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#1 Hokuto no Ken RPG
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shogun3

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I have just released a demo of the first chapter of a fangame based on the Hokuto no Ken anime and manga. The game is a beat'em up rpg mainly programmed with a edited version of the XAS battle system.

Story:
Spoiler:
Kenshiro is the heir of Hokuto Shin Ken, a deadly martial art originated from China. His girlfriend was kidnapped and he's wandering hopelessly in the desert to find her in a post-nuclear holocaust world.

Characters:
Kenshiro


System:
The main core of the battle system is a edited (by me) XAS battle system by Moghunter. Event systems play a major role as well. Other scripts are also used.

Gameplay:
This game can be defined as a "2d version" of Ken's Rage, the Koei beat'em up. I "stole" the character's growth system idea from it as well as the Quick Time Event finisher (credits go to Moghunter again for the chain command script). The character will be able to purchase skills through the Meridian Chart by obtaining ability points after defeating enemies. The character will be able to equip 3 different battle skills (basic skills, counters and special skills) as well as 1 support skill (to boost the character's stats).

Screenshots:



Video:
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Demo:
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You might need the Rpg Maker XP RTP as I am afraid there is a couple of things that are default.

Please give me your feedback, especially for what concerns the boss battle.
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#2 Re: Hokuto no Ken RPG
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BluE

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WOAH! Looks very neat! LOL the battler looks like a beatle
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#3 Re: Hokuto no Ken RPG
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HOLLY SH!T

this looks really nice, i know that you will make a few people very happy with this.
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#4 Re: Hokuto no Ken RPG
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@shogun3 - Like Woah!
talk about throwing a bucket of gasoline on a fire of inspiration!

now that's what I'm talking about! Twisted Evil

I've always been a Fist of the North Star fanatic and it always kills me on how naive I was for lending out my comic book collection back in the day.

This project of yours looks bad @$$ and I'm certain we would love to play a demo release... I know I would ^,^
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#5 Re: Hokuto no Ken RPG
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BluE

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lol it seems people like it
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#6 Re: Hokuto no Ken RPG
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@blue - so far only 3 people replied ~ I'm certain there will be more.

@shogun3 - u rock!
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#7 Re: Hokuto no Ken RPG
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BluE

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yeah but by our comments
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#8 Re: Hokuto no Ken RPG
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True that, and im informing a few friends of this. they'll be sure to enjoy it as well.
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#9 Re: Hokuto no Ken RPG
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shogun3

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Thank you guys, I'm really flattered Very Happy

I'm sorry I didn't post much information on this project of mine, I promise I'll add more asap.

@gameface101: I'm glad you're a Fist of the North Star fan! Here in Italy my generation grew up watching that.


I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.

Do you guys think it's impossible to do so through events?
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#10 Re: Hokuto no Ken RPG
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shogun3

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I'm having doubts on which battle system I should use the most and I need your advice. At first I wanted to use a sideview bs as the main one, using xas only on certain occasions (for instance in some boss battles that need lots of dynamic effects or require the player to change it's graphics) but recently I thought I could use xas all game long thanks to the countless opportunies it offers through eventing and thanks to hackel's ally system.
What do you guys think? What would you do you you could use 3 different battle systems (real time, tactical, sideview) in such a game?
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#11 Re: Hokuto no Ken RPG
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Yo shogun3 - just curious, what did you end up using?

I know it's been over a year Embarassed but I haven't forgotten about this and still look forward to the Fist's RPG. Very Happy
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#12 Re: Hokuto no Ken RPG
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I decided to use xas only.. cuz I want the game to be a sidescroller... I am waiting for the new realease to keep working on the code Smile
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#13 Re: Hokuto no Ken RPG
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action side scroller!? NICE! Cool now you are talking my language geek

just sent you a PM with an early version of the latest Xplat project yet to come.

Maybe this could be used as your starter kit?

edit: yo sho, did you get a chance to look at the project I sent you?

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#14 Re: Hokuto no Ken RPG
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I did and it's really good, the only problem I have with xas 3.91 is that the sized event script
I use in my project is not compatible with the xas scripts, and to me that script is crucial since I use bigger sprites...
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#15 Re: Hokuto no Ken RPG
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yo sho - check the BATTLER script, line 201

Code:
  BODY_SQUARE = {
  A=>B
  }

A = the enemy ID

B = the size of the body square

you may not need the sized event script after all...
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#16 Re: Hokuto no Ken RPG
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shogun3

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yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools... Sad
maybe someone can make it compatible with the newer version of xas...
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#17 Re: Hokuto no Ken RPG
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I'll take a swing at it ~> [You must be registered and logged in to see this link.]
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#18 Re: Hokuto no Ken RPG
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first post updated! DEMO AVAILABLE!
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#19 Re: Hokuto no Ken RPG
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shogun3 wrote:I noticed that some of you guys seem pretty skilled when it comes to scripting and eventing, so I hope you don't mind if I ask you a question regarding a feature I would like to implement in the tactical battle system I'm using (Gubid) which allows for the placement of extra party members and troops on the battlefield.
While these extra troop members are able to move/attack/die like their counterparts, I can't use conditional switches to call events when they are hit, have a state inflicted, etc. because the drop down menu only lists 8 enemies. Example: If enemy#8 has state "Hit" inflicted==>show picture 3.

Do you guys think it's impossible to do so through events?

Well not that i don't support XAS or anything seeing as its a great ABS. But WABS has what you want basically build into it, granted it's not complete yet still in alpha. The AI team mates are event clones and have their own built in HUDS. < Looking like an aid for you. Granted XAS can do it too but not with out some additional programing and eventing.

Granted that wont be an option seeing all the work you have already put into the project.

Also here Smile

shogun3 wrote:yeah but the sized event script actually gives u the chance to interact with more than one tile of a sprite whereas the body square thingy is just hit detection for the tools... Sad
maybe someone can make it compatible with the newer version of xas...

Code:

#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
#    BIGEVENT <size x> <size y>
#
#   i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================

module BigEvent

 # INCREMENT
 Increment = 1

 def self.front_pos_large_event?(event)

  # Calculate player new position
  d = $game_player.direction
  new_x = $game_player.x + (d == 6 ? Increment : d == 4 ? -Increment : 0)
  new_y = $game_player.y + (d == 2 ? Increment : d == 8 ? -Increment : 0)

  # Calculate event offset (ie size delta)
 event_new_size = event.check_event_size
  if (event_new_size==false)
  ex, ey = 0,0
 else
ex ,ey = event_new_size
  end
  
  # Calculate event min and max coordinates
  p1, p2 = event.x - ex, event.y - ey
  p3, p4 = event.x, event.y
  plx, ply = new_x, new_y

  # Verify if player new position is inside event min and max coordinates
  if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
    return true
  else
    return false
  end
end

end


class Game_Event < Game_Character

 attr_accessor :hasBeenLift

 alias :bigev_init :initialize
 def initialize(*args)
   bigev_init(*args)
   check_event_size # run first to make sprites aligned correctly
   @hasBeenLift=false
  #File.open("debug.txt", 'a') {|f| f.write(self.inspect) } if (@newsize != false)
 end
 
def check_event_size
   return @newsize unless @newsize.nil?
   list  = @event.pages[0].list
   for i in 0..9 # check top 10 lines
     line = list[i]
     next if line.nil?
     command = line.parameters[0]
     break unless command.is_a?(String)
     next if command.nil?
     command = command.split
     if command.include?("BIGEVENT")
       sizex = command[1].to_i - 1
       sizey = command[2].to_i - 1
       #DEBUG.write("sizex="+sizex.to_s+",sizey="+sizey.to_s)        
     end
   end
   if sizex.nil? or sizey.nil?
     @newsize = false
   else
     @newsize = [sizex, sizey]
   end
   return @newsize
 end
 
def screen_x
   if @newsize.is_a?(Array)
     extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
     return (@real_x - $game_map.display_x + 3) / 4 + extra
   end
   return (@real_x - $game_map.display_x + 3) / 4 + 16
 end
end


class Game_Player < Game_Character

 alias :bigev_passable? :passable?
 def passable?(x, y, d)    
   for event in $game_map.events.values
     event_new_size = event.check_event_size
     #DEBUG.write("PASSABLE="+ (!(event.hasBeenLift == true && event.throw_active == false && event_new_size  && check_large_event(event, event_new_size, d))).to_s)
     return false if event.hasBeenLift == false && event.throw_active == false &&  event_new_size  && check_large_event(event, event_new_size, d)
   end

   #DEBUG.write("COND3="+bigev_passable?(x, y, d).to_s)
   return bigev_passable?(x, y, d)
 end

 def check_large_event(event, size, dir = nil)
   #DEBUG.write("Size:#{size} Colision with: #{event.id} and this: #{self.id}")
   ex, ey = size
   p1, p2 = event.x - ex, event.y - ey
   p3, p4 = event.x, event.y
   plx, ply = (self.x), (self.y)
   if dir != nil
     plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
     ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
   end
   #DEBUG.write("EVENT original=["+p3.to_s+","+p4.to_s+"] corrected=["+p1.to_s+","+p2.to_s+"], PLAYER origin=["+(self.x).to_s+","+self.y.to_s+"], PLAYER cible=["+plx.to_s+","+ply.to_s+"]")
   if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
    #DEBUG.write("Passable=false")
     return true
   end
   #DEBUG.write("Passable=true")
   return false # passable
end

 #--------------------------------------------------------------------------
 # ? Can Pickup?
 #--------------------------------------------------------------------------  
 def pickup_event    
   return if @pickup_lock
   return if @pickup_lock_time > 0    
  return if $game_system.map_interpreter.running?
   return if $game_switches[XASTHROW_ACTIVE_SWITCH_ID] == false
   #return if $game_switches[76] = true
return if jumping?
  return if @swimming
   return if $game_temp.cast_time > 0

    $game_map.events.each_value do |event|
       front_pos = BigEvent::front_pos_large_event?(event)        
       #DEBUG.write("pickup_event[" + event.id.to_s + "] front_pos=" + front_pos.to_s)
       if front_pos
          next if event.throw == 0
         next if event.erased
          next if event.collapsing?
          next if event.through
          next if event.throw_weight > @throw_weight_max.to_i
          if event.battler != nil and not event.battler.e_item
             next if event.battler.dead?
             $game_temp.carry_time = Graphics.frame_rate * XAS::ENEMY_CARRY_TIME
             event.blow(0,0)
          end
         @pickup_lock_time = 15
          event.throw_active = true
          #LEPAS33
          event.hasBeenLift=true
 $throw_active=true
          @pickup_lock = true
          @need_refresh_pose = true
           #Baf Edit : Added lift SE
          $game_system.se_play(XAS::LIFT_SE)
          event.jump(0,0)
          event.x = @x
          event.y = @y
          event.pre_move_speed = event.move_speed
          event.move_speed = 7
       end
   end  
 end
end
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#20 Re: Hokuto no Ken RPG
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awesome Sho + (checking out the demo, you know I'm such a FOTNS fan +)

awesome wiggles + (big event script? @,@)
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#21 Re: Hokuto no Ken RPG
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Yea, had some things laying around my desk top :p

Just noticed that Team PZE made some edits to that version. (Lift and Hit detection, moved the interactions for events out of the script as well)
here is my origional Works with XAS. PZE was deturmaned after i put this together
Code:

#===============================================================================
# Bigger Event Interaction
#===============================================================================
# By: Mr_Wiggles
# Version: 1.0
# 2/5/13
#-------------------------------------------------------------------------------
# Events always grow to the LEFT!, odd tiled events are centered after moving
# left.
#
# Create an event with a comment in an event in the TOP 10 LINES!
#    BIGEVENT <size x> <size y>
#
#   i.e. "BIGEVENT 2 2" will make an event 2 tiles by 2 tiles large.
#===============================================================================
class Game_Event < Game_Character
  alias :bigev_init :initialize
  def initialize(*args)
    bigev_init(*args)
    check_event_size # run first to make sprites aligned correctly
  end
  
  def check_event_size
    return @newsize unless @newsize.nil?
    list  = @event.pages[0].list
    for i in 0..9 # check top 10 lines
      line = list[i]
      next if line.nil?
      command = line.parameters[0]
      break unless command.is_a?(String)
      next if command.nil?
      command = command.split
      if command.include?("BIGEVENT")
        sizex = command[1].to_i - 1
        sizey = command[2].to_i - 1
      end
    end
    if sizex.nil? or sizey.nil?
      @newsize = false
    else
      @newsize = [sizex, sizey]
    end
    return @newsize
  end
  
  def screen_x
    if @newsize.is_a?(Array)
      extra = (@newsize[0] % 2 == 0) ? -16 : 0 # even odd offset
      return (@real_x - $game_map.display_x + 3) / 4 + extra
    end
    return (@real_x - $game_map.display_x + 3) / 4 + 16
  end
end

#===============================================================================
class Game_Map
  def passable?(x, y, d, self_event = nil)
    # If coordinates given are outside of the map
    unless valid?(x, y)
      # impassable
      return false
    end
    # Change direction (0,2,4,6,8,10) to obstacle bit (0,1,2,4,8,0)
    bit = (1 << (d / 2 - 1)) & 0x0f
    # Loop in all events
    for event in events.values
      #-------------------------------------
      # New method
      # If tiles other than self are consistent with coordinates
      if event.tile_id >= 0 and event != self_event and !event.through
        temp = false
        use_new = event.check_event_size
        if !self_event.nil? and use_new
          temp = self_event.check_large_event(event, use_new, d)
          #print("Map: #{temp}")
        else
          temp = (event.x == x and event.y == y)
        end
        if temp
          # If obstacle bit is set
          if @passages[event.tile_id] & bit != 0
            # impassable
            return false
          # If obstacle bit is set in all directions
          elsif @passages[event.tile_id] & 0x0f == 0x0f
            # impassable
            return false
          # If priorities other than that are 0
          elsif @priorities[event.tile_id] == 0
            # passable
            return true
          end
        end
      end
      #-------------------------------------
    end
    # Loop searches in order from top of layer
    for i in [2, 1, 0]
      # Get tile ID
      tile_id = data[x, y, i]
      # Tile ID acquistion failure
      if tile_id == nil
        # impassable
        return false
      # If obstacle bit is set
      elsif @passages[tile_id] & bit != 0
        # impassable
        return false
      # If obstacle bit is set in all directions
      elsif @passages[tile_id] & 0x0f == 0x0f
        # impassable
        return false
      # If priorities other than that are 0
      elsif @priorities[tile_id] == 0
        # passable
        return true
      end
    end
    # passable
    return true
  end
end

#===============================================================================
class Game_Character
  def passable?(x, y, d)
    # Get new coordinates
    new_x = x + (d == 6 ? 1 : d == 4 ? -1 : 0)
    new_y = y + (d == 2 ? 1 : d == 8 ? -1 : 0)
    # If coordinates are outside of map
    return false if !$game_map.valid?(new_x, new_y)
    # If through is ON
    return true if @through
    # If unable to leave first move tile in designated direction
    return false if !$game_map.passable?(x, y, d, self)
    # If unable to enter move tile in designated direction
    return false unless $game_map.passable?(new_x, new_y, 10 - d)
    # Loop all events
    #-------------------------------------
    # new method
    for event in $game_map.events.values
      temp = false
      use_new = event.check_event_size
      if use_new
        temp = check_large_event(event, use_new, d)
        #print("Character: #{temp}")
      else
        temp = (event.x == new_x and event.y == new_y)
      end
      if temp
       return false if event.character_name != ""
        return false if (self != $game_player and !event.through)
      end
    end
    #-------------------------------------
    if $game_player.x == new_x and $game_player.y == new_y
      return false if (@character_name != "" and !$game_player.through)
    end
    # passable
    return true
  end
  #--------------------------------------------------------------------------
  # New Definition
  def check_large_event(event, size, dir = nil)
    #print("Size:#{size} Colision with: #{event.id} and this: #{self}")
    ex, ey = size
    p1, p2 = event.x - ex, event.y - ey
    p3, p4 = event.x, event.y
    plx, ply = self.x, self.y
    if dir != nil
      plx = plx + (dir == 6 ? 1 : dir == 4 ? -1 : 0)
      ply = ply + (dir == 2 ? 1 : dir == 8 ? -1 : 0)
    end
    if (plx >= p1 and plx <= p3) and (ply >= p2 and ply <= p4)
      #print("SizeX: #{p1},#{plx},#{p3} SizeY: #{p2},#{ply},#{p4} ")
      return true
    end
    return false # passable
 end
end

#===============================================================================
class Game_Player < Game_Character
  #--------------------------------------------------------------------------
  def check_event_trigger_here(triggers)
    result = false
    # If event is running
   return result if $game_system.map_interpreter.running?
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      # If event coordinates and triggers are consistent
      if triggers.include?(event.trigger)
        temp = false
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new)
          #print("Player Here: #{temp}")
        else
          temp = (event.x == @x and event.y == @y)
        end
        if temp and !event.jumping? and event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    return result
  end
  #--------------------------------------------------------------------------
  def check_event_trigger_there(triggers)
    result = false
    # If event is running
    return result if $game_system.map_interpreter.running?
    # Calculate front event coordinates
    new_x = @x + (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
    new_y = @y + (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      temp = false
      if triggers.include?(event.trigger)
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new, @direction)
        else
          temp = (event.x == new_x and event.y == new_y)
        end
        # If starting determinant is front event
        if temp and !event.jumping? and !event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    # If fitting event is not found
    if result == false
      # If front tile is a counter
      if $game_map.counter?(new_x, new_y)
        # Calculate 1 tile inside coordinates
        new_x += (@direction == 6 ? 1 : @direction == 4 ? -1 : 0)
        new_y += (@direction == 2 ? 1 : @direction == 8 ? -1 : 0)
        # All event loops
        for event in $game_map.events.values
        #-------------------------------------
        # new method
          temp = false
          if triggers.include?(event.trigger)
            use_new = event.check_event_size
            if use_new
              temp = check_large_event(event, use_new, @direction)
            else
              temp = (event.x == new_x and event.y == new_y)
            end
            # If starting determinant is front event (other than jumping)
            if temp and !event.jumping? and !event.over_trigger?
              event.start
              result = true
            end
          end
        #-------------------------------------
        end
      end
    end
    return result
  end
  #--------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    result = false
    # If event is running
    return result if $game_system.map_interpreter.running?
    # All event loops
    for event in $game_map.events.values
    #-------------------------------------
    # new method
      temp = false
      if [1,2].include?(event.trigger)
        use_new = event.check_event_size
        if use_new
          temp = check_large_event(event, use_new)
        else
          temp = (event.x == x and event.y == y)
        end
        # If starting determinant is front event (other than jumping)
        if temp and !event.jumping? and !event.over_trigger?
          event.start
          result = true
        end
      end
    #-------------------------------------
    end
    return result
  end
end

I was never able to find out how they worked with their database and tortus so i myself was unable to make the required edits to work with XAS. :p

Thanks Baf and NR.
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#22 Re: Hokuto no Ken RPG
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G@MeF@Ce

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wow sho, congrats on the progress and effort, love the youtube vid and the music +

you really captured the the cast on this project, just finished downloading the demo,
looking forward to what you had put together +

do you have an icon/logo for this project? or would you like me to make one for you?

I want to put a hot link for this project in hopes to get it more views +
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#23 Re: Hokuto no Ken RPG
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Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it Smile Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill.
So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol
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#24 Re: Hokuto no Ken RPG
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shogun3 wrote:Thank you so much Gameface, I do not have an icon, feel free to make one if you wish, I am sure I would love it Smile

here you go sho! hope you like it

Made a hotlink for you at the lower right to go along with the other awesome projects
...man I should have done this from the start :~.

shogun3 wrote:
Lemmie know what you think of the enemies etc, I only have a couple of problems so far in setting them up with the side movement scripts: the one you created is nice but unfortunately it makes the character move while executing a skill. So I am still using that snippet of mine. The other problem I found is that I want enemies to shoot weapons only horizontally, instead they also shoot up and down and that looks very awkward with side poses only... Is there a way to correct that you think? (wiggles what do you think as well?) I found a temporary solution by using the more move routes script but I can basically only set up move_to_random_x movement to achieve what I want... Can you guys understand at all what I mean lol

I got you, first I'm going to play around with the demo and share some feedback, soon as I'm done with this wave of site stuff, I'll get back to you on that [uirl=http://gameface101.playogame.com/t1723-rmxpxas391-bus-beat-em-up-style-movement?highlight=Bus+Movement]B.U.S.M.[/url] script Cool

unless the amazing mr_wiggles can take a stab at it Razz
I'm actually excited about his new abs, I'm hoping that it's got what I need for side scrolling platformers, my xplat is still buggy but it's slowly getting there... and XAS4, well I've been patiently waiting, for years...
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#25 Re: Hokuto no Ken RPG
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shogun3

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New videos: (sorry the audio is off)

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#26 Re: Hokuto no Ken RPG
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awesome mini-boss and car racing!?

it doesn't look like RMXP and that's just b@d@$$
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#27 Re: Hokuto no Ken RPG
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