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Rainbird
  Fri Mar 06, 2009 8:41 pm
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I guess I'm done. @Hackel - correct me if I'm wrong in some cases:

Content Hidden


Edit: calvin624's translation on http://www.myspace.com/xastutorials seems to be perfect - so better take his one.


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Hackel
  Sat Mar 07, 2009 1:07 am
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thanks for you translation :thumb:
ich hope now everybody understand the system


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calvin624
  Sat Mar 07, 2009 12:27 pm
http://xasabs.wordpress.com
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Location: Manchester, UK
@Rainbird - Thanks for the translation Rainbird, I was half way through it but I've been ill recently :cry:

@Hackel - Great update on the system - especially transferring the allies over to new maps, big improvement :)

Still to check out your spawn script - will update http://www.myspace.com/xastutorials now :biggrin:

Edit: Here you go Hackel, you can add this to the latest Ally download - its a html version of Rainbird's translation with pictures included.

http://www.fileden.com/files/2007/5/2/1039333/tutorial.zip

www.myspace.com/xastutorials is starting to look more like hackelstutorials lol


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Hackel
  Sat Mar 07, 2009 2:04 pm
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great i uploadet it again
now you can change the link to the ally system

http://www.4shared.com/file/91591591/ad ... _v100.html


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calvin624
  Sat Mar 07, 2009 2:05 pm
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Location: Manchester, UK
Awesome, will do :biggrin:

Edit: Having some issue with that link Hackel - Myspace is blocking it :/

Could you get a http://www.filefront.com/ account? That seems to work.


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Hackel
  Sat Mar 07, 2009 2:26 pm
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realy?
do you copy it direkt from the forum? (rmxp cut links short)

did you use this link

http://www.4shared.com/file/91591591/adad4f79/Xas_Ally_System_v100.html


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calvin624
  Sat Mar 07, 2009 2:30 pm
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Yeah, just getting this error message :(

http://www.myspace.com/Error404msp.aspx?c=11


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Hackel
  Sat Mar 07, 2009 3:59 pm
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i dont have a filefront account can you upload it


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calvin624
  Sat Mar 07, 2009 4:11 pm
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Location: Manchester, UK
Sure, here's the new link: http://files.filefront.com/Xas+Ally+Sys ... einfo.html


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Rainbird
  Sat Mar 07, 2009 8:06 pm
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@calvin624: your pictures explaining the whole thing are a big improvement to understand the script, thanks for this!!! When you're fit again don't hesitate to work over my translation cause your words seem to express it in a much better way, I just translated it nearly word by word to avoid mistakes based on the translation. Till then: get well soon!! :)


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calvin624
  Sat Mar 07, 2009 9:10 pm
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Thanks Rainbird, appreciate your kind words - I'll do that but your translation was a HUGE help :biggrin:


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Ragnarok
  Sat Mar 07, 2009 11:07 pm
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Location: Luxembourg
Great work again, I can`t find the right words but: Du bist einfach nur unheimlich gut^^, jedesmal addest du ein paar richtig nützliche Featuers, du vereinfachst es jedesmal aufs neue, auf jedenfall: ich bin total beglückt (x

Even while paying respect for Hackel, I have a problem with the following Script:
http://nopaste.com/p/aKd11TIxA/txt
It`s a Pixelmovement and, after being pasted under the XAS, it jsut works perfectly BUT, the main Char can`t attack anymore.. .
Now I vagely remember that the XAS had this 8movement system in it, but I can`t finde the entry in the script etc... .

I would be that happy if anyone could help me (:


Last edited by Ragnarok on Sun Mar 08, 2009 9:38 am, edited 1 time in total.

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Rainbird
  Sun Mar 08, 2009 3:10 am
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@calvin624: you're welcome!! whenever you need a little help translating german into english just tell me and I'll give my best... :)
@Ragnarok: not bad! :) I guess Hackel will be quite flattered (just as he truly deserves it for his great work!!!) :)


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Hackel
  Sun Mar 08, 2009 4:11 pm
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thanks a lot guys :biggrin:

the pixelmovement script overwrite some methods but i think i managed it
only the quater grafik do not work

(paste it under XAS_SYSTEM)

Expand to see the code.


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Ragnarok
  Sun Mar 08, 2009 4:22 pm
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Location: Luxembourg
Hackel: Ich liebe dich :D du bekommst einen Keks^^
*keksgeb*


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Rainbird
  Sun Mar 08, 2009 4:36 pm
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What is pixelmovement exactly for?


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Hackel
  Sun Mar 08, 2009 5:03 pm
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only for pixelmovement (you can walk on each pixel)


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Link in Pink
  Sun Mar 08, 2009 10:14 pm
It rhymes.
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Location: Confirmed. Sending Supplies.
HACKEL IS MY HERO (v 3.4 haha)

This is exactly what I needed! You're the best! :D :D :D


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Star
  Mon Mar 09, 2009 11:21 am
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Hackel wrote:
thanks a lot guys :biggrin:

the pixelmovement script overwrite some methods but i think i managed it
only the quater grafik do not work

(paste it under XAS_SYSTEM)

Freaking Nice!!! Hackel is my favorite scripter already. You're the best. In return, I give you. XAS 3.4 Hackel's Party + Pixelmovement + Common Event Based "_quarter" or 8 directional movement

http://files.filefront.com/XAS+34Hackel ... einfo.html

Only thing is that you need like four quarter images instead of one. Cause it's a pain if you use only one.

Anyway, Hackel, I got a question for you. Is there anyway to make your ally's not disappear when they die? I kinda want to be able to use Reviving Items during battle but when they die. They disappear =(

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Hackel
  Mon Mar 09, 2009 9:06 pm
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hmm the problem isnt that they don´t disappear
the problem is to recover them when they died


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Souloux
  Tue Mar 10, 2009 1:48 am
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Hackel you are amazing. Everything you have added to XAS is what I've wanted in XAS since I first learned about XAS.
:thumb:


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Rainbird
  Tue Mar 10, 2009 12:46 pm
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@Hackel: I've got 2 questions: is it also possible
- to animate the HIT graphics with various frames as you did with your various frames script for attack2(x)? For example when you have eagle[12] as standard graphic you use [18]_eagle[12]_ACT as attack graphic (which is already possible - thank's again) and [8]_eagle_[12]_HIT as hit graphic?
- also to animate a monster's death with various frames? For example [15]_eagle[12]_DIE or something like this??

Thank's again for all your nice scripts!!!


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Hackel
  Tue Mar 10, 2009 3:38 pm
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the hit grafik isn´t animatet
even if you have more frames it will only show the first

use for the death the normal DEF_ANI funktion


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Rainbird
  Wed Mar 11, 2009 1:31 am
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Hackel wrote:
the hit grafik isn´t animatet
even if you have more frames it will only show the first


but is it possible to animate the hit graphic?

Hackel wrote:
use for the death the normal DEF_ANI funktion


even if I manage to do that (cause honestly I have no idea :biggrin: ) how does it work to switch to the DIE animation just when a monster has lost all of his life? Is therefore a 4. eventpage necessary?


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Star
  Wed Mar 11, 2009 6:28 am
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Rainbird wrote:
Hackel wrote:
the hit grafik isn´t animatet
even if you have more frames it will only show the first


but is it possible to animate the hit graphic?


Yes.

It requires that you register a page for each attack by using the HIT ID Variable and doing a parallel process that changes the graphic of the victim to how ever you want to animate it. Then change the hit variable back to 0 to turn the Parallel process off. A skilled Eventor should be able to accomplish this. I can but I don't feel like drawing Animated hits for my characters.

Anyway. Hackel. I'm not sure if you noticed this. But the pixelmovement prevents knockbacks. Is there some way to fix this? :crazy:

And if they are supposed to knock back but if they don't the allys start attacking the air and they are actually doing damage to the enemy. When the enemy's grafik is way back over here <<<<

Thanks

Edit: I also have a small problem, maybe Hackel or someone else could explain to me what I'm doing wrong. I just recently tried out the new 1.00 thing with the Ally's being able to Teleport. But everytime I try to get my allys to teleport. I get this error Teleport line 29: No Method Error Undefined Method 'id=' for nil:NilClass

Pointing to this thing here

class Game_Map

def spawn(map_id,id,x,y)
x = 1
(1..@events.size + 1).each{|x|break unless @events.keys.include?(x)}
map = load_data(sprintf("Data/Map%03d.rxdata", map_id))
ev = map.events[id]
ev.id = x
@events[x] = Game_Event.new(@map_id, ev)
@events[x].moveto(x, y)
return @events[x].id
end
end

Did I like.. Set it up wrong or what? I don't get it

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Hackel
  Wed Mar 11, 2009 2:43 pm
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have you try to teleport you ally with a call script?
then you have to write $game_map.spawn(map,id,x,y)
map = your ally map
id = the ID of the event from your ally
x = x
y = y


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Star
  Wed Mar 11, 2009 8:58 pm
It's time to kick ass and chew bubble gum.
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Location: I go where I please, I please where I go
Hackel wrote:
have you try to teleport you ally with a call script?
then you have to write $game_map.spawn(map,id,x,y)
map = your ally map
id = the ID of the event from your ally
x = x
y = y

Yeah = ( And that same problem keeps happening. Do you want me to upload my game so you can figure it out? I'm not sure if that's the best plan of action but I'm willing to do anything to make this work

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Hackel
  Wed Mar 11, 2009 9:26 pm
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ohh i found a problem

please replace the teleport script with this

Expand to see the code.


PS: the MAX_ACTOR thing is now with no funktion


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Star
  Wed Mar 11, 2009 9:31 pm
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Location: I go where I please, I please where I go
Hackel wrote:
ohh i found a problem

please replace the teleport script with this

PS: the MAX_ACTOR thing is now with no funktion

OMG YES IT WORKED :cute: Thank you so much. * hugs *

Edit: I found a little problem in XAS System

I kept getting a graphic error on line 4133

So I replaced this

Expand to see the code.


With this

Expand to see the code.


I just added in the if img_act_exist? on the thing. Cause some of my enemies don't have ACT's

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Souloux
  Wed Mar 11, 2009 10:55 pm
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Has anyone tried inplementing an equipment slot system with XAS v3.4? I've look at a materia system and thought the way its work and the features it has to offer would be great for creating a slot system for XAS but I've been with school and work I haven't had time to work on making them compatible. So with that being said could some take a look at the materia system and see what you can do.

Materia System for XP
viewtopic.php?f=11&t=59972


Thanks,
Souloux


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