XAS is an advanced system of interaction of events, created by Xiderowg.



key Features

- Advanced system to interact with events and scenery.

- Please test the demo for more details.

Terms of Use

1 - To use the XAS you must give credit to the Xiderowg and disseminate official website Xiderowg.

2 - If you are using some of the materials contained in the XAS Hero Edition Demo, please see the file CREDITS.txt and give credit the right people.

Copying the XAS for your project.

XAS is a complex system is not recommended for beginners, if you have questions on how to configure the system check the Demo XAS Hero Edition. To use the script copy the XAS

● XAS (The other scripts are add-ons and are not required to use XAS).



And images

XAS_Damage_Number.png and XAS_Cursor.png (Graphics / System)

Differences and VX versions of ACE.

The settings are basically the same, the only difference is that in the version by attributes ACE settings are made via the comments box of notes.

Enabling Hud

Use the script function call and put this command to enable or disable the HUD.

$ game_system.hud_visible = true



Enable or disable the commands of actions.

If you want to disable commands character's actions (Eg - in cities), use the following command via the function call script.

$ game_system.command_enable = false

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What are tools?

These events used to interact with the environment and other events.

In practice are events that transferred the map tools to be used as projectiles shot to hit the target (enemies, allies and events stage).

How to create a tool?

To create a tool you need two things. Skill in creating a database and create an event to be used as a projectile shot.

Creating a skill to be used as a tool.

Enter the database and select the skills tab, and after that add an ID of any ability.



Now go to the box scores and put the following comments (Tags) in the notes, these settings are optional, no problem if you leave the box empty notes. These comments serve to customize the tools, such as duration, crossing the target, etc ...



Functions of the comments.

ID = <event X>

X - Selects which event on the map tools will use the skill.
If you do not set anything, then the tool will select the same ID skill. (As in the version of XP)

ID = <event X>
X - Selects which event on the map tools will use the skill.
If you do not set anything, then the tool will select the same ID skill. (As in the version of XP)

<Sunflag = X>
X - time Pose using the tool.

<Pose = X>
X - Suffix used in the name of the character. EX = <Pose _Act01>



<Duration = X>
X - Duration of the tool

<Area = X>
X - Sets the type of impact area for the tool.

 RHOMBUS SQUARE LINE

 FRONTSQUARE FRONTRHOMBUS

 WALL CROSS

<Range = X>
X - Position of reach.

Eg - Eg 1> <Range = - = <Range 2>

Power = <Blow X>
X - Power to send the target back.

<Impact Time = X>
X - Time to turn the impact.

<Target Invunerable = X>
X - Time invulnerable to leave the target after impact.

Cost = <item X>
X - Cost item to activate the ability.


<Ignore Knockback>
Ignore the invincibility of the enemy during the retreat (KO).

<Multi Hit>
The ability to run multiple hits (Hits).


<Piercing>
Allows the ability to cross the target.
<Diagonal>
Enables the diagonal direction.


<Auto Target>
Allows you to automatically select targets on the battlefield.



<link Action ID = X>
X - Linking the actions. (Combo)

<Cast Time = X>
X - time to activate a skill.



<All Damage>
The ability sees all types of targets. (Allies and Enemies)

<Ally Damage>
The skill only hits allies.

<User Invincible>
The user is invulnerable during the execution of the skill.

<Ignore Guard>
The ability to ignore target's defense. (Shield or defense of directions)

<Animation Time = X-X2>
X - time to activate an animation
X2 - Animation ID

<Cast Animation = X>
X - Animation when the user performs the action.

<Tool Hit Animation = X>
X - Animation of the impact tool.

<User Hit Animation = X>
X - Animation tool when the user hits the target

<Boomerang = X>
Enables the boomerang. (X = Range boomerang).

<One Action>
The user can activate only one skill at a time.

<Shake>
Makes the screen shake to hit the target.

<User Range>
The area of ​​impact is based on the position of the user's ability and not the position of the event's ability, useful for creating short-range weapons.

Hold <Hit Target>
By hitting the target the ability secure the target, ie, the target will follow the trajectory of skill.

Sticky <Hit Target>
When setting the target skill stick on the target, ie, the ability will track the target.

Bounce <Hit Direction>
When setting the target habildiade changes direction.

<Reflectable>
Skills that can be reflected by the condition or the Reflect skills reflect the function. (<Can Reflect>)



<Can Reflect>
Allows the ability to reflect other skills with reflective function. (<Reflectable>). Create similar effects to the game The Legend of Zelda, where the hero gets hit the projectile and the projectile is reflected against the user who launched the missile.

<Disable Hit>
Disable the ability to hit the target.

<All Directions>
The ability is activated in 8 directions.



<Four Directions>
The ability is activated in four directions.

<Three Directions>
The ability is activated in three directions.



<Two Directions>
The ability is activated in two directions.



<Barrier>
The skill will always follow the movement of the user.



Damage <No Pop>
Do not submit damage ability.

Creating events on the map tools

After you have configured your skill you must create an event on the map tools.



By default the map Map Tools is an ID, but you can change the ID of the map tools through the Script Editor.



To create an event tool to create an event just like any other, defining their path of movement and other basic functions of an event, this event will be used when you activate the ability based on this event ID.

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To create an enemy you must follow two steps.

1 - Create an ID in the database of the enemy.
2 - Create an event.

Note - In versions VX and ACE are no longer needed to add the enemy of enemy troops on the page.

1 - Creating the ID of the enemy in the database.

To make an enemy of the database tab of enemies.



Create an ID of an enemy and any after that go to the box scores.



This box set notes the following comments. (Optional)

Switch <Active = X>
X - ID of the switch that will activate when the enemy is defeated.

Range = <Sensor X>
X - Sensor range of the enemy, when the character or ally enter the sensor area of ​​the enemy at our stock of short-range will be activated.



<body Size = X>
X - size of the event enemy on the map.



<Attack Animation = X>
X - ID of the animation hit attack by touch.

<Defeated Animation = X>
X - ID of the animation when the enemy is defeated.

Zoom <Death = X>
X - Zoom Effeito when the enemy is defeated.
1 - Zoom in the vertical.
2 - Zoom in the horizontal.
3 - Zoom OUT.
4 - Zoom IN.
5 - Zoom Zoom horizontally followed by vertically.

Duration = <Knockback X>
X - Time that the battler will be in retreat. (KO)



<Ignore Guard>
Lets ignore the attack to contact the target's defense (Shield).

<Breath Effect>
Activates the effect of breathing sprite.

<Knockback Disable>
Disables the recoil (KO).

<Passive>
Disable page short range of the enemy until the enemy receives damage.

Damage <No Pop>
The enemy has no damage, use this function to create enemies items.

<Invunerable>
Let the enemy invulnerable, use this function to create enemies traps.

ID = X> <Final Action
The enemy activates an ability to be defeated.

2 - Creating an event enemy.

Just create an event with the sprite of the enemy and set your drive.

To define this event as an enemy just put the code on the event name.

<EnemyX>

X - ID of the enemy



Setting pages of shares short.

This page will be activated when the player enters the sensor area of ​​the enemy, to define a page action short distance just create an event page and set the enemy of our condition as Self Switch letter D. (You can change via script)



 

Commands enemy actions.

Use the commands to activate the actions of the enemy, such as attack, defense, activating ability, etc ...

The commands are entered by moving custom.



Use the command to set the calling script commands actions.



Use the following commands to perform the actions of the enemy.

shoot (X)
X - ID of the skill. (* Active skill)

shoot_chance (X, P)
X - ID of the skill.
P - Percentage chance to activate the ability.
(* Activates an ability to change the percentage of execution)

rand_shoot ([X, X, X, X, X, .....])
X - ID of the skill. (* Allows random enemy use multiple skills.)

guard (X)
X - (true / false) Enable or disable the defense system of directions.

touch_attack (X)
X - (true / false) Enable or disable the damage by contact.

counter (X)
X - (true / false) Enable or disable the action of counter attack.

dual_switch (SW1, SW2, PER)
SW1 - Switch that will be activated.
SW2 - Switch that is turned off
PER - Percentage chance to activate the command.
* Use this command to create enemies with complex actions or random actions. (Prevents the enemy always has the same pattern of action.)
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weapons

Setting the IDs Tools Weapons.

To set the ID of action of the weapon, just enter the Weapons tab and put the comment box below in notes.

ID = <Action X>

X - ID of the tool. (Skill)



Defining the role Charge.



In the same box of notes you can set the function charge, just put the command below.

<Charge Action = X-X2>

X - ID of the tool that will run after loading.
X2 - Charging time.

shield



Among the armor tab and enter the comment in the box scores.

<action>

Pose to define what the user will use to activate the shield put this comment.

<Pose = X>

X - Is the name of the suffix used by the sprite of the shield.

* (It is not necessary to create a tool to shield the function.)

ITEMS

Setting the IDs of items in Tools.

To set the ID of the action item, simply enter the Items tab and put the following comment in the box scores.

ID = <Action X>

X - ID of the tool. (Skill)

Effects of the items left after being defeated by the enemy.



Put the following comments to define the effects of the items.

<Drop HP Damage = X>
X -% damage from HP to get the item. (negative place to recover HP)

<Drop MP Damage = X>
X -% damage to MP to get the item. (negative place to recover SP)

Gold = <Drop X>
X - Amount of gold won by picking up the item.

<Drop Animation = X>
X - Animation ID when picking up the item, you can use this command in weapons and armor.
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Conditions (States)



Note - All the conditions used in the battle system padão work in XAS, such as blindness, reduced power, etc ...

Enabling special conditions of ABS.



Among the conditions tab in the database and put the following comments in the box scores.



ID = <Animation X>
X - Animation of conditions.

Damage = <Slip X>
X - X% gradually cause damage to the target, place the negative value to recover HP.

<Stop>
Paralyzes the target.

<Slow>
Decreases moving speed of the target.

<Fast>
Increases speed of target movement.

<sleep>
Puts the target to sleep, the condition is removed when target takes damage.

<Invincible>
Let the target invincible.

<Mute>
Sela all action commands.

<Seal Attack>
Saddle the attack command.

<Seal Skill>
Sela's command ability.

<Seal Item>
Sela's command item. (Only the hero and allies)

<Reflect>
Reflects the skills dropped on target.

 

Setting time and speed conditions



Time condition - is equivalent to the amount of shifts of a condition, each turn is equal to one second.

Speed ​​of the condition - is equivalent to the percentage change to remove the condition.
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FAQs

1 - Why can not force the movement of the event enemy using the command set path of movement through the list of event commands? (Interpreter)

R - For the XAS will stop all the events that are enemies on the screen when the interpreter is active, this effect is activated to prevent the enemy from attacking the character during a scene, whether to create a scene of the enemy moving (EG - scenes heads before battle) just create a clone map and run your scene in this map.

2 - Why XAS Hero Edition VX and ACE does not have all the functions of the XP version?

R - The versions of the VX and ACE were created with the basic functions of XAS and frequently used functions by users, the other functions were not added in order to improve compatibility with other scripts. But eventually scripts can be added as add-ons.

3 - What is the meaning of Experimental version.

R - is a trial version, for bug fixes and performance test, since the RPG Maker VX Ace is a new engine (the date in 2012/01/04) and the developer version XAS Hero Edition does not yet understand all the functions and RGSS3 possibilities that can offer, ie, this version will offer feedback to the developer can improve the system and then release a stable version (see 1.0> ...).

4 - Party System?

R - The system of Party System and other systems will be added as add-ons scripts, so that the core of the XAS Hero Edition VX and ACE is considered stable.

5 - The XAS Hero Edition 4 for RPG Maker XP will come out or not?

A - Yes, however, the focus right now is the VX version and ACE.

6 - What do I do if I find an error (bug)?

R - You can send a message on the YouTube channel Moghunter.
Or you can post a comment in Blog Tutorials XAS.
The time for correction of the error depends on the severity of the Bug, being Bug is a severe correction will be done quickly otherwise the adjustment will be made only when the XAS have an update of new functions. (Which may take.)

Recommendations

If the XAS Hero Edition is not suitable to your needs, you can try these other active battle systems.

Sapphire Action System



http://khasarcthunder.wordpress.com/

Action Tomoaky Platform system.



http://hikimoki.sakura.ne.jp/html/action_ex.html

MMO Tomoaky system.



http://hikimoki.sakura.ne.jp/

Yggdrasil



http://www.rpgmakervx.net/index.php?showtopic=50995

PRABS



http://www.santuariorpgmaker.com/forum/index.php?topic=2798.0

Vampyr SBABS / ABS blasphemy



http://www.facebook.com/etfictumfitfactum

Requiem ABS Hero Edition



http://mundodeluxe.mforos.com/1883288/9115721-requiem-abs-hero-edition-3-1/

Blizz-ABS



http://forum.chaos-project.com/index.php/topic, 106.0.html

MrMo's ABS



http://save-point.org/showthread.php?tid=3682


