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XAS ( Xiderowg Action System) Tutorial em Português

Tool System

_____________________What’s the system of Tools (Goods)?_____________________

Tools are the actions of battlers (hero or enemy) as items, magic, weapons or any type of action that is possible to make with an event (Teleport, to call battle, to activate animation, to appear text, etc…)


Technical speak tools are events with actions pre-defined in a specify map (Standard Map ID 1) and those tools “are teleported“ to the game when the character uses a weapon, item, magic, etc…

_______________Defining the Map where they will be the Tools. _______________

The first thing to do is to define where the events of the tools will be placed, meaning, we must choose the ID of the map where the events of the tools will be placed (that map should only have the tools events).


Go to the script editor and them to XRXS - XAS, once there look for this code:

ACTION_TEMPLATE_MAP_ID = X

In stead of the X put the ID of the map where the Tools events will be placed.

_______________Defending the ID of the Tools._______________

If a tool has the ID 1 that means that the ID of the event, the map and the tools also will be ID1 and the ID of skill will be ID1 as well.

ID Tool = ID Event = ID Skill

_______________Creating the trajectory of a Tool _______________

In the map of the Tools create an event

Define the graphic of the tool (you don’t have to do this if you want, you can leave the graphic event blank). To define the trajectory go to Autonomous Movement and on the type choose Custom.

Inside of the movement window define the type of trajectory of the event, you can add sounds, activate Switches, call scripts, etc… For example, if the event corresponds to a sword place a sound of a sword and the movement of 1 step forward, that area corresponds to the range of a normal sword. In case of an arc the movement of steps would be some steps forward, everything depends on the function of the tool. (Items, magic, etc…)

_______________Creating a function through the commands of the events_______________

You also can create a tool using the functions of the Event Commands (in this case you will not be able to define the trajectory as custom). Everything on the Event Commands could be used as function of a tool, as teleport, change the graphic of character, battle protraction, change the tonality of the screen, make character jump, etc.

To do this make an event on the tools map and choose the graphic of the event (Optional), now in the Event List place the functions that you desire for its tool, that is, when the character uses the tool, the tool will execute all the functions that you pre-defined in this event.

When you finish the event list put a self-switch with any letter

And put the event in autorun

Finally make a 2º page with a Condition self-switch with the letter you chose

_______________Defining the characteristics of the Tool in the Script_______________

Meaning of the codes above
action_id = X
ID of the tool. (Equal to the one of the ID event and ID of the SKill)
SUFLAGS[action_id] = X
Time that character will be in the position of “tool use” or after stopped the use of the tool.
DURATIONS[action_id] = X
Tool duraction in the map
SELF_MOTIONS[action_id] = "X"
Definition of the graphic that you specify when the character is using the tool.

To nominate the graphic of the character using the a tool, name the graphic with the name of the original graphic plus the suffix X (it can be any suffix).
Example - Herói.png therefore nominates as HeróiX.png.
plan = []
plan[X] = action_id
ATTACK_ID_PLANS[action_id] = plan
These codes must be used together and they define the time to initiate the impact of the tool. Example: If you to place 0 in the place of the X the tool will have impact effect as soon as you activate it. If you place 100 in the place of the X the tool has impact effect after 100 frames, that is, you will see the graphic tool in the map, but it will not have effect of contact unless 100 Frames (5segundo) has passed. This function is important to create time tools as the bombs, where it is necessary that the explosion effect is after set in motion some seconds after having placed the bomb in the map.
ATTACK_RANGE_TYPES[action_id] = X

Definition of the type of impact of the tool. There’s are 3 ways of impact:.
LINE - Straight-line impact.
SQUARE - Impact of a square.
RHOMBUS -Impact of a losango.

ATTACK_RANGE_PLANS[action_id] = [X]
Here the range area is defined, the bigger the value biggest will be the impact area.
BLOW_POWERS[action_id] = X
It defines how much the Battler (Hero or enemy) withdraws case the tool hit’s the opponent.
plan = []
plan[X] = Y
SELF_ANIMATION_PLANS[action_id] = plan
These codes must be used together. They define if the tool activates a animation or not. In place of the X put the time that the animation occurs and in place of Y put the ID of the animation.
Note 1 - In case that you don’t want that the animation occurs place the value a 0. (Zero)
Note 2 - The X can never be bigger them the time of duration of the tool.
SELF_DAMAGES[action_id] = true
Case the tool enters in contact with the user (Hero or enemy) that activates the tool it will receive the impact (Damage) from the tool. Example - This function is used in the creation of itens bombs
PLAYER_DAMAGES[action_id] = true
It will cause impact (Damage) in the hero, it’s use create items to cure.
IGNORE_INVINCIBLES[action_id] = true
The impact of the tool ignores if battler (hero or enemy) is with invisibility (Blinking)

_______________Interacting the tools with the scenario of the game _______________

The interaction functions are all the actions that the tools have with the scenario of the game, NPC, walls, trees etc… To illustrate what’s this think about the Zelda game and its items to solve labyrinths, as bombs blowing up walls, sword cutting grass, fire that light the torches, etc.

To summarize each tool it will have a different type of reaction with the events in the maps. For example: A hook will not have the some function of a sword, even if you toss hook on to the grass, the grass simply ignores what you did and nothing will happen. If you to use the sword in the grass, the grass will be cut because the weeds understand that the impact was of the sword and not of the hook. This effect I specify is defined by the ID of the tool!

That tool’s ID will define what happens case the tool hit’s an Interactive Target (Events).
What’s an Interactive Target?
Interactive targets are events created in the game that represent targets so that the tools activate them.
Example: - Torches to be lighted. - Walls to be broken. - Gram to be cut. - Ect…

Creating Event Interactive

Create an event as torches, gram, walls with cracks, etc…
In the first page of the interactive event place the graphic and the event command as normal. Them make a second page and active the Conditions in the way thar Variables ID3 with the value of the tool ID and on the Event list put what will happen case the tool hit’s the interactive target.

In the example above, when the Tool ID1 touch the event grass, it will execute a sound and after this it will erase the interactive event of the map.

There! You just learned one of the most incredible systems made, you can use this system on any type of battle system, either for turns as in Wild Arms, Valkirie Profile or in way ABS   that we will see next  

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