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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);
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Improved AI
Event Vs Event
Player Vs Event
Able to choose if a monster attacks the closest enemy or random
Able to assign any hot keys for skills and items.
Able to use Non-Ranged Skills(attacks closest enemy)
Able to choose button Mash time for each attack or skill. If left blank the default is 3 seconds(can change).
Displays Damage
Level Up Display
Kick Back Effect
Fade dead enemies
ABS off/on. i.e $ABS.active = false # Off
Dash and Sneak, can be turned off.
Able to turn off and on the hud.
Able to animate monsters and player.
State Effects and Animations
Smaller Animations
and more..! (See the Help File)
History
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Version 4.5
Optional Fable Revive Effect - The player revives his/her self if the player has a revive item.
Attacker Animation - If using an item, skill, or weapon the attacker animation in the database now plays.
Fixed the ABS disable/enable problem. Call script : $ABS.active = false to disable and $ABS.active = true to enable. It will only disable the Enemies and the Player's able to attack or follow the ABS AI. To disable States, Dash and Sneak look in to the help file.
Added the option to change Font, Font Color, and Font Size.
Fixed minor bugs, unreported bugs.
Version 4.0
Option to make Animations Smaller
State Effects
Fixed minor bugs, reported bugs.
Strategies
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Code:
# The ABS can be used to setup wars and make fights between NPCs. Imagination is
# the limit.
# The events do not need to attack the player. Just remove the 0 from the hate
# group list.
#
# You can make an event a dummy, it can still be attacked, but it won't retaliate.
# This is usefull for practices, or teacing the player how to fight. It can also
# be used for NPC's.
#
# Make allias for the player. Remove the 0 from the hate group list and add all
# the monsters(their Enemy IDs, database) on the map. The allias won't
# follow the player or anything but they would attack other monsters giving
# the effect of allince.
#
# Monster Pit Fights can also be made.
Enemy AI
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Code:
# 0 = Dummy - Will not attack but can be attacked
# 1 = See Range - Will attack only if it can see an enemy
# 2 = Hear Range - WIll attack only if it can hear an enemy
# 3 = Hear or See Range - Will attack if it can see or hear enemy
# 4 = Ally Under Attack - Will attack if its ally is under attack and if it can
# see or hear the enemy
Enemy Explanation
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Code:
# Hate Points - The enemy will randomly give out hate points to all of it's enemies.
# Later, it's enemies will be ordered from most to least hate points.
#
# Hate Groups - The enemy will attack hate groups, meaning other enemies.
# The hate group enemies aren't considered allies.
# The player's hate id is 0.
# Do not use the event ID, use the Monster ID, you can find it
# in the Database, Enemies Tab.
#
# Closest Enemy - The enemy will attack the closest enemy, if met the right AI
# conditions. Hate points are no longer needed, if this BOOLEAN
# is true.
Screenshots
FAQ
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How can I disable HUD when the game starts?
o Go to Mr.Mo's HUD > find the line super(-16, -16, 700, 700) > Right under it add self.visible = false
How can I disable/show HUD in game?
o In game Script Call the following: $scene.hud_hide to hide, $scene.hud_show to show. There is a problem with hiding, if you come back to the map, the hud will show again. To prevent this go to this post and follow it's insturactions.
Your ABS isn't compatible with ______ menu system.
o Link me to the menu system
Your ABS isn't compatible with ______ title system.
o Link me to the title system
I'm getting an error!
o Take a screen and tell me what you were doing.
How can I.....?
o Only ask if you have read the help file.
Can you make a custom HUD?
o Just draw a design for your HUD and PM Axerax, he might or might not help you.
Requests
Destruction Engine Denied
Summons that fight by you.
Compability
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
Introduction
This is an add-on for the abs. It is combined with the Interactive Mouse System.
Screenshot
Notice the mouse icon changes to sword.
Notice now it changes to bow.
Thanks and Credits
Credit me and Near Fantastica.
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Code:
# Thanks to Near Fantastica's methods;
# - In Range?, Get Range, In Direction?, enemy_dead?, treasure
# - RANGE_WEAPONS, RANGE_SKILLS
# - Class Game_Range(highly modified for convinience)
# - Scene_Skill(main, update_shk)
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
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
Eldur Wrote: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
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
Then add Bang.mp3 or .wav or whatever. Mind you, the weapon id is set to '3' in this demo. If your gun is weapon 5, adjust it accordingly. :) It could be easily aliased to fix this mind you.
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
Audio.bgs_play("Audio/SE/102-Attack14",
100,100) if @actor.weapon_id == 22
#Get the weapon
w = RANGE_WEAPONS[@actor.weapon_id]
#Return if the ammo isn't there
return if w[3] != 0 and $game_party.item_number(w[3]) == 0
$game_player.animation_id = $data_weapons[@actor.weapon_id].animation1_id
#Add mash time
@button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10)
#Delete an ammo
$game_party.lose_item(w[3], 1) if w[3] != 0
#Make the attack
@range.push(Game_Ranged_Weapon.new($game_player, @actor, @actor.weapon_id))
#Animate
return if w[7] == nil
animate($game_player, $game_player.character_name+w[7].to_s) if @player_ani
return
end
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)
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...:
The mash time code should act as a buffer to delay the audio effect and make it play just once (or something like that). So you'd be better off to move it here because the following 'delete the ammo/lose_item' statement 'HAS' to work only once per instance. If this was a continually occurring statement, you'd run out of ammo immediately.
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.
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
#Get the weapon
w = RANGE_WEAPONS[@actor.weapon_id]
#Return if the ammo isn't there
return if w[3] != 0 and $game_party.item_number(w[3]) == 0
$game_player.animation_id = $data_weapons[@actor.weapon_id].animation1_id
#Add mash time
@button_mash = (w[5] == nil ? MASH_TIME*10 : w[5]*10)
#Gunfire SE
Audio.bgs_play("Audio/SE/102-Attack14",
100,100) if @actor.weapon_id == 22
#Delete an ammo
$game_party.lose_item(w[3], 1) if w[3] != 0
#Make the attack
@range.push(Game_Ranged_Weapon.new($game_player, @actor, @actor.weapon_id))
#Animate
return if w[7] == nil
animate($game_player, $game_player.character_name+w[7].to_s) if @player_ani
return
end
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
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.
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?