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#11 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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Yo shogun3 - just curious, what did you end up using?

I know it's been over a year Embarassed but I haven't forgotten about this and still look forward to the Fist's RPG. Very Happy
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#12 default Re: Hokuto no Ken RPG
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shogun3

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I decided to use xas only.. cuz I want the game to be a sidescroller... I am waiting for the new realease to keep working on the code Smile
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#13 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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action side scroller!? NICE! Cool now you are talking my language geek

just sent you a PM with an early version of the latest Xplat project yet to come.

Maybe this could be used as your starter kit?

edit: yo sho, did you get a chance to look at the project I sent you?

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#14 default Re: Hokuto no Ken RPG
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shogun3

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I did and it's really good, the only problem I have with xas 3.91 is that the sized event script
I use in my project is not compatible with the xas scripts, and to me that script is crucial since I use bigger sprites...
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#15 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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yo sho - check the BATTLER script, line 201

Code:
  BODY_SQUARE = {
  A=>B
  }

A = the enemy ID

B = the size of the body square

you may not need the sized event script after all...
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#16 default Re: Hokuto no Ken RPG
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shogun3

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yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools... Sad
maybe someone can make it compatible with the newer version of xas...
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#17 default Re: Hokuto no Ken RPG
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I'll take a swing at it ~> [You must be registered and logged in to see this link.]
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#18 default Re: Hokuto no Ken RPG
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shogun3

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first post updated! DEMO AVAILABLE!
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#19 default Re: Hokuto no Ken RPG
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shogun3 wrote:I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.

Do you guys think it's impossible to do so through events?

Well not that i don't support XAS or anything seeing as its a great ABS. But WABS has what you want basically build into it, granted it's not complete yet still in alpha. The AI team mates are event clones and have their own built in HUDS. < Looking like an aid for you. Granted XAS can do it too but not with out some additional programing and eventing.

Granted that wont be an option seeing all the work you have already put into the project.

Also here Smile

shogun3 wrote:yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools... Sad
maybe someone can make it compatible with the newer version of xas...

Code:

#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
#    BIGEVENT <size x> <size y>
#
#   i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================

module BigEvent

 # INCREMENT
 Increment = 1

 def self.front_pos_large_event?(event)

  # Calculate player new position
  d = $game_player.direction
  new_x = $game_player.x + (d == 6 ? Increment : d == 4 ? -Increment : 0)
  new_y = $game_player.y + (d == 2 ? Increment : d == 8 ? -Increment : 0)

  # Calculate event offset (ie size delta)
 event_new_size = event.check_event_size
  if (event_new_size==false)
  ex, ey = 0,0
 else
ex ,ey = event_new_size
  end
  
  # Calculate event min and max coordinates
  p1, p2 = event.x - ex, event.y - ey
  p3, p4 = event.x, event.y
  plx, ply = new_x, new_y

  # Verify if player new position is inside event min and max coordinates
  if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
    return true
  else
    return false
  end
end

end


class Game_Event < Game_Character

 attr_accessor :hasBeenLift

 alias :bigev_init :initialize
 def initialize(*args)
   bigev_init(*args)
   check_event_size # run first to make sprites aligned correctly
   @hasBeenLift=false
  #File.open("debug.txt", 'a') {|f| f.write(self.inspect) } if (@newsize != false)
 end
 
def check_event_size
   return @newsize unless @newsize.nil?
   list  = @event.pages[0].list
   for i in 0..9 # check top 10 lines
     line = list[i]
     next if line.nil?
     command = line.parameters[0]
     break unless command.is_a?(String)
     next if command.nil?
     command = command.split
     if command.include?("BIGEVENT")
       sizex = command[1].to_i - 1
       sizey = command[2].to_i - 1
       #DEBUG.write("sizex="+sizex.to_s+",sizey="+sizey.to_s)        
     end
   end
   if sizex.nil? or sizey.nil?
     @newsize = false
   else
     @newsize = [sizex, sizey]
   end
   return @newsize
 end
 
def screen_x
   if @newsize.is_a?(Array)
     extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
     return (@real_x - $game_map.display_x + 3) / 4 + extra
   end
   return (@real_x - $game_map.display_x + 3) / 4 + 16
 end
end


class Game_Player < Game_Character

 alias :bigev_passable? :passable?
 def passable?(x, y, d)    
   for event in $game_map.events.values
     event_new_size = event.check_event_size
     #DEBUG.write("PASSABLE="+ (!(event.hasBeenLift == true && event.throw_active == false && event_new_size  && check_large_event(event, event_new_size, d))).to_s)
     return false if event.hasBeenLift == false && event.throw_active == false &&  event_new_size  && check_large_event(event, event_new_size, d)
   end

   #DEBUG.write("COND3="+bigev_passable?(x, y, d).to_s)
   return bigev_passable?(x, y, d)
 end

 def check_large_event(event, size, dir = nil)
   #DEBUG.write("Size:#{size} Colision with: #{event.id} and this: #{self.id}")
   ex, ey = size
   p1, p2 = event.x - ex, event.y - ey
   p3, p4 = event.x, event.y
   plx, ply = (self.x), (self.y)
   if dir != nil
     plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
     ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
   end
   #DEBUG.write("EVENT original=["+p3.to_s+","+p4.to_s+"] corrected=["+p1.to_s+","+p2.to_s+"], PLAYER origin=["+(self.x).to_s+","+self.y.to_s+"], PLAYER cible=["+plx.to_s+","+ply.to_s+"]")
   if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
    #DEBUG.write("Passable=false")
     return true
   end
   #DEBUG.write("Passable=true")
   return false # passable
end

 #--------------------------------------------------------------------------
 # ? Can Pickup?
 #--------------------------------------------------------------------------  
 def pickup_event    
   return if @pickup_lock
   return if @pickup_lock_time > 0    
  return if $game_system.map_interpreter.running?
   return if $game_switches[XASTHROW_ACTIVE_SWITCH_ID] == false
   #return if $game_switches[76] = true
return if jumping?
  return if @swimming
   return if $game_temp.cast_time > 0

    $game_map.events.each_value do |event|
       front_pos = BigEvent::front_pos_large_event?(event)        
       #DEBUG.write("pickup_event[" + event.id.to_s + "] front_pos=" + front_pos.to_s)
       if front_pos
          next if event.throw == 0
         next if event.erased
          next if event.collapsing?
          next if event.through
          next if event.throw_weight > @throw_weight_max.to_i
          if event.battler != nil and not event.battler.e_item
             next if event.battler.dead?
             $game_temp.carry_time = Graphics.frame_rate * XAS::ENEMY_CARRY_TIME
             event.blow(0,0)
          end
         @pickup_lock_time = 15
          event.throw_active = true
          #LEPAS33
          event.hasBeenLift=true
 $throw_active=true
          @pickup_lock = true
          @need_refresh_pose = true
           #Baf Edit : Added lift SE
          $game_system.se_play(XAS::LIFT_SE)
          event.jump(0,0)
          event.x = @x
          event.y = @y
          event.pre_move_speed = event.move_speed
          event.move_speed = 7
       end
   end  
 end
end
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#20 default Re: Hokuto no Ken RPG
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G@MeF@Ce

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awesome Sho + (checking out the demo, you know I'm such a FOTNS fan +)

awesome wiggles + (big event script? @,@)
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