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Sapphire Action System IV

By Khas Arcthunder
http://arcthunder.site40.net/

0. Before using SAS IV


Backup your Project. The Sapphire Action System IV developer is not liable for any
issue or error in your project. If you find a bug, please post it on SAS IV page at
arcthunder.site40.net.

1. Installing SAS IV
Copy the SAS IV script under the additional scripts part. You may copy some SAS IV
add-ons if you want. Read carefully all the instructions to configure the scripts correctly.

2. Enemies
The enemies configuration is done at the RPG Maker database. Open it and go to the
enemies part. Set the following values, because they will be used by the system: maximum
HP, attack, defense, intelligence, resistance and experience. After that, you may put one or
more commands from the following list on the enemys note.

COMMAND DESCRIPTION EXAMPLE


Skills = IDS Enemys skills IDs. Separate them by Skills = 1,4,5,7
commas.
Object Makes the enemy an object, it will unable Just put the code!
to move and attack.
View = X Enemys view, in virtual pixels (1 Tile = 4 View = 20
Virtual Pixels)
Recover = X Enemys attack recover, in frames. Recover = 60
StepAnime Makes the enemys constantly animated. Just put the code!
Nature = X Enemys nature (0 - only attacks; 1 Nature = 1
attacks and casts skills; 2 only casts
skills).
Char = NAME Enemys character graphic. Char = Evil
Char_index = X Enemys character index. Char_index = 3
Animation = X Enemys attack animation. Animation = 7
Auto_Attack Makes the enemy an automatic attacker, Just put the code!
useful in traps.
Static The player can not attack the enemy by Just put the code!
any mode.

3. Spawning Enemies
Enemies are always created on an event, theres two ways of spawning them. The first
is by putting a comment on the events page. You may put extra comments with extra
commands.

COMMENT DESCRIPTION EXAMPLE


[enemy X] Spawns enemy ID X. [enemy 1]
[attack_invincible] Makes the enemy invincible to attacks. Just put the code!
[skill_invincible] Makes the enemy invincible to skills. Just put the code!
[erase] Erases the event when the enemy dies. Just put the code!
[localsw X] Activates the local switch X when the [localsw 0]
enemy dies, where 0,1,2,3 is A,B,C,D.
[switch X] Activates the switch X when the enemy [switch 50]
dies.
[variable X] Adds 1 to the variable X when the [variable 23]
enemy dies.

The second one is a bit advanced, processed by the Call Script command. Put the
code event.spawn_enemy(id), where event must be a object of the Game_Event class.

4. Deaths
In order to improve customizations, the SAS IV does not have automatic deaths. You
must set at the script the switch ID that will be activated when the player dies. The suggestion
is to create a common event that will process the players death. Also, you have to configure
the enemies death. Check the section 3 for the SAS IV commands on an enemy death and
check the demo for complete examples.

5. Weapons
Just configure the weapons normally. You may set the recover time by adding an
Attack Speed command, setting the value to the desired recover (in frames). Again, check
the demo.

6. Skills
The skills configuration is very similar to the enemies configuration. The player and
the enemies can use the same skills, but there are some differences. The recovery time is used
only by the player, and the MP cost too (enemies does not have MP limit). For each skill,
configure the following: name, icon, MP cost and animation. After that, you may put one or
more commands from the following list on the skills note.

COMMAND DESCRIPTION EXAMPLE


Particle = GRAPHIC The skills graphic, on the Graphics/ Particle = fireball
Particles folder.
Speed = X Skills speed, put a integer from 3 to 6. Speed = 5
Blend = X Skills blend type. Blend = 1
Recover = X Skills recover, in frames. Recover = 30
Power = X Skills power. Power = 50
Sound = SE Skills casting sound. Sound = Fire1

7. Damage Formulas
In order to comprehend the formulas, consider the following situation:
A: Player
B: Enemy
The inverse is also valid:
A: Enemy
B: Player
Attack damage:
As attack + random Bs defense
Attack random:
Random value from 0 to (As attack x Damage_Random)

Skill damage:
As intelligence + Skill Power + random Bs resistance
Skill random:
Random value from 0 to (As intelligence x Damage_Random)

8. Damage by Command
You may use SAS IV commands to cause damage to characters. Considering a char
object from Game_Event ($game_map.events[x] or self_event), you can use the command
char.damage_enemy(value); Considering a char object from Game_Player ($game_player),
you can use the command char.damage_hero(value), where value is the amount of damage.

9. Removed Features
In order to improve the SAS IV performance, some features of the RPG Maker VX Ace
were removed: followers, vehicles, map loop and damage by terrain. These functions wont be
restored.

10. Optimized HUD


You may create an optimized HUD without lag. The Sapphire Action System IV has a
system that updates the HUD only when necessary. In order to make this HUD, create a class
called Sapphire_Hud, with the four following methods.

class Sapphire_Hud
def refresh_bars(hp=$game_party.members[0].hp)
end
def refresh_base
end
def hide(lock=false)
end
def show(unlock=false)
end
end

refresh_bars called when the HP, MP or EXP bars need to be refreshed. The players HP
may be passed as a parameter.
refresh_base called when the players information need to be refreshed (name, skill or
level).
hide called to hide the HUD, must dispose all Bitmap and/or Sprite classes. A true parameter
may be passed to lock the HUD hidden.
show called to show the HUD, must recreate all Bitmap and/or Sprite classes. A true
parameter may be passed to unlock the hidden HUD.
11. In-Game Commands
The Sapphire Action System IV will run with active Pixel Movement in all your games
maps. The player is controlled by the default direction keys, A to attack, S to cast a skill and D
to change the equipped skill. You can only attack, cast skills, or be attacked, if the SAS IV is
enabled. Use $game_map.start_sas to enable SAS IV, and $game_map.pause_sas to disable
SAS IV.
You must use commands to show or hide the HUD. If you want to show the HUD, use
$game_map.sas_hud.show, and if you want to hide the HUD, use $game_map.sas_hud.hide. If
you want to hide and lock the HUD hidden, use $game_map.sas_hud.hide(true). If the HUD is
hidden, you can only show it again with $game_map.sas_hud.show(true).

12. Terms of Use


When using any Khas script, you agree with the following terms:
1. You must give credit to Khas;
2. All Khas scripts are licensed under a Creative Commons license
3. All Khas scripts are for non-commercial projects. If you need some script for your
commercial project (I accept requests for this type of project), send an email to
nilokruch@live.com with your request;
4. All Khas scripts are for personal use, you can use or edit for your own project, but you are
not allowed to post any modified version;
5. You cant give credit to yourself for posting any Khas script;
6. If you want to share a Khas script, dont post the script or the direct download link, please
redirect the user to http://arcthunder.site40.net/.
7. You are not allowed to convert any of Khas scripts to another engine, such converting a
RGSS3 script to RGSS2 or something of that nature.

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