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XAS ABS Battle problems

Hello people! I have currently started on my new RPG Project, and I am trying to use XAS ABS battle system.
For you who dont know about it, please read:

http://xasabs.wordpress.com/

The battle system means that you can battle enemies on the very maps, and dont transfer to a separate battle scene. The system uses skills called Tools that are on a separate map and are called to the current map when fighting.

I am a beginner at this so I used the XAS Original Project as a base for my Project and changed the main character.

The line SELF_MOTIONS [ID] = "name here" in every tool script means that the player will change graphic to the "name here" graphic and play that animation while performing the tool action (changing to a sword slash when using a sword etc.) I have a problem with this. The animation/graphic isn't changed to the given graphic when using a tool (I want to change "hero" to "hero using sword"). The swords's animation (slash) is shown but I don't get the player graphic to change to what I want.

I hope this Picture explains better:

2ykfhjr.png


See? I DONT want my player to stay in original graphic (like the in-game Picture), and I drew a sword in the
"sword-using graphic" and assigned the name of that "sword using sprite" in the script in SELF_MOTIONS.

WHY doesn't the player change graphic to the right Graphics, why is it still in original Graphics? I have tried to google it, and I keep finding that the tool-using Graphics should be assigned in SELF_MOTIONS where I assigned it.

Can somebody please explain this?

Thanks in advice!
 

regi

Sponsor

IIRC, the string should be a suffix, not the entire sprite name. e.g. if your hero sprite is called "Hero" and you want it to use "Hero_SWD01", SELF_MOTIONS should be "_SWD01".
 
Oh thank you. My character name isnt hero though, where do I assign that? In the database or in a script as well? I mean my character name is Izidor in the database. Is that enough for the ABS to understand what my Hero name is or do I need to assign Izidor as standard Hero name in any script?

Thanks in advice

EDIT: I have named my sprite Hero and the tool using graphic to "_SWD_01" (just like the original) and that made it work, but how can I change the name if nessecary? Where do I assign STANDARD sprite / hero name?
 
If it's the ABS I'm thinking of, you have a default sprite named anything, and choose that as your character sprite. So for example called Izador.png. You select that as their normal walking sprite in the editor.

Then you have:

Izador.png
Izador_SWD_01.png

etc.
 

regi

Sponsor

You can rename your sprite just like you rename files and folders. Just navigate to the Graphics/Characters folder, find your hero, and call it what you want (e.g Izador.png). Note that this may require changing events you have already created (as they will point to a missing graphic).
 
I have tried that but it doesn't seem that the system understands that Izidor is my standard sprite, as I use Hero_Original project (where Hero seems to be assigned as standard somewhere. I mean renaming hero to anything else doesn't seem to work.

Maybe I am slow but what do I miss? The self motions doesnt work with a sprite not named Hero.
 
ok so I have some other questions about the XAS ABS.

1. Enemies return once the player re-enters the room (even if they are defeated). What to do if I would like to make a boss battle? Where is the "boss enemy switch ID"? In the script? Or how do I make so that enemy (the boss) never returns once defeated?

2. If I would like a variable/switch to be activated when an enemy has been killed, where do I edit that?

Thanks in advice!
 

regi

Sponsor

It's been years since I worked with the abs, but there should be a hash somewhere called
DEFEAT_SWITCH_IDS

where you can map enemies to switches to turn on.

There is a variable that tracks the number of enemies you've killed, but if you want a specific variable per enemy you'll need to make your own modifications to the script. Alternatively, you can turn on a switch whenever an enemy dies, have a Parallel Process event that checks for the switch, and increments a counter each time it's turned on.
 

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