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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?
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.
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.
Shows your hero’s current overdrive level and how close they are to reaching the next one.
The CT Meter
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.
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.
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.
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.
PREFIX_SUFFIX_##
For Example:
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.
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.
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.
Graphic 1 - nothing
Graphic 2 - ACT
Graphic 3 - HIT
Variable 10 - The Enemy Sensor Time: 2 minutes
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?
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.
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)
plan = [] How long after you’ve activated the tool do you want
its impact to take place?
IGNORE_PLAYERSHIELD[action_id] = true Do you want this tool to ignore the players shield?
Boolean – (True or False)
Set the animation speed of the character when they are using
ANIMATION_SPEED[action_id] = 1.5
this tool.
FORCE_JUMP[action_id] = false Do you want this tool to make the player jump when in use?
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.
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
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.
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.
DASH_BUTTON = Input::Y
The Overdrive button can be changed in a similar manner; this can be found in the MOG - XAS_Overdrive script.
ENEMY_ID_VARIABLE_ID
SENSOR_SELF_SWITCH
DEFEAT_NUMBER_ID
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.
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).
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.
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.
Useful links:
http://gameface101.playogame.com/-
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.
For Example:
ENEMY_SENSOR = {
X=> Y,
X=> Y,
X=> Y
}
Note: There should be a comma after every entry except the last one.