAQ)

Features
-> Final Attack System
-> Counter System
-> Advanced Status System.(+ 20 New States)
( Reflect / Re-life / Invicible / DeathCount / FAST
Slow / Stop / Confuse / Seal / Regen / Poison /
Sleep / Poison SP / Etc...)
-> Advanced Damage System.
( Drain HP-SP / Damage SP / Level Damage/ Gold Damage/
Rang Effect / Steal / Fixed Damage / Etc... )
-> Shield System.
-> Enemy Attack Effects.
( Drain HP-SP / Add States / Blow Power )
-> Advanced Item Effects(Field).
-> Collapse Zoom System.
-> Hit Effect system.
-> Advanced Enemy Action System.
(EXP-> shoot(X) / rand_shoot(X,X,X,X,X) )
(+ 40 New Commands to customize your enemys)
(Action based on HP/LV/Switch/Percentage ,Random Attack,
Escape, Reaction , auto states, etc...)
-> Multiple Treasure System. (0..5)
-> Auto Animation Command.
-> Damage Limit.
-> Custom speed moviment. (0..10)
-> Improved Collapse Animation.
-> Improved Multhits System.
-> Improved Charge System.

Script
See download.

Compatibility
I have no idea.

Screenshot

..That pretty much sums it up.

DEMO
http://atelier-rgss.com/RGSS/Battle/XAS_00a.html
You can download it and find a bunch of instructions here.

Installation
There's a lot of different scripts working together. You'd probably be better off starting your project from the demo.

FAQ
When will 3.2 be in english?
I believe that a translation is underway, according to this thread; http://www.rmxp.org/forums/index.php?topic=36855.420

Credits
Xiderowg, obviously. Not me. You can check out http://atelier-rgss.com/Index.html for more cool XP/VX scripts.



Is there a way to get all the battlers animated like Hero?

example: He does hand movements when he attacks and stuff. How can other actors do that?
Souloux
What exactly do u mean? like a ally AI system?
Night5h4d3
it means that your allies have an 'auto intelegence.' meaning that they can act on their own will basicly
Kuma-san
QUOTE
Is there a way to get all the battlers animated like Hero?

example: He does hand movements when he attacks and stuff. How can other actors do that?


You would have to make that on your own, study the animations a such and try doing the same thing with a different character. Your going to need to be a good spriter though.
Kousetsu
QUOTE (Junkexx @ Nov 18 2008, 02:13 PM) *
QUOTE
Is there a way to get all the battlers animated like Hero?

example: He does hand movements when he attacks and stuff. How can other actors do that?


You would have to make that on your own, study the animations a such and try doing the same thing with a different character. Your going to need to be a good spriter though.

I'm a good spriter and all, but where am I to put these sprites? Like, under animations? Or does the demo come with those?
Safer Cloud
Ok, if u dont know wat I mean, Hero can do all the stuff in the sprite i uploaded,
how do I get all the actors to get like that.

QUOTE (Kousetsu @ Nov 18 2008, 04:57 PM) *
QUOTE (Junkexx @ Nov 18 2008, 02:13 PM) *
QUOTE
Is there a way to get all the battlers animated like Hero?

example: He does hand movements when he attacks and stuff. How can other actors do that?


You would have to make that on your own, study the animations a such and try doing the same thing with a different character. Your going to need to be a good spriter though.

I'm a good spriter and all, but where am I to put these sprites? Like, under animations? Or does the demo come with those?



Ok, if u dont know wat I mean, Hero can do all the stuff in the sprite i uploaded,
how do I get all the actors to get like that.


EDIT: if your a good spriter, then could u make me sprites like that for 010-Lancer2, 040-Mage8, and 008-Fighter8 ? and the sprites go in a character Template but i dont have 1.
BBBBIC
So you would just replace that hero with your own.

Revolutionary for the win.
cowan01
But Blizzard, I actually reckon that the XAS CBS is more user-friendly, In your one I used it for a while then I could'nt figure out how to use ranged attacks, and in XAS you can do it no sweat.... sleep.gif
Blizzard


If you read the manual or at least put together enough effort to double click on the icon of the configuration application and another click to change the tab, you wouldn't be saying that. Excuse me for being direct, but I am saying that you haven't even tried which is basically as saying that you are lying that you have.
Safer Cloud
QUOTE (BBBBIC @ Nov 26 2008, 02:33 AM) *
So you would just replace that hero with your own.

Revolutionary for the win.



Im tryimg to make a game with more that one player. I dont know what u meant
Safer Cloud
QUOTE (Safer Cloud @ Nov 28 2008, 10:12 AM) *
QUOTE (BBBBIC @ Nov 26 2008, 02:33 AM) *
So you would just replace that hero with your own.

Revolutionary for the win.



Im tryimg to make a game with more that one player. I dont know what u meant


Forget about what i said, I solved the problem. teehee.gif thumbsup.gif
Souloux
Version 3.3 up for download.
http://www.atelier-rgss.com/RGSS/Battle/XAS_00.html
Souloux
XAS Version 3.4 up for download.
http://www.atelier-rgss.com/RGSS/Battle/XAS_00.html
Mickadell
Comment

Great I really like that Screenshot.
Mickadell
Comment
Rate: Good

I just tried it and I really like it. It works perfectly
well. Thanks
artxia98
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!
calvin624
QUOTE (artxia98 @ Mar 6 2009, 11:25 PM) *
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!


Hey Artxia, you might wanna check out my site: www.myspace.com/xastutorials

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! biggrin.gif
Ember
QUOTE (Souloux @ Jan 14 2009, 05:27 PM) *

Updated the main post with this link. Thanks for keeping it up to date. I forgot I posted it. tongue.gif

EDIT: Nevermind, link was the same XD. Just goes to show tongue.gif
kunitaj
AWSOME purely AWSOME
gameface101
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
Blizzard
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. happy.gif
gameface101
I'm honored to get such a quick response from one of the most well known scripters out there... I've downloaded your 2.53
and will give it a whirl...


Ok, to get RMXP battle to work with XAS 3.4

just edit the "Sprite_Battler" script

replace the sentence under:

if @battler.damage_pop

with this:
damage(@battler.damage, @battler.critical,@battler.state,@battler.item)

works like a charm for me...
Xach-Crisis
Some questions
i am planning to use this system in a project,

1. is it possible to have a party in this system ?
2. how do i add my skills in this system
3. how do i customize my enemys

thats about the questions i have
Blizzard
1. No. But in Blizz-ABS it is. smile.gif
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. smile.gif
calvin624
@Sicon -

1. You can use an Ally script - found at: http://www.myspace.com/xastutorials

Direct Link to Ally Demo: http://files.filefront.com/Xas+Ally+System...;/fileinfo.html

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.

3. Check out my tutorial on creating a new monster: http://blogs.myspace.com/index.cfm?fuseact...logID=465443275

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
Blizzard
That's quite a procedure just to put one single enemy on the map. :/
calvin624
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.



Blizzard
Is there even an ABS that doesn't allow custom moving routes? And the 32 RTP monsters provide a good variety as well. tongue.gif
Xach-Crisis
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
Blizzard
Well, for one thing Blizz-ABS supports over 95% of the features XAS supports.

Secondly it supports another set of features that's even larger.
[Show/Hide] Straight from the manual
QUOTE
- 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:
[Show/Hide] Exclusively Blizz-ABS



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. smile.gif
Exiled One
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.

QUOTE
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.

QUOTE
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.
Night5h4d3
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.
venjulienecorpuz
Umm... just a reminders... it's not Ember making this ABS but it is Xiderowg making it... if you look at the crediting part in his 1st post it says:

Credits
"Xiderowg, obviously. Not me. You can check out http://atelier-rgss.com/Index.html for more cool XP/VX scripts."

And Blizzard is right... Xiderowg is not supporting his ABS anymore (How sad T_T)... since his very last update was on Feb 1, 2009...
Exiled One
Oh, my bad. biggrin.gif

I must've overlooked that.

*changes credits
Blizzard
Sorry about that. I was a bit off that day. You're right, this isn't a thread about which ABS is the best. I was just trying to give constructive criticism (as in simplifying the way enemies are added on a map) but somehow I went off defend my point with valid argument which you can't call brainwashing as brainwashing is not defending a point. In any case, I overdid it and I'm sorry.

As for the "get a life" thing, I think it's actually quite offensive and that it really wasn't necessary. Just because I did something wrong (that long post) doesn't give you the right to judge me as you don't know me. How do you know that I don't have a life? Do you know me in real life? Did you do research on me? Did you even ask anybody what I do for living? No.

Now back on topic.

This is in any case a good system, I've just been told a lot that it's kinda hard to use for beginners and non-scripters. Maybe it would be a good idea to include the standard tutorials and a few extra ones from other authors in the release?
Exiled One
QUOTE
As for the "get a life" thing, I think it's actually quite offensive and that it really wasn't necessary. Just because I did something wrong (that long post) doesn't give you the right to judge me as you don't know me. How do you know that I don't have a life? Do you know me in real life? Did you do research on me? Did you even ask anybody what I do for living? No.


My bad man. I gotta admit, I was off that day too. I guess coming in from no where and telling you to get a life was too much on my part and I should've handled myself in a more mature way. Really, I'm super sorry.
Blizzard
I guess it's alright. I did a mistake myself after all. It would be unfair not to forgive you. xD So let's forget about it. It was XAS (and some guy ranting about Blizz-ABS) after all that inspired me to improve Blizz-ABS further than version 1.99 already. xD

Some simple things in XAS seem to be kinda hard to set up. Is there a way to provide some sort of generic setup? IDK, maybe something that would make it easier to create an enemy or a timed trap or something like that. I'm not very familiar with the system, but there sure has to be some way to make things simplier and provide a better configuration interface for users.
gameface101
@ Exiled One = you have a very solid point, this thread IS for XAS-ABS
any support, tips, tricks, and advice in using XAS 3.4 would be greatly appreciated.

I understand Blizzards responses towards some of the posts, people are asking of something
that he has already scripted in his work, how else would a savvy scripter reply...

@ Blizzard = maybe if you made a really cool script to compliment XAS 3.4 ABS (jump, fly, hover, glide, vehicle, for example)
those who choose to use XAS would consider trying your other scripts and glady place your name in the credits of course.

my gut feeling is that Xiderowg (I mean Moghunter) is busy working on 3.5 or later and is just too busy to offer forum support. (in engilsh)

I look forward to a new tutorial on Calvin's site, one for making more weapons with combos...
and more ally scripts to choose from. anything else found unique to this system would be nice to share here...
Blizzard
Xiderowg isn't working on XAS since version 1.0. That was said a few times here already. Also, most of those systems (hover, glide, etc), can be made so easily with events that I don't see a point adding it in a script. I added jumping, running and sneaking in Blizz-ABS to prevent incompatibility and since those are used very often. Flying and stuff like that appear in one out of 20 games maybe, if even that much. IMO a good system is not one that supports absolutely everything that one needs and doesn't need. A good system is one that supports what people need and use. Most of the features in Blizz-ABS were requested. I don't know about XAS and requested features.
calvin624
Well one of the requested features for XAS was a hookshot and I'm happy to say its a good way near completion biggrin.gif
Xach-Crisis
Yes ive seen the hookshot ability and i am sure going to use it in my game

By the way Calvin do you by any chance have tutorials on how to Script a Weapon in XAS or Script an Skill cause i havent got the basic plot yet on how to do that, cause when i use XAS i feel like i know most of the things, but what i really need is the ability to add new weapons and such, also how do i like make an Item/Accesory
calvin624
Edit: Fenwick has finished putting the finishing touches to the hookshot. A download is available at the site (http://www.myspace.com/xastutorials).

@Sicon - I'm currently working on a "how to make a new item" tutorial, I just need to add some screenshots and the final few steps. Check the site in a few days and it should be up.

In regards to the weapon tutorial, I think Fenwick is going to write a tutorial about how to install his hookshot - this will include all aspects of how to add a weapon.

NB: The New HUD has been updated if anyone is interested - along with the site itself.
apixx
Hmm I can't seem to add an enemy. I am building forward on the hero 3.4 demo. I imported some maps, cutscenes and mobs. So far all good.
You start with like 30 enemies. If I just copy an enemy from the demo to a new map I imported and just want to change the graphic and the stats of that enemy I get issues.

What I did.


Add enemy to database to give it an enemy ID. Changed some stats dex , str, etc..
Copy enemy from hero map to my own map.
Change the graphic of the enemy, HIT and ACT also.
At tab two I changed the enemy id variable to the one corresponding with the database.

Result.

Enemy moves but doenst attack. Enemy sensor is on 4 and ON.

I am flabbergasted I just copied a working enemy but only changed the ID and graphic :S. Help? biggrin.gif If you want demo tell me I will make one.
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