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#1 XAS - Manual hit_check Empty XAS - Manual hit_check
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mr_wiggles

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I'm lazy at rewriting the description again so here is the script header.

#===============================================================================
# XAS - Manual hit_check
#===============================================================================
# Created by Mr Wiggles - Version 1.0
#-------------------------------------------------------------------------------
# Based off of and contains small parts Hackel's bullet terrian tags script,
# so be sure to credit him as well. Also the two scripts this one and his ARE
# NOT compatiable together.
#-------------------------------------------------------------------------------
# Manual Hit Checker Description:
#
# Ever notice how when you set the tool up to be an explosion, and it would
# hit its target from far away, the distance of the explosion size? Well
# Adding a new Constant to the DatabaseBullet module and a new def to the
# XAS_ACTION module, you can now turn off auto hit detection and manually
# Check if your tool has hit any events
#-------------------------------------------------------------------------------
# Instructions:
#
# Usage is simple, go into the the tool module of your choice, add,
# USE_HIT_CHECK[action_id] = Either true or false. Def is false so
# even if you don't add this your tools will function like they did before.
# after you did that, now just go in to the tool event and when ever you want
# to check use "hit_check" like you would use any other XAS command in the
# character movement.
#
# Example:
#
# You have a grenade, and you want to check for hits after it blows up, call
# hit_check after you display your animation for the explosion.
#
#===============================================================================

script:
Spoiler:
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#2 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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G@MeF@Ce

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Oh goody! XAS,Hackel,Wiggles,script!? must = awesome!

will have to tinker with this, thanks for sharing ^,^
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#3 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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BluE

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WOAH. That's cooooool. Like complicated technotically hyper drive uber customization
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#4 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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mr_wiggles

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yea, it was just annoying how when an explosion happened that it wouldn't show the animation for me or that it would show X the number of enemies it hit. or that it exploded from so far away. So i made this for Outbreak and decided to share, because every one likes to have complete control when it comes to events. (or is that just me?)
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#5 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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Pozinhofan

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I didn't understand. How can i use this? Input the script, create a line on the script of the skill, and go to the event skill and put hit_check?
But, the line of the script, , true or false?! Confuse @.@
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#6 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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mr_wiggles

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Actually looking back at this script, XAS can already do this.

You just have to link two tools together.
look at "Bomb arrow" tool in the XAS defualt tools.
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#7 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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Pozinhofan

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Oh yeah, i see xD
Well, thanks, i don't know this ;O
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#8 XAS - Manual hit_check Empty Re: XAS - Manual hit_check
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mr_wiggles

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Yea i didnt either till i tore 3.7 apart when i made my own version of XAS. :p
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