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Made easy 2.

Release date: XX/XX/XX


Note: Current version of XAS at time of publication is v3.8
Introduction
Time: 2 minutes
Materials you’ll need:

English version of XAS


8.09MB

Hey everyone,

I have put together this PDF document to help those of you that are new to the Xiderowg Action
System.

XAS is an Action Battle System made specifically for RPG Maker XP; it was originally designed by
Xiderowg and has since been heavily edited by Moghunter.

Using XAS you can create games that are similar to Secret of Mana and Zelda.

At first glance XAS can seem complicated to use, this PDF was written to remedy that.

The first two chapters The Basics and The XAS Scripts are designed to get you accustomed to the
system and help you get use to some of the terminology and features used within XAS.

The last chapter XAS tutorials is a collection of walkthroughs pulled directly from my site to help you
get to grips with creating your own XAS tools.

At the start of each chapter or sub-chapter there will be a Materials you’ll need section (where
applicable) which will list links to all the resources required to follow along with the up-and-coming
tutorials along with an indication of how long you can expect to spend on that section.

Before you start it is recommended that you have my translated version of XAS opened in front of
you and that you’ve at least played through the demo once or twice.

Ready?

Well let’s get started!

Calvin624
Chapter 1 - The Basics
During this chapter I will explain the fundamental aspects of XAS.

Once you think you’ve grasped a basic understanding of the system you can move on to the next
chapter which deals with the intricate inner-workings of The XAS scripts.

The HUD Time: 5 minutes


Before you can start editing XAS you have to understand its inner workings. A good place to start is
by examining the HUD.

A head-up display (HUD) is any transparent display that presents data without requiring
the user to look away from his or her usual viewpoint.

Indicates that the feature is an add-on

An add-on is a supplementary component that improves capability.


The Overdrive Meter

Shows your hero’s current overdrive level and how close they are to reaching the next one.

The CT Meter

The CT Meter has many functions:

 When your hero starts to run or attack the meter starts to decline, in this case your CT meter
acts as your hero’s endurance; limiting the amount of time they can run and attack for.

 When you hold down the attack button the CT meter changes and begins to charge your
hero’s special attack - it counts from 0% to 100%. Once the meter reaches 100% you can let
go of the attack button and perform your special attack.

 When your hero casts a spell it starts to count down the cast time (where applicable).

 When your hero uses their shield to defend themselves the CT meter decreases as your
hero’s shield is hit.

The Level Indicator & EXP Meter

Experience Points (EXP) are a unit of measurement used in many RPGs to quantify a player's
progression through the game. Experience points are generally awarded for the completion of
quests, overcoming obstacles and opponents.

HP Meter & Hero Face

Hit Points (HP) are a finite value used to determine how much damage (usually in terms of physical
injury) a character can withstand.

SP Meter

Skill Points (SP) is a finite value used to determine how much magic a character can cast.

Forfeit & Bonus Gauge

This gauge is split into two halves:

The left-hand arrow increases depending on how many hits your hero unleashes (it starts to
decrease when your hero hasn’t hit anything in a while). Once it reaches 100% your hero receives a
bonus – this can include winning HP or SP, adding a positive state or winning money.
The right-hand arrow increases depending on how much damage your hero takes (it starts to
decrease when your hero hasn’t been hit in a while). Once it reaches 100% your Hero receives a
forfeit – this can include losing HP or SP, adding a negative state or losing money.

AP Indicator

Shows the amount of AP your hero has. AP acts as a secondary monetary system; it is rewarded
upon defeating enemies. The amount of AP rewarded can be configured within the MOG - AP
PARAMETER script.

Gold indicator

Shows the amount of gold your Hero has. Gold is rewarded upon defeating enemies and collecting
field Items. The amount of gold rewarded can be configured within the enemy tab in the DATABASE.

Equipment Windows

Shows the weapon and shield your hero currently has equipped along with how much ammo (where
applicable) a weapon has left.

Shows the item and skill your hero currently has selected. In the case of the item, it shows how
many your hero has in their inventory. In the case of the skill, it shows how much SP is required to
cast the selected spell.

In later chapters I'll show you how you can go about editing and customising the HUD for use in your
own XAS game.
Hero Sprites Time: 5 minutes
For every weapon and shield used in XAS there is a corresponding hero sprite. The advantage of this
feature is that your hero’s movement is always fluent. However, the downside is you’re going to
have to make, request or locate your own hero sprites.

The way these sprites are named is important to the way XAS functions.

The format should be as follows:

PREFIX_SUFFIX_##

For Example:

The sprites above are named Hero_AXE_01 and Hero_SWD_02 respectively.

The PREFIX should be your hero’s name, by default this is simply: Hero.

The SUFFIX should be a brief description of the weapon, shield or item - followed by a number if
necessary.

This helps the system differentiate between the various tools used in the game and the character
that is using them.
Enemy Events Time: 3 minutes
Enemies are obviously a hugely important part of any ABS.

The right enemy armed with the right ability in the right place
can mean the difference between your game being a
memorable success or a forgettable flop.

I mean who can forget the formidable chuchus from the Zelda
franchise? Each species had their own special ability and in
order to survive an onslaught of them you had to quickly adapt
Link’s fighting technique.

Fortunately, XAS comes packed with dozens of enemy features to help you create a vast array of
unique enemies to stump your player and make your game stand out from the rest.

More on that later, in the meantime here are the basics …

An XAS enemy is just an event that consists of 3 pages:

 Page 1
The enemy has not yet spotted your hero. Their move route is straightforward, made up of
rudimentary commands such as move up, move at random etc.

 Page 2
This page is used to identify the enemy. Each enemy has their own entry in the DATABASE, the
number alongside this entry is known as the enemy id which is stored as variable 4 in XAS.

 Page 3
The enemy has spotted your hero and is now in attack mode. Their move route can be as complex as
you like, made up of XAS commands such as shoot(X), shield_enable! etc. (an explanation of these
terms will be given later)
Enemy Sprites Time: 2 minutes
Most enemies in XAS are made up of 3 graphics:

 Graphic 1
The default Graphic - This is the standard character sprite of the enemy.

 Graphic 2
The ACT Graphic - This is the sprite shown when your enemy attacks.

 Graphic 3
The HIT graphic - This is the sprite shown when you successfully attack the enemy.

Note: Enemies in XAS don't require all 3 sprites. The 'Dracula' enemy for example just uses the one,
this limits the animation the character makes but is easier to implement as you don't need to find 3
separate sprites.

Once again the way these sprites are named is important to the way XAS functions.

The format should be as follows:

E_PREFIX_SUFFIX

For Example:

The sprites above are named E_Slime, E_Slime_ACT and E_Slime_HIT respectively.

The E is optional but it helps you organise your Enemy graphics making them easier to find.

The PREFIX should be the enemy's name.

The SUFFIX should be:

Graphic 1 - nothing
Graphic 2 - ACT
Graphic 3 - HIT
Variable 10 - The Enemy Sensor Time: 2 minutes

The sensor is an invisible area that surrounds


every enemy. When your hero enters this
area the enemy’s behaviour automatically
changes to the move route on the third page
of the enemy event.

The sensor is usually set to 20 when dealing


with a boss (as this covers the whole 20 x 15
map) and anywhere from 2 to 10 when
dealing with normal enemies.

The diagram to the left shows an enemy with


their sensor set to 4.

Item Enemies
These are events that don't show any damage pop up when hit (although the damage is computed).
They are generally static and can be destroyed with ease (their HP is usually set to 1) like shrubs,
pots and rocks.

Trap Enemies
These are events that are immortal meaning they cannot be hit or damaged in any way - usually
spikes or moving walls.

Items
What good are enemies without the items they drop?

XAS gives you a lot of freedom which means you can create pretty much any item you can think of.

Anything from items that rejuvenate your hero such as potions, ethers and elixirs to items that inflict
damage like bombs, the hook, arrows and the hammer.

What's more you can configure the chance of a particular enemy dropping that item along with how
much of that item they get rewarded.
Weapons
Ah now we come to the really exciting stuff, just what are you going to use to bash, smash, slash and
mash those enemies with? An axe perhaps? Or maybe you'll opt for the electric sword? Nah, how
about an automatic machine gun or a flame thrower?

All are possible in XAS.

The Tool Map Time: 5 minutes


XAS uses an elaborate tool system that allows
the user to heavily edit how they’d like each
weapon, item or skill to act.

Technically speaking tools are events that are


catalogued on a map (by default this map id =
1).

Note: The Tool map’s size can be edited like


any other, so the amount of tools you can
store on it is virtually limitless.

These Tools are then transported into the game when your hero uses a particular weapon, item or
skill.

For Example:

When your hero uses a potion the event on the tool map is transported to the map you’re hero is
on. There it tells the system what to do, in the case of a potion it tells XAS to show an animation and
wait for 30 frames.
The Tool Script Time: 10 minutes
Every event on the tool map also has a corresponding tool script, this stores more detailed
information about that particular weapon, item or skill.

For Example:
This may seem daunting at first, but once you break it down its pretty straight forward.

Below I go into more detail of what each of these lines represents:

Line of Script Description

action_id = 18 ID of the TOOL


(the event number on the TOOL map)
Which tool do you want to activate next?
You can create combos this way.
LINK_ACTION_ID[action_id] = 0
Enter “0″ for no Tool to activate next.

How long do you want the user to stand still whilst using the
SUFLAGS[action_id] = 60
tool? (in frames)

DURATIONS[action_id] = 100 How long do you want the tool to remain in play? (in frames)

Do you want this tool to go through the target?


PIERCINGS[action_id] = false
Boolean (True or False)

SELF_MOTIONS[action_id] = Choose the graphic (found in the Graphics/Characters folder)


“_SKILL_01” and put the suffix for the character sprite here. (Pic below)

Every hero graphic is suffixed by a description. This tells


the system what graphic to use when your hero uses a
particular weapon, item or skill.

plan = [] How long after you’ve activated the tool do you want
its impact to take place?

plan[50] = action_id This option is used to create tools such as bombs


where the impact occurs after a few seconds. (in
frames)
ATTACK_ID_PLANS[action_id] = plan

What type of impact area do you want the tool to


ATTACK_RANGE_TYPES[action_id] = SQUARE have?
(LINE, RHOMBUS or SQUARE)

What size of impact area do you want the tool to


ATTACK_RANGE_PLANS[action_id] = [2]
have?

LINE RHOMBUS SQUARE

The above shows each of the impact types with a range of 2.

BLOW_POWERS[action_id] = 1 What level of power do you want the tool to have?

plan = [A] A = Time to activate the animation. (in frames)


plan [] = B B = ID of the animation.

SELF_ANIMATION_PLANS[action_id] = [] No animation or plan

What animation do you want to show when the user is


hit?
SELF_ANIMATION_HIT[action_id] = 0
Enter “0″ to show no animation.

Do you want this tool to damage the user when it’s


SELF_DAMAGES[action_id] = false used?
Boolean – (True or False)

Do you want this tool to make the user invincible?


SELF_INVICIBLES[action_id] = false
Boolean – (True or False)

Do you want this tool to only affect allies?


ONLY_ALLY[action_id] = true
Boolean – (True or False)

TARGET_INVINCIBLES_DURATIONS[action_id] How long do you want your character to be invincible


= 10 for? (in frames)

Do you want this tool to ignore the invincible state?


IGNORE_INVINCIBLES[action_id] = true
Boolean – (True or False)

IGNORE_PLAYERSHIELD[action_id] = true Do you want this tool to ignore the players shield?
Boolean – (True or False)

Do you want this tool to ignore being reflected?


IGNORE_REFLECT[action_id] = true
Boolean – (True or False)

Do you want this tool to hit multiple times?


MULTI_HIT[action_id] = true
Boolean – (True or False)
Do you want this tool to shake the screen when it’s in use?
SHAKE[action_id] = false
Boolean – (True or False)

Set the animation speed of the character when they are using
ANIMATION_SPEED[action_id] = 1.5
this tool.

Do you want this tool to have a short range?


SHORT_RANGE[action_id] = true Boolean – (True or False)
Swords are often short range, bows are not.

Do you want the player to move?


FORCE_MOVE[action_id] = nil
(FORWARD, BACKWARD or nil)

FORCE_JUMP[action_id] = false Do you want this tool to make the player jump when in use?

Do you want this tool to use CT instead of SP?


PLAYER_CT_COST[action_id] = true
(Still stated as SP in database)

How long do you want it to take to cast this tool?


PLAYER_CAST_TIME[action_id] = 0
This is usually used for magic spells.

Switches used in XAS Time: 3 minutes


XAS uses switches 5 through to 14. Their affects are fairly self-explanatory.
Switch
Name Configure switch number in ... Search for ...
Number
5 Disable HUD Misc Script DISABLE_HUD_SWITCH = 5
6 Disable Command Misc Script COMMAND_DISABLE_SWITCH = 6
7 Disable CT System Misc Script CT_DISABLE_SWITCH = 7
Disable Overdrive MOG - XAS Overdrive script XAS_OVDVIS = 8
8 Disable AP MOG - AP Parameter AP_HUD_DISABLE_SWITCH_ID = 8
Disable Bonus Gauge MOG - XAS Bonus Gauge XAS_BG_DISABLE_SWITCH_ID = 8
9 Disable Enemy HP MOG - XAS Enemy HP INFO_DISABLE_SWITCH_ID = 9
10 Disable EHP Number MOG - XAS Enemy HP ENEMY_INFO_VALOR_DISABLE_SWITCH_ID = 10
11 Enable Boss HP Mode MOG - XAS Enemy HP BOSS_INFO_SWITCH_ID = 11
12 Pano Rand Move MOG - Scroll Panorama PAN_RAND_MOVE_SWITCHE_ID = 12
13 Pano Fade MOG - Scroll Panorama PANO_FADE_MODE_SWITCHE_ID = 13
14 Disable Map Name MOG - Location Name LOCATION_SWITCH_OFF = 14
15 Throw Active Misc Script THROW_ACTIVE_SWITCH_ID = 15
16 Fog Z MOG - Scroll Panorama FOG_Z = 16

For Example:

If you were to turn ON switch 5 then all the graphics associated with the HUD would no longer be
visible.

Note: The graphics associated with the CT System and the add-ons would remain.

Variables used in XAS Time: 2 minutes


XAS uses numerous variables too.

Variable
Name Configure variable number in ... Search for ...
Number
3 ID Impact Misc Script HIT_ID = 3
4 Enemy ID Misc Script ENEMY_ID_VARIABLE_ID = 4
8 Scroll Pan X MOG - Scroll Panorama VARPANO_X = 8
9 Scroll Pan Y MOG - Scroll Panorama VARPANO_Y = 9
10 Sensor Enemy Battler Script DEFAULT_ENEMY_SENSOR_VARIABLE_ID = 10
11 OVD - MAX Level MOG - XAS Overdrive script OVD_MAX_LEVEL_VAR_ID = 11
15 AP MOG - AP Parameter AP_VARIABLE_ID = 15
999 Defeat Number ID Misc Script DEFEAT_NUMBER_ID = 999

Chapter 2 - The XAS Scripts


The most overwhelming thing people notice when they first start looking closely at XAS is the sheer
amount of scripts it comes with.

XAS is very much compartmentalised, meaning every script is in charge of a particular aspect of the
system. Once you get an understanding of what each script does then you’ll begin to understand
how the system works as a whole.

The following sub-chapters take an in-depth look at what each script does.

I don't expect you to read through this in its entirety but rather use it as a frame of reference, this
way you'll be able to search for a feature with ease.

MISC
MISC - Keyboard configuration Time: 2 minutes
Before you can think about making your own XAS game you have to understand the controls used
within the demo:

 SKILL_ACTION
The hero uses the skill they have selected.
 SKILL_CHANGE
Brings up the Quick Menu for Skills.
 ITEM_ACTION
The hero uses the item they have selected.
 ITEM_CHANGE
Brings up the Quick Menu for Weapons and Items.
 SLASH_ACTION
The hero uses the weapon they have selected.
 SKILL_CHARGE
The hero charges the weapon they have selected.
 SHIELD_ACTION
The hero uses the shield they have selected.
 REACTION_BUTTON
The hero attempts to dodge or counter an enemies attack.
 DASH_BUTTON
The hero runs.
 COMMAND_DISABLE_SWITCH
This determines the switch used to disable the hero's commands.
 THROW_BUTTON
The hero picks up an object. Press the button again to throw that object.
 DROP_BUTTON
The hero drops the object in front of them.
 QUICK_MENU
Setting this to true will allow the player access to the Quick Menu system.

MISC - Changing the keyboard configuration Time: 3 minutes


You can change the keyboard buttons you need to press for each of the settings outlined above.

RPGMXP Input A B C X Y Z L R
Keyboard Input Z B C A S D Q W
For Example:
DASH_BUTTON = Input::X

Corresponds to the Dash Button setup, meaning that the A key on the Keyboard is used.

If you changed the X to Y, like so ...

DASH_BUTTON = Input::Y

... then the S key on the Keyboard will be used instead.

The Overdrive button can be changed in a similar manner; this can be found in the MOG - XAS_Overdrive script.

MISC - HUD configuration (pt1) Time: 5 minutes


 TOOL_HUD_X
This number determines the location of the gold indicator and equipment windows on the X axis. Increasing this number will move these
windows to the right; decreasing it will move them to the left.
 TOOL_HUD_Y
This number determines the location of the gold indicator and equipment windows on the Y axis. Increasing this number will move these
windows down; decreasing it will move them up.
 WINDOW_CT_X
This number determines the location of the CT meter on the X axis. Increasing this number will move the meter to the right; decreasing it
will move it to the left.
 WINDOW_CT_Y
This number determines the location of the CT meter on the Y axis. Increasing this number will move the meter down; decreasing it will
move it up.
 FONT_NAME
This determines the typeface used within the gold indicator and equipment windows.
 DISABLE_HUD_SWITCH
This determines the switch used to disable the HUD.
 FADE
Setting this to true will make the HUD opaque when your hero walks behind it.
 CT_SIZE_X
Length of the CT meter. This influences when the FADE mechanic is turned on.
 CT_SIZE_Y
Width of the CT meter. This influences when the FADE mechanic is turned on.

MISC - Active Info Window Time: 3 minutes


 ACTIVE_INFO
Setting this to true will allow the Active Info Window to be shown.
 IFW_TIME
How many seconds the information is displayed on-screen for.
 IFW_Y
This number determines the location of the Active Info Window on the Y axis. Increasing this number will move the window down;
decreasing it will move it up.
 IFW_FONT_SIZE
This determines the size of the typeface used within the Active Info Window.
 IFW_FONT_NAME
This determines the typeface used with the Active Info Window.
 IFW_FONT_BOLD
Setting this to true will make the typeface in the Active Info Window bold.
 IFW_FONT_ITALIC
Setting this to true will make the typeface in the Active Info Window italic.
 IFW_START_ANIMATION_TYPE
Setting this to 0 will mean the Active Info Window's text will slide on and off of the screen, setting it to 1 will mean it zooms on and off the
screen.
MISC - Menu Setup (ITEM & SKILL) Time: 3 minutes
 EQUIPPED
This is the message shown to the player when they have successfully equip something in the menu screen.
 PRESS
This is the prompt shown to the player when they bring up the Item/Skill menu windows, it tells them which button to press in order to
equip something.
 BUTTON
This determines which button the player has to press in order to equip something (see: MISC - Changing the keyboard configuration).

MISC - CT System Time: 3 minutes


 CT_DISABLE_SWITCH
This determines the switch used to disable the CT System.
 DASH_SYSTEM
Setting this to true will allow your player to run whilst the CT System is activated.
 DASH_SPEED
This determines the speed of your hero when they run.
 NORMAL_SPEED
This determines the speed of your hero when they walk.
 DASH_ACTIVE_PERC
This determines the percentage at which the speed of your character goes from their DASH_SPEED to NORMAL_SPEED.
 CT_METER_SPEED
This determines how quickly the CT meter decreases - the higher the number the slower the meter will decrease.
 CT_SYSTEM_NAME, SHIELD_NAME, CHARGE_NAME & LOW_NAME
These settings have since been replaced by the CT_Number graphic in the Windowskins folder but they have yet to be removed from the
script, changing these values will make no difference to what you see on screen.

MISC - Dodge System Time: 3 minutes


 DODGE_SYSTEM
Setting this to true will allow your player the chance to avoid enemy attacks.
 DODGE_TEXT
This is the message displayed when your player makes a successful dodge.
 DODGE_RANGE
This determines how many tiles the hero jumps back to avoid an attack.
 DODGE_COST
This determines the amount the CT meter decreases when you use the dodge mechanic.
 DODGE_ACTION_ID
This is the TOOL ID of the Dodge mechanic. Set to 0 if you want to disable this function
 DODGE_ANIMATION_ID
This is the animation played when the hero lands.
 SE_DODGE
This is the sound effect played when the hero dodges.

MISC - Jump System  Time: 3 minutes


 JUMP_RANGE_NORMAL
The amount of tiles your hero can jump whilst walking.
 JUMP_RANGE_DASH
The amount of tiles your hero can jump whilst running.
 TERRAIN_NO_JUMP_TYPE1
This is the terrain tag of land that can be jumped over but not jumped onto.
 TERRAIN_NO_JUMP_TYPE2
This is the terrain tag of land that cannot be jumped over or jumped onto.

MISC - Throw System Time: 3 minutes


 THROW_ACTIVE_SWITCH_ID
This determines the switch used to activate the throw system.
 THROW_POWER
The amount of tiles over which your hero can throw something.
 OBJECT_Y
The position of the object on the Y axis. Increasing this number will move the object higher; decreasing it will lower it.
 THROW_SKILL_ID
This is the TOOL ID of the Throw mechanic.
 ENEMY_CARRY_TIME
The amount of time (in seconds) you can carry an enemy for.

MISC - Fall System Time: 3 minutes


 FALL_TERRAIN
 FALL_TIME
 FALL_ANIMATION_ID
 FALL_ANIMATION_ID2
 FALL_DAMAGE_PER
 SLIP_TERRAIN

MISC - Customise System Settings Time: 3 minutes


 GAME_FRAME
Speed of the game (in frames).
 HIT_ID
Variable ID
 ACTION_TEMPLATE_MAP_ID

 ENEMY_ID_VARIABLE_ID

 SENSOR_SELF_SWITCH

 DEFEAT_NUMBER_ID

SKILL Time: 1 minute


 WEP_ID_TOOL
 SHIELD_ID_TOOL
 ACCESSORY_REACTION_ID_TOOL
 REACTION_TIME
 REACTION_ANIME
 DEFAULT_CAST_ANIMATION_ID
 NO_CT_SE
 COMBO_TIME
 SKILL_CRITICAL_ON
 CRITICAL_DAMAGE_PERC
 STEAL_EFFECT
 STEAL_TEXT
 STEAL_MISS_TEXT
 STEAL_NOITEM_TEXT
 STEAL_SE
 RANG_EFFECT
 HOOK_SHOT_EFFECT
 PER_DAMAGE_HPMAX
 PER_DAMAGE_HP
 PER_DAMAGE_SPMAX
 PER_DAMAGE_SP
 PER_DAMAGE_MAXHP_SELF
 PER_DAMAGE_SP_SELF
 PER_DAMAGE_MAXSP_SELF
 PER_DAMAGE_HP_SELF
 FIX_DAMAGE
 LEVEL_DAMAGE
 LEVEL_DAMAGE_PLUS
 DRAIN_HP_PERC
 DRAIN_SP_PERC
 GOLD_DAM_PERC
 ONE_HP_DAMAGE
 ONE_HP_TEXT
 XAS_CHARGE_ANIME
 XAS_FULL_ANIME
 WEP_CHARGE_ID
 WEP_CHARGE_TIME
 DEFAULT_CHARGE_TIME
 FIXED_DIRECTION_SKILL

ITEM
ITEM - Item Configuration Time: 3 minutes
 ITEM_COST
Here you list items that diminish every time you use them such as potions, bombs and arrows.
FORMAT: A=>B
Where A is the TOOL ID and B is the ITEM ID in the DATABASE.
 XASITEM_ID
Here you list all items except field items and those that are weapon related (arrows and bullets).
FORMAT: A=>B
Where A is the ITEM ID in the DATABASE and B is the TOOL ID.
 NO_ITEM_TEXT
This is the text shown when your hero runs out of a particular item.

ITEM - Field Item Configuration Time: 3 minutes


 ITEMDROP_SE
This is the sound effect played when you collect an item.
 ITEM_ANIMATION_ID
Here you can match up all the items with a corresponding animation that will be shown upon collecting the item.
 ITEM_NUMBER
This determines how much of an item you get when you collect it.
FORMAT: A=>B
Where A is the ITEM ID in the DATABASE and B is the number you collect.
 ITEM_GOLD_EFFECT
The amount of tiles over which your hero can throw something.
 ITEM_CONDITION_EFFECT
The position of the object on the Y axis. Increasing this number will move the object higher; decreasing it will lower it.
 ITEM_DAMAGE_HP_PERC_EFFECT
This is the TOOL ID of the Throw mechanic.
 ITEM_DAMAGE_SP_PERC_EFFECT
This is the TOOL ID of the Throw mechanic.

ITEM - Customise Item drops Time: 3 minutes


 XAS_ICON_ERASE_TIME
The time (in seconds) before the item drop disappears.
 XAS_ICON_REF
Speed of the item's icon animation (in frames).
 XAS_ITEM_NAME_POP
Setting this to true means the item's name will pop up upon collecting it.
 XAS_ITEM_BLINK
Setting this to true means the dropped item will flash on/off.
 XAS_ICON_FLOAT
Setting this to true means the dropped item appears to hover above the ground.

How to make a quick setup event


By this I mean an auto-run event that initializes your hero on any map, equipping them with
weapons, items, changing variables etc.

This can be very helpful when testing your game, let’s say you want to test a map that’s half way
through your project – you don’t want to have to play up to that point every time you want to test
your game, so you’d put together an event that equips your hero with roughly what they would have
accumulated up to that point and see how it plays.

So the first thing you want to do is make a new event and set the trigger to autorun.

HUD
Then within that event you want to switch OFF switch 5 – the disable HUD switch – assuming you
want your HUD to be visible. Same goes for the add-ons you’re using, overdrive (switch 8), CT
(switch 7) and so on…

Sidenote: If you’re going to be using all aspects of the HUD within your XAS game I strongly suggest
changing the default setup so your HUD (and all aspects of it) can be disabled/enabled using one
switch.

HERO

Next you’ll want to setup your hero, this may include changing their level – remember when you do
this that you’ll be adding to your hero’s initial level. It’s also important to “recover all” once you’ve
done this to fill up your hero’s HP and SP to that level. Change your actor’s graphic is also useful
(often people start their game with no actor graphic making it easier to run an intro flawlessly).

Weapons, Items & Skills

Don’t forget to load up your hero’s artillery. The last thing you want is a level 20 character stuck with
a low power weapon or in need of a mission item or skill. This’ll give you a skewed view of how your
game will play at that juncture.

Any Additional Switches and Variables

Switches: Any switches that you need/want to be activated in your game – maybe you can only
access certain places upon defeating a boss, you’ll want to switch these on.
Variables: You can load up your character with AP; change their overdrive level or the sensor of the
map etc.

Sidenote: You can always toggle switches ON and OFF or change variables values within test play
mode by pressing F9 to bring up the Debug Menu.

End your event with a self switch and create a new blank page with said self switch as a condition
and you’re done.

Special Thanks & Links

Email me: calvin624@hotmail.co.uk

Visit the website: http://www.xasabs.wordpress.com

Useful links:

http://gameface101.playogame.com/-

http://xasabs.wordpress.com/faq/ - a list of Frequently Asked Questions asked by XAS users

http://www.hbgames.org/forums/viewtopic.php?f=11&t=36855 - an on-going forum thread


providing support and update information about XAS

Most people who use RPG Maker XP are accustomed to downloading a demo and copying over a
script or two and perhaps adding the odd graphic - XAS is completely different in that respect. It is
actually recommended you build on top of the existing demo, deleting all the maps but the tool
map.

Setting up the Enemy Sensor Time: 2 minutes


This is configurable in two ways.

1. You can change the sensor in an event using variable 10.


2. You can go to the BATTLER script and input individual values, assigning a sensor to each
enemy.

For Example:

ENEMY_SENSOR = {
X=> Y,
X=> Y,
X=> Y
}

Where X is the enemy id and Y is the sensor.

Note: There should be a comma after every entry except the last one.

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