[XP] Blizz-ABS

Started by Blizzard, January 09, 2008, 08:21:56 am

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dnasman

*sorry for the doublepost*

Please help me guys, i still have the problem with the changing sprite for each action combo :(

thnx
Sorry for the English XD

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RPGManiac3030

Uh, I randomly got this error...



It's only happening when I'm on this specific map, so I think it's something with the events on that map. I can't find out what it is, though...


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winkio

hm, where are you calling action button from, because that's not part of blizzabs.  If it's a trigger, it should be a comment, not a script call.

RPGManiac3030

July 12, 2011, 02:21:06 am #4443 Last Edit: July 12, 2011, 02:42:01 am by RPGManiac3030
Yeah, I have them in the comments.


EDIT: Also, the map numbers in the ABS-Config for the ABSEAL don't match up with the map numbers in my game. Is it because I deleted some maps?


Official Gio website:
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Inca

Thanks, JellalFerd, for your answer - it's really helped me!
How can i transformed one enemy to another enemy (if it is possible)? For example, when enemy got Knockout State it turned into another enemy in Database.

JellalFerd

July 12, 2011, 07:55:46 am #4445 Last Edit: July 12, 2011, 09:53:06 am by JellalFerd
Spoiler: ShowHide

Sorry for the cut off at the conditional branch;
$BlizzABS.enemy_has_state?(event_id, state_id)

EDIT:
Nevermind, just tested it. Doesn't work.
~by Blizz: Please use spoilers for images. Thank you.
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Inca

July 12, 2011, 12:36:27 pm #4446 Last Edit: July 12, 2011, 02:28:05 pm by Inca
So, it's work or not? I try it - monster got State and that is all... Do i understand you correctly? - the event you wrote above got to be an enemy event? I made so and nothing happend.

RPGManiac3030

Ok I think I fixed it by re-doing every event that required the Trigger.


Official Gio website:
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Inca

July 15, 2011, 09:35:49 am #4448 Last Edit: July 15, 2011, 09:39:10 am by Inca
Hey, guys, where i have a mistake? I wrote this script to create event using manual:

$BlizzABS.create_event (X, Y, 'sheep', [[[], [0, '167-Small09', 0, 2, 0, 255, 0], 1, 4, 4, [], true, false, false,false, false, 0, []]])

And it worked - i inserted numbers instead of X and Y. But when i try to insert variables (coordinates of existent event) ...

$BlizzABS.create_event ($game_map.events[001].x, $game_map.events[001].y, 'sheep', [[[], [0, '167-Small09', 0, 2, 0, 255, 0], 1, 4, 4, [], true, false, false,false, false, 0, []]])

...maker crushed with SyntaxError. Can anybody help me?

Blizzard

Not 001, but just 1 without the leading zeros. That's one thing.
The second thing is that the command probably doesn't fit. Make line breaks only after the commas and it should work fine.
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Inca

Hm... thanks, Blizzard. I edited script and finally got it correct separation into lines. But then another problem appeared. You see, all of my last requests are connect with my former #4446 message. I found out that if i place any commands into event page of a monster's event, the list of commands will run only when monster die. So i tried to place on event page a script that will create a NPC-animal over last coordinates of the dead monster - it will be looked like a monster transform into a peacefull animal after his death.
So, with Blizzard's help i set a script correctly, and it worked, but thi NPC-animal has appeared in the very different place of the map - not on the "last coordinates of the dead monster". What it could be and how i can rsolve this bug?

mroedesigns

I'm having a weird error where enemies won't attack back. I thought it might be a strange compatibility error, but I put the ABS in a new project and its still happening. Here's the first part of the script.

Spoiler: ShowHide
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Blizz-ABS by Blizzard and winkio
# Version: 2.84
# Auto-Generated Configuration Script
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
#
#                                    PART 1
#
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
# Copy-paste this auto-generated script into the script slot instead of Part 1
# of the default Blizz-ABS script.
#
# If you find any bugs, please report them here:
# http://forum.chaos-project.com
#:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=

#==============================================================================
# BlizzABS
#------------------------------------------------------------------------------
#  This is the master control, configuration, utility and battle process
#  module for Blizz-ABS.
#==============================================================================

module BlizzABS
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Control
   
    CUSTOM_CONTROLS = true
    DISABLE_DEFAULT = true
    UP = "Key['Arrow Up']"
    LEFT = "Key['Arrow Left']"
    DOWN = "Key['Arrow Down']"
    RIGHT = "Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['Enter'], Key['Space']"
    CANCEL = "Key['Esc']"
    ATTACK = "Key['A']"
    DEFEND = "Key['D']"
    SKILL = "Key['S']"
    ITEM = "Key['W']"
    SELECT = "Key['O']"
    HUD = "Key['Z']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['M']"
    SNEAK = "Key['.']"
    JUMP = "Key[',']"
    TURN = "Key['U']"
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Config
  #----------------------------------------------------------------------------
  #  This module provides Blizz-ABS configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Config
   
    # 2.1. # Basic Configuration
    MAX_PARTY = 4
    MAX_PETS = 1
    MAX_MONSTERS = 1
    MAX_SUMMONS = 1
    CATERPILLAR = false
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = true
    FULL_DEFEND = false
    DIRECT_HOTKEYS = true
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = false
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 0
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 0
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = false
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 0
    SNEAK_SPEED = 0
    JUMPING = 0
    NO_JUMP_TAGS = []
    ALLOW_JUMP_TAGS = []
    NO_FLOOR_TAGS = []
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = true
    ABSEAL_FACTOR = 4
    DISABLE_ANTILAG_IDS = []
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 1
    MINIMAP = true
    HOTKEYS = true
    ENEMY_HEALTH_BARS = 150
    ENEMY_HEALTH_BARS_MATCH_WIDTH = false
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [2, 2]
    SKILL_DATA_MODE = [2, 2, 2]
    ITEM_DATA_MODE = [2, 2, 2]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '00000000'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 0
    WALL_TAGS = []
    NO_ENEMY_TAGS = []
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 2
    FLEE_ANIMATION_ID = 0
    CALL_HELP_ANIMATION_ID = 0
    DEFEND_ANIMATION_ID = 0
    UNSUMMON_ANIMATION_ID = 0
   
    # 2.7. # Sprite Control Configuration
    A_ACTION_SPRITES = false
    A_WEAPON_SPRITES = false
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = false
    A_ITEM_SPRITES = false
    A_IDLE_SPRITES = false
    A_CHARGE_SPRITES = false
    A_CHARGE_WEAPON_SPRITES = false
    A_CHARGE_SKILL_SPRITES = false
    A_CHARGE_ITEM_SPRITES = false
    E_ACTION_SPRITES = false
    E_SKILL_SPRITES = false
    E_IDLE_SPRITES = false
    E_CHARGE_SPRITES = false
    E_CHARGE_SKILL_SPRITES = false
    RUNNING_SPRITES = false
    SNEAKING_SPRITES = false
    JUMPING_SPRITES = false
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Alignments
  #----------------------------------------------------------------------------
  #  This module provides alignment configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Alignments
   
    GROUPS = [1, 2, 3, 4, 5, 6]
    LIFELESS_GROUPS = [4]
    LINKED_GROUPS = [5, 6]
    PERMANENT_GROUPS = [5, 6]
    ACTOR_GROUP = 1
    ENEMY_GROUP = 2
   
    def self.enemies(id)
      case id
      when 1 then return [2]
      when 2 then return [1, 3, 5, 6]
      when 5 then return [2]
      end
      return []
    end
   
    def self.allies(id)
      case id
      when 1 then return [1]
      when 2 then return [2]
      when 5 then return [5, 6]
      when 6 then return [5, 6]
      end
      return []
    end
   
    def self.neutral(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Weapons
  #----------------------------------------------------------------------------
  #  This module provides weapon configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Weapons
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      return []
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Skills
  #----------------------------------------------------------------------------
  #  This module provides skill configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Skills
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Items
  #----------------------------------------------------------------------------
  #  This module provides item configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Items
   
    def self.type(id)
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONPet, 0, 0]
    end
   
    def self.drop_sprite(id)
      return false
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Enemies
  #----------------------------------------------------------------------------
  #  This module provides enemy configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Enemies
   
    def self.type(id)
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      return 1.5
    end
   
    def self.penalty(id)
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.delay(id)
      return nil
    end
   
    def self.perception(id)
      return nil
    end
   
    def self.ai(id)
      return nil
    end
   
    def self.destruct(id)
      return 0
    end
   
    def self.respawn(id)
      return 0
    end
   
  end
 
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
  # BlizzABS::Combos
  #----------------------------------------------------------------------------
  #  This module provides combo configurations.
  #:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=:=
 
  module Combos
   
    def self.total_actions(com)
      return 1
    end
   
    def self.commands(com)
      return []
    end
   
    def self.anim_data(com)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


The weirdest part is that the ABS is working correctly other than this. The damage counters come up, and the enemy even turns and faces the player for a second or two. But then they just turn around and wonder off. I also thought it could have to do with enemy vs player stats, but i pumped the enemy up and they still wont attack back, even if I do 0 damage / hit.

RPGManiac3030

mroedesigns, did you set the configuration properly? Are your enemies passive?


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

winkio

maybe your alignment groups are causing trouble.  Did you check it using the default ones to see if there is any difference?

mroedesigns

I'm still using the default alignments, and I took off all the AI on the enemy I'm testing with.  I figured it out though. I had thought that since it wasn't using the default battle systems, I could take out the attack conditions in the database. No attack/defend condition means the enemy still recognizes the attacker, but won't respond.

Since I already have a post, I had another question i was always wondering about. is there any way to make events that are interactive enemies? IE if you don't attack them, they won't attack you. And as long as they're passive you can talk to them / interact with the event page. But then if you attack them they would act as enemies

Taiine

While not really what you are after, there is away to make a friendly npc turn into an enemy.

Have your normal NPC chit chat stuff, and somewhere in it do a rename event
$game_map.rename_event(EVENT ID, 'NAME TO')
IE
$game_map.rename_event(2, '\\e[9]')

Thus it turns into an enemy and is attackable. I have an area set up like that where you have to question some people and a few of them have a random chance of turning hostel.

Only thing I've not sorted out with that is how to when they drop to a % of hp to turn back into friendly/as in surrender :3

I would like to know if there is away to make something friendly and talkative then switch on attack, but not yet found away.

mroedesigns

Ahh, I see, didn't even think of that. Very clever, thanks. lvl+

RPGManiac3030

I want to have the EXP mode set to Unshared, but if an ally that isn't in my party kills a monster, there's an error since only the actors can gain EXP...Does this mean that I have to keep it as shared?


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

Stray

July 29, 2011, 05:53:21 pm #4458 Last Edit: July 29, 2011, 06:43:54 pm by Stray
Great script. It's just awesome!


Because of the poses for my hero. If I change the Sprite or Character, the ABS refreshs it permanently and set the sprite of the hero back to normal.
How can I turn off the permanent refreshing of the herosprite?

How can I turn off the HUD on specific maps?

Also, I'm using a custom script for Messages. The Hermes Script. How can I delete the display-options for messageboxes of the ABS?
I'm very grateful to you all for your great help.

Taiine

Turning of the HUD is as easy as reading the manual!

But sense people are lazy to look.

Make a common event, in script:
$game_system.hud = false
$game_system.hud_button = false

$game_system.hotkeys = false
$game_system.hotkey_button = false

$game_system.minimap = 0
$game_system.minimap_button = false


That'll turn it off. Just call the common event on the maps you want it off. make another common event that turns it on for the maps you want it.