Mr.Mo's ABS - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: Mr.Mo's ABS (/thread-2525.html) Pages:
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Mr.Mo's ABS - Mr.Mo - 03-05-2008 Action Battle System - ABS
Archived No support given. Fri Sep 15, 2006 - Mr.Mo Introduction Version : V 4.5 I wasn't happy with all the other ABSs, so I made this ABS with many features and customizable as possible. I've also made a different ABS called ABS Lite. The difference is that the ABS Lite reduces lag by alot but it does not have Event Vs. Event. ABS Lite Features Here are some(most features can be toggled off/on, see the help file); Content Hidden History Content Hidden Strategies Content Hidden Enemy AI Content Hidden Enemy Explanation Content Hidden Screenshots FAQ Content Hidden Requests
Works only with the SDK 1.5. Should be compatible with everything except some menu systems that doesn't edit Scene_Menu. Does not work with Netplay Plus or anyother ABS or SBABS systems. Downloads Version 4.5 Mirror 1 - Savefile.com Mirror 2 - Megaupload.com Read the help file. Its short. For further examples, look in to the script. In the demo the player animates, you can disable this if you wish. Add-Ons Mouse Based ABS - IMS Thanks and Credits Credit me and Near Fantastica. Content Hidden This is not an edit of Near Fantastica's ABS. I wrote mines from scratch, except for the methods I listed. If you plan to use the blonde girl that comes with this, give credit to Prexus too, for using them. If you plan to use the Hud: Credit Trickster for the Gradient Bars Credit Me for coding it. Credit Axerax for designing it and coding it Mr.Mo's ABS - Eldur - 03-17-2010 I have a question to this... how do I set it up that guns actually make a sound? I tried it with eventing... conditional branch -> if button X is pressed... and so on <- wich actually didnt work good but yeah problem is I want to have an animation over the user and a bullet sound.... so what do I have to do? Thx in advice~ EDIT: Is it possible to have an attack animation here? if yes how? =) sry for asking this much xD Mr.Mo's ABS - DerVVulfman - 03-18-2010 Eldur Wrote:I have a question to this... Hmm... Interesting. I woulda thought it had a SE for weapons when used. BUT I have a thought. Look for 'def player_range' and add the fillowing Code: Audio.bgs_play("Audio/SE/Bang", 100,100) if @actor.weapon_id == 3 Heh... that's one thing I DIDN'T look into. :) Mr.Mo's ABS - Eldur - 03-18-2010 Thanks mister vvulfman xD! It works =) what do I have to add to the script line that an animation shows up? I made one that actually shows the light around the character when firing a weapon =P EDIT: I noticed that the bullet sound continues to shot D: what did I make wrong? :X that's where it is inserted Code: def player_range And my last problem would be.... actually what shall I script when the character is out of ammo? There should come out a sound too I guess ^^ it would be like a variable for the item "Ammo" wich also rises and falls when gaining or shooting "Ammo" =P (I know how to do it with events but its different from scripting Dx) Mr.Mo's ABS - DerVVulfman - 03-18-2010 :CONFUSED: Those are good questions. Given that the player_range method uses up ammo, one would think that it would run only once and that was it. I will take a further look, but perhaps the sound call needs to be further below. Try moving the sound call below this statement instead...: Code: @button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10) As to an empty 'click' of a gun... that's another good question and I gotta think about it. Problem is, this script exits out of the routine altogether if 'there's no ammo'. Even before you get to the button mash system that delays this instance to prevent 'repeats', the system will exit out immediately. You'd probably end up with a 'the empty gun sound continues to click' effect right now. Mr.Mo's ABS - Eldur - 03-18-2010 Ohh.... Well, Im gonna play around with that battlesystem also... you can do really a lot with it. (found out how to make the attack animation, didnt check the help data X_X"!!!) But yeah would it be possible? ... also the empty gun =P because its weird when an empty gun makes shot noises =D! Code: def player_range That's how it looks now but it STILL continues to shot... also the SE ^^* Seems its a bit more complicated... =P (for info: I didn't change anything in scripts except this so far, if it helps) ^^ Or another idea... what I cant do with my current knowledge xD could it be like... conditional branch [button S is pressed]? actually the "S" letter on the keyboard is for the attack Mr.Mo's ABS - DerVVulfman - 03-18-2010 That's why I said to move the SE statement down below the @button_mash statement. But yeah... empty clicks may not be possible. At work and without RMXP at the moment. Doing it all in my head right now. Mr.Mo's ABS - Lt. Fox - 04-18-2010 Ugh... I want to use this for Fatal Waters, but I think it clashes with SDK 2.3. I need that version of the SDK for a Lockpicking Script. Any help? Mr.Mo's ABS - DerVVulfman - 04-19-2010 I am sorry. Mr.Mo's ABS is not compatible with later versions of the SDK. There were too many rewrites involved over the nearly three years since its original 2007 release. Mr.Mo's ABS - sakhawat21 - 06-01-2010 VVulfman, could you reupload the demo somewhere please? Everytime I try to download it from megaupload (Other link is broken), it shows me download limit exceeded. :( I really want to use this script but this is giving me a real headache.. Would you or anybody else be kind enough to reupload it to like 4shared or something? |