Welcome Guest ( Log In | Register )

[ Big| Medium| Small] -



Post new topic Reply to topic  [ 1107 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 37  Next
calvin624
  Sun Feb 22, 2009 11:18 am
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
@ Mimi Chan - For every monster you hit (given that you've selected "OVD" for the weapon/skill you're hitting them with under the skills tab in the database) your Overdrive meter will increase - you can set how much it increases by in the "MOG - XAS_Overdrive" script about 30 or 40 lines down.

When a player wants to use their overdrive (when the meter reaches 100) they simply press "Alt" and the move is executed.


Top Top
 Profile  
 

Seib
  Sun Feb 22, 2009 12:51 pm
Member
hi guys.
is that possible that set the ranged attacker enemy-s to unable to shoot through on the wall or objects?


Top Top
 Profile  
 

calvin624
  Wed Feb 25, 2009 3:21 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
Time for another shameless advert for the new look www.myspace.com/xastutorials - I'm looking for people to submit any tutorials, request a tutorial or just submit a question - you don't even need a myspace account.

Look forward to hearing from you soon :biggrin:


Top Top
 Profile  
 

Mr_Smith
  Wed Feb 25, 2009 3:29 pm
There is no IRL, only AFK.
User avatar
Member
Calvin, I can say I'm already getting pretty advanced to the XAS system, do you want me to write some tutorials?
But then I have a question. I want to increase a variable when you hit an enemy, EG,
you hit 10, so your variable goes up by 5.
you hit 20, so your variable goes up by 10.
I can already make it so that if you use a tool, a variable is increased. But I dont want that because you can simply swing in the air to get that level higher :box:

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

calvin624
  Wed Feb 25, 2009 3:53 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
@Mr. Smith - That'd be great, I appreciate all input, the thing I like about the site is we have people of all abilities contributing - sometimes we can forget how difficult is was to get a grasp of the basics because they're second nature to us now.

As for your query I'll have a think and PM you if I come up with anything. If you could write some tuts that'd be great :biggrin: just revise what's already been covered - look forward to seeing what you come up with.


Top Top
 Profile  
 

Mr_Smith
  Wed Feb 25, 2009 3:58 pm
There is no IRL, only AFK.
User avatar
Member
Alright, I start simple with making tools and enemys.

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

Hackel
  Wed Feb 25, 2009 4:26 pm
Member
@Mr_Smith
i don´t now what you exactly guess

but if you paste this script under XAS System

Expand to see the code.


become the variables in de module XAS the damage of you last hit

sorry for the bad english


Top Top
 Profile  
 

Mr_Smith
  Wed Feb 25, 2009 4:37 pm
There is no IRL, only AFK.
User avatar
Member
So if I use that script, the last hit of your character becomes variable 1? That might be the exact thing I need, as if it becomes a variable I have enough to calculate some xp thingys.

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

Hackel
  Wed Feb 25, 2009 4:40 pm
Member
yes you can change the variables in the secound line


Top Top
 Profile  
 

calvin624
  Wed Feb 25, 2009 4:57 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
Great script Hackel, though its worth noting it gives you the last hit made by the player OR the enemy OR anything you use the damage pop facility for including items :sad: - if I understand Mr. Smith correctly he just wants the player's hit stored and if its over 10 to cause 5 more damage to the enemy and 10 if its more than 20 etc.

@Mr. Smith - I've already wrote a how to create an enemy tutorial (http://blogs.myspace.com/index.cfm?fuse ... =465443275) , but I didn't go into much detail about the movements you can set before and after the sensor is activated so if you want to concentrate on that aspect that'd be most useful :wink:


Top Top
 Profile  
 

Mr_Smith
  Wed Feb 25, 2009 5:58 pm
There is no IRL, only AFK.
User avatar
Member
Calvin, the script Hackel provided is great. If it stores the hit from the player in a variable, it's what I needed as I can do calculations from that point on. I just store a formula behind it, and that'll give an answer I can give to a variable. It has nothing to do with extra damage:P

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

calvin624
  Wed Feb 25, 2009 7:03 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
Just be careful because it stores all damage pops - i.e. when the enemy hits you and if you pick up a potion it'll store "1 x Potion" as the variable which will be no good to you if you're using it for calculations.


Top Top
 Profile  
 

Mr_Smith
  Wed Feb 25, 2009 9:24 pm
There is no IRL, only AFK.
User avatar
Member
Why would it store 1x potion? Does it save the last action or something?

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

Hackel
  Wed Feb 25, 2009 9:53 pm
Member
if think i fixed it

Expand to see the code.


@calvin624
can you delete this line from my script?

Expand to see the code.


i used it for debugging


Top Top
 Profile  
 

calvin624
  Wed Feb 25, 2009 10:33 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
@Hackel - I've just checked the revised script, unfortunately its doing the same thing.

@Mr. Smith - Yeah, it saves the last action whether it be a weapon you've gained, an item you've picked up, the attack performed on you by an enemy or the attack you've made on an enemy.


Top Top
 Profile  
 

Hackel
  Thu Feb 26, 2009 12:44 am
Member
calvin624 wrote:

@Mr. Smith - Yeah, it saves the last action whether it be a weapon you've gained, an item you've picked up, the attack performed on you by an enemy or the attack you've made on an enemy.


no now it only save the damage and this is what Mr_Smith needed


Top Top
 Profile  
 

Mr_Smith
  Thu Feb 26, 2009 9:15 am
There is no IRL, only AFK.
User avatar
Member
Thanks, but the last action you did is also nice however, does it also save things like doors and teleports?

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

Hackel
  Thu Feb 26, 2009 2:11 pm
Member
no i used the damage pop up thing
but in the new version it saves only damage on enemys


Top Top
 Profile  
 

Mr_Smith
  Thu Feb 26, 2009 8:02 pm
There is no IRL, only AFK.
User avatar
Member
Alright, thanks. I will install it and test:)

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

calvin624
  Fri Feb 27, 2009 12:24 am
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
Quick apology to Hackel, I just tried your script in a new XAS project and it works as advertised :biggrin: - for some reason it was storing all damage pop ups in my own project where I tested it initially (I've sinced moved the script just above "Main" apposed to under "XAS SYSTEM" and its working a treat :lol: )

Sorry once again.


Top Top
 Profile  
 

calvin624
  Sat Feb 28, 2009 8:15 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
Can someone modify this to work for XAS please?

http://www.fileden.com/files/2007/5/2/1 ... oject3.zip


Top Top
 Profile  
 

Mr_Smith
  Sun Mar 01, 2009 10:41 am
There is no IRL, only AFK.
User avatar
Member
What is it? A little explanation might be usefull:P

_________________
The Ten Commandments of increasing your postcount (By Jbrist):

#1 - Whenever you're thinking of ANYTHING throughout the day, post it on the forums
#2 - Even if you have nothing to say, post in PWOYM anyway, even a simple emote counts!
#3 - "accidentally" double/triple/quadruple post
#4 - Break your posts up into more than one at a time
#5 - Make pointless threads, such as this one
#6 - Start or encourage arguments as often as possible
#7 - Welcome all new members, even if you don't want to
#8 - Bump threads by asking questions that you don't want to know the answer to
#9 - Necropost in really old threads to get the activity going again
#10 - Troll EVERYONE

To quote Venetia: "note: following numbers 8-10 will result in your meteoric post count rise ending"


Top Top
 Profile  
 

Davey
  Sun Mar 01, 2009 12:18 pm
User avatar
Member

Location: the Netherlands
I think the graphic won't show up (or only one frame, and then it disappears) because XAS has some sort of animated battler script in it. Remove the script "XRXS - Animated Char" and then I think it will work. You might also want to disable the battlesystem commands (so you can't fight in the water) by turning switch 6:Disable Command on. :wink:

_________________
I support:
Image
Image


Top Top
 Profile  
 

calvin624
  Sun Mar 01, 2009 12:56 pm
http://xasabs.wordpress.com
User avatar
Member

Location: Manchester, UK
@Mr_Smith - Its a little setup that recognises the terrain tag and switches on a swimming sprite when you're in water.

@Davey - I've tried removing the animated char script with no luck :tongue:


Top Top
 Profile  
 

Doomreaverx
  Sun Mar 01, 2009 4:36 pm
Member
Tutorial on it. by me iwb.

http://www.youtube.com/watch?v=tclazhFdc0k


Top Top
 Profile  
 

Rainbird
  Sun Mar 01, 2009 5:13 pm
User avatar
Member
I'm using the COG - Extra frames script cause lots of my characters have more frames than only 4. The main problem is that most of my character's attack and hit graphics don't have the same number of frames as the character standard graphic; as for example wolf[12], wolf[17]_ACT and wolf[9]_HIT. Of course XAS can only find the right _ACT and _HIT graphics when both of them have the same filename as the standard character graphic - and therefore the same number of frames.

Now is there ANY way to make it possible to use _HIT and _ACT graphics with different numbers of frames? It's quite important for me, so thank's a lot to everyone who's trying to help!!!


Top Top
 Profile  
 

Hackel
  Sun Mar 01, 2009 11:42 pm
Member
well the Hit graphic isn´t animated but with the attack graphic is it possible

paste this
Expand to see the code.

above
Expand to see the code.


now you can use attack2_on(x) for attacks (x = the number of frames)
and the graphic name should look like this "wolf_[17]ACT" (17 frames)
and "wolf" musst be the name of the first graphic


Top Top
 Profile  
 

Rainbird
  Mon Mar 02, 2009 12:52 am
User avatar
Member
Thank you so much for your help, Hackel!

Unfortunately I always get a syntax error. I pasted it like this:

Content Hidden


But somehow it doesn't work. Will it also work when the name of the first graphic is "wolf[12]" (because it should be like this cause it has 12 frames) and the attack graphic is named "wolf_[17]ACT"??

Thank's a lot again!!!


Top Top
 Profile  
 

Hackel
  Mon Mar 02, 2009 1:37 am
Member
yes i forgot a " and an other method

paste this above the "def attack_on" line

Expand to see the code.


now if the name is "wolf[12]" call the attack graphic "[17]wolf[12]_ACT" (it should have 17 frames)


Top Top
 Profile  
 

Link in Pink
  Mon Mar 02, 2009 2:17 am
It rhymes.
User avatar
Member

Location: Confirmed. Sending Supplies.
Wow, nice job!

So is this also possible for the walking sprites? Or would that screw things up? :p


Top Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 1107 posts ]  Go to page Previous  1 ... 18, 19, 20, 21, 22, 23, 24 ... 37  Next


Who is online

Users browsing this forum: No users and 13 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum

Jump to:  

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Hosted By: