[XP] Blizz-ABS

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

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finalholylight

How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.

Sylphe

adytza I thought you don't work with 2.84 ... ? Or else maybe you  replaced your 2.85 code with 2.84 ?
blindly follow his heart can lead to the loss

Sylphe, descendant of Zoldik Family.
Quote from: TedBearTRY KEEP UP

KK20

Quote from: finalholylight on June 25, 2014, 09:16:04 am
How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.

You can't with the default system. All attacks are bound to 4-direction.
You would have to event it yourself.

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Moshan

Quote from: Sylphe on June 25, 2014, 04:53:38 pm
adytza I thought you don't work with 2.84 ... ? Or else maybe you  replaced your 2.85 code with 2.84 ?


I've replaced it with 2.84, but I'm using that Input module from 2.85.   :^_^':

legacyblade

Hey, I was wondering if there was a way to (in certain situations) not have your allies appear on the map.

When I'm at the hub area, I want to have all the actors in my party (so I can view their stats and equipment and such), but not have them showing up on the map. The reason for this is because in my hub area, you can interact with the party members. I've tried the following code, but it just makes them stop following behind me until I go to a new map.

$game_system.caterpillar_active = false

finalholylight

Quote from: KK20 on June 25, 2014, 04:56:40 pm
Quote from: finalholylight on June 25, 2014, 09:16:04 am
How can I shot a bullet fly with angle 45, I set player turn "up left" then shot, but the bullet not fly at up left direction.

You can't with the default system. All attacks are bound to 4-direction.
You would have to event it yourself.

thanks, but I still not imagine how to do that by event, and if I can do that, should I create that event in every maps ? , would you mind explain more, please.

MarkHest

June 27, 2014, 08:15:29 pm #5226 Last Edit: June 27, 2014, 08:19:57 pm by MarkHest
So, I've been searching for a way to make cutscenes work with this thing. How exactly do you make an event interactable before it becomes an enemy? (It shouldn't even have a health bar)
I've searched through the help files and even tried looking into Arches Goes Into Battle Camp but I can't find a way to do this.

This is for making a cutscene play. Then have the event itself that you talked to become the boss. I also want to do this in the middle of a boss fight. E.g: The boss stops the fight and talks. Then after doing his stuff he will become a boss again but different patterns and same health etc...
   

Zexion

Basically you make a normal event/cutscene and rename the event with a script call.
$game_map.rename_event(Id, 'NAME')

legacyblade

Aye. And to stop the boss mid-fight, have a parallel process checking the boss's health.
When it reaches a certain level (or a certain amount of time has passed or whatever), disable the ABS controls and activate an autorun event to have the boss say whatever it is you want him to say.

MarkHest

Oh, thanks a lot! That really helped :)
   

Sylphe

Salut les loups
Well I have a sprite named "sylphe" . If I do a combo with the extension "combo" do I have to name another sprite "sylphe_combo" in order to do the combo ?
And is it possible to assign an animation to a charging skill or attack ?
blindly follow his heart can lead to the loss

Sylphe, descendant of Zoldik Family.
Quote from: TedBearTRY KEEP UP

legacyblade

Hey guys! I've found a bug in blizzABS. While battling the game randomly (and I do mean RANDOMLY) crashes.

While I'm fighting, I'll randomly get this error

Spoiler: ShowHide


Not a freaking clue what causes it.

Here's my config

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['W'], Key['Arrow Up']"
    LEFT = "Key['A'], Key['Arrow Left']"
    DOWN = "Key['S'], Key['Arrow Down']"
    RIGHT = "Key['D'], Key['Arrow Right']"
    PREVPAGE = "Key['Q']"
    NEXTPAGE = "Key['E']"
    CONFIRM = "Key['J'], Key['Enter']"
    CANCEL = "Key['F'], Key['Esc']"
    ATTACK = "Key['K'], Key['L']"
    DEFEND = "Key['Home']"
    SKILL = "Key['O']"
    ITEM = "Key['I']"
    SELECT = "Key['Tab'], Key['R']"
    HUD = "Key['E']"
    HOTKEY = "Key['X']"
    MINIMAP = "Key['C']"
    RUN = "Key['Left Shift']"
    SNEAK = "Key['Left Ctrl']"
    JUMP = "Key['Space']"
    TURN = "Key[';']"
   
  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 = true
    CORPSES = false
    EMPTY_CORPSES = false
    RECOVER_ON_LEVEL_UP = false
    FULL_DEFEND = true
    DIRECT_HOTKEYS = false
    AUTO_GAMEOVER = true
    DROP_AMMO = true
    MENU_COLOR_TINT = 0
    DISABLE_ABS_MODE = 0
    ITEM_DROP = true
    ITEM_PICKUP_SOUND_FILE = RPG::AudioFile.new('056-Right02', 80, 100)
    GOLD_DROP = ''
    GOLD_PICKUP_SOUND_FILE = RPG::AudioFile.new('', 80, 100)
    DROP_TIME = 30
    EVENT_LOCK = 40
    ANIMATED_IDS = []
   
    # 2.2. # Movement Configuration
    PIXEL_MOVEMENT_RATE = 1
    REPAIR_MOVEMENT = true
    EIGHT_WAY_MOVEMENT = true
    SNEAK_ON_CHARGE = false
    NORMAL_SPEED = 4
    RUN_SPEED = 5
    SNEAK_SPEED = 3
    JUMPING = 2
    NO_JUMP_TAGS = [1]
    ALLOW_JUMP_TAGS = [2]
    NO_FLOOR_TAGS = [3]
   
    # 2.3. # Lag Prevention Configuration
    INTELLIGENT_PASSABILITY = false
    ABSEAL_AUTOKILL = false
    ABSEAL_FACTOR = 8
    DISABLE_ANTILAG_IDS = [1, 2, 3, 4, 5, 6, 7, 8, 9, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 44, 45, 46, 47, 48]
   
    # 2.4. # Game Info Configuration
    HUD_ENABLED = true
    HUD_POSITION = 0
    HUD_TYPE = 0
    MINIMAP = false
    HOTKEYS = false
    ENEMY_HEALTH_BARS = 255
    ENEMY_HEALTH_BARS_MATCH_WIDTH = true
    BOUNCING_DAMAGE = true
    WEAPON_DATA_MODE = [0, 0]
    SKILL_DATA_MODE = [0, 0, 0]
    ITEM_DATA_MODE = [0, 0, 0]
   
    # 2.5. # Enemy Behavior Configuration
    AI_DEFAULT_ATTRIBUTES = '01100100'
    AI_DELAY_TIME = 40
    VIEW_RANGE = 5
    HEARING_RANGE_RATIO = 40
    RESPAWN_TIME = 5
    WALL_TAGS = [4]
    NO_ENEMY_TAGS = [5]
    EXP_MODE = 1
    KNOCKBACK_MODE = 2
   
    # 2.6. # Animation Configuration
    ANIMATIONS = true
    SMALL_ANIMATIONS = true
    DISPLAY_LEVEL_UP = true
    LEVEL_UP_ANIMATION_ID = 18
    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 = true
    A_WEAPON_SPRITES = true
    A_DEFEND_SPRITES = false
    A_SKILL_SPRITES = true
    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)
      case id
      when 12 then return BOW # Quicksilver
      when 13 then return BOW # Liquid Light
      when 14 then return BOW # Silvery Nightmares
      end
      return SWORD
    end
   
    def self.combo(id)
      return 0
    end
   
    def self.projectile_speed(id)
      case id
      when 12 then return 6 # Quicksilver
      when 13 then return 6 # Liquid Light
      when 14 then return 6 # Silvery Nightmares
      end
      return 5
    end
   
    def self.knockback(id)
      return 1
    end
   
    def self.range(id)
      case id
      when 6 then return 1.0 # Audustorm
      when 7 then return 1.0 # Nocterror
      when 8 then return 1.0 # Dark Nightmare
      when 9 then return 1.8 # Florance
      when 10 then return 1.8 # Flowery Florance
      when 11 then return 1.8 # Florance's Nightmare
      when 12 then return 25.0 # Quicksilver
      when 13 then return 25.0 # Liquid Light
      when 14 then return 25.0 # Silvery Nightmares
      end
      return 1.5
    end
   
    def self.penalty(id)
      case id
      when 1 then return 19 # Blunted Rapier
      when 2 then return 19 # Familiar Rapier
      when 3 then return 19 # Crystal Rapier
      when 4 then return 19 # Augmented Rapier
      when 5 then return 19 # Nightmare Rapier
      when 9 then return 23 # Florance
      when 10 then return 23 # Flowery Florance
      when 11 then return 23 # Florance's Nightmare
      when 12 then return 12 # Quicksilver
      when 13 then return 12 # Liquid Light
      when 14 then return 12 # Silvery Nightmares
      end
      return 16
    end
   
    def self.frames(id)
      case id
      when 1 then return [3, 3, 3, 7] # Blunted Rapier
      when 2 then return [3, 3, 3, 7] # Familiar Rapier
      when 3 then return [3, 3, 3, 7] # Crystal Rapier
      when 4 then return [3, 3, 3, 7] # Augmented Rapier
      when 5 then return [3, 3, 3, 7] # Nightmare Rapier
      when 6 then return [2, 2, 2, 4] # Audustorm
      when 7 then return [2, 2, 2, 4] # Nocterror
      when 8 then return [2, 2, 2, 4] # Dark Nightmare
      when 9 then return [5, 5, 5, 8] # Florance
      when 10 then return [5, 5, 5, 8] # Flowery Florance
      when 11 then return [5, 5, 5, 8] # Florance's Nightmare
      when 12 then return [2, 2, 2, 3] # Quicksilver
      when 13 then return [2, 2, 2, 3] # Liquid Light
      when 14 then return [2, 2, 2, 3] # Silvery Nightmares
      end
      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)
      case id
      when 4 then return [SHOOT, EXPLNone] # Lunge
      when 5 then return [SHOOT, EXPLNone] # Energy Blast
      when 6 then return [SHOOT, EXPLNone] # Energy Blast+
      when 11 then return [SHOOT, EXPLNone] # Lunging Storm
      when 12 then return [SHOOT, EXPLNone] # Crazy Flurry
      when 16 then return [SUMMON, EXPLNone] # Summon Florance
      when 22 then return [SHOOT, EXPLNone] # Triple Slash
      when 23 then return [SHOOT, EXPLNone] # Storm's Edge
      when 24 then return [SHOOT, EXPLNone] # Dash Attack
      when 25 then return [TRAP, EXPLNone] # Poison Trap
      when 26 then return [TRAP, EXPLAny, 2.0, 27] # Explosive Trap
      when 27 then return [TRAP, EXPLAny, 2.0, 53] # Acid Trap
      when 40 then return [SHOOT, EXPLNone] # Soul Shot
      when 41 then return [SHOOT, EXPLNone] # Suicide Shot
      when 42 then return [SHOOT, EXPLNone] # Crazy shot
      when 43 then return [SHOOT, EXPLNone] # Bullet rain
      end
      return [DIRECT, EXPLNone]
    end
   
    def self.combo(id)
      case id
      when 4 then return 6 # Lunge
      when 11 then return 9 # Lunging Storm
      when 12 then return 8 # Crazy Flurry
      when 22 then return 4 # Triple Slash
      when 23 then return 5 # Storm's Edge
      when 24 then return 7 # Dash Attack
      when 42 then return 3 # Crazy shot
      when 43 then return 2 # Bullet rain
      end
      return 0
    end
   
    def self.projectile_speed(id)
      case id
      when 4 then return 6 # Lunge
      when 5 then return 4 # Energy Blast
      when 6 then return 4 # Energy Blast+
      when 11 then return 6 # Lunging Storm
      when 12 then return 6 # Crazy Flurry
      when 22 then return 6 # Triple Slash
      when 23 then return 6 # Storm's Edge
      when 24 then return 6 # Dash Attack
      when 40 then return 6 # Soul Shot
      when 41 then return 6 # Suicide Shot
      when 42 then return 6 # Crazy shot
      when 43 then return 6 # Bullet rain
      end
      return 5
    end
   
    def self.knockback(id)
      case id
      when 25 then return 5 # Poison Trap
      when 93 then return 0
      end
      return 1
    end
   
    def self.range(id)
      case id
      when 4 then return 0.1 # Lunge
      when 5 then return 25.0 # Energy Blast
      when 6 then return 25.0 # Energy Blast+
      when 7 then return 5.0 # Tendrils
      when 8 then return 5.0 # Crush
      when 9 then return 6.0 # Refresh
      when 10 then return 6.0 # Cure
      when 11 then return 0.1 # Lunging Storm
      when 12 then return 0.1 # Crazy Flurry
      when 13 then return 3.5 # Power Quake
      when 15 then return 6.0 # Suicide Crush
      when 16 then return 0.1 # Summon Florance
      when 22 then return 0.1 # Triple Slash
      when 23 then return 0.1 # Storm's Edge
      when 24 then return 0.1 # Dash Attack
      when 25 then return 3.0 # Poison Trap
      when 40 then return 25.0 # Soul Shot
      when 41 then return 25.0 # Suicide Shot
      when 42 then return 0.1 # Crazy shot
      when 43 then return 0.1 # Bullet rain
      when 76 then return 3.5 # Tremor
      when 77 then return 3.5 # Earthquake
      when 78 then return 6.0 # Disrupt
      when 79 then return 6.0 # Halt
      when 93 then return 5.5
      end
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      case id
      when 4 then return [0, 0, 0, 0] # Lunge
      when 11 then return [0, 0, 0, 0] # Lunging Storm
      when 12 then return [0, 0, 0, 0] # Crazy Flurry
      when 13 then return [0, 0, 0, 0] # Power Quake
      when 22 then return [0, 0, 0, 0] # Triple Slash
      when 23 then return [0, 0, 0, 0] # Storm's Edge
      when 24 then return [0, 0, 0, 0] # Dash Attack
      when 40 then return [2, 2, 2, 6] # Soul Shot
      when 42 then return [0, 0, 0, 0] # Crazy shot
      when 43 then return [0, 0, 0, 0] # Bullet rain
      when 76 then return [0, 0, 0, 0] # Tremor
      when 77 then return [0, 0, 0, 0] # Earthquake
      end
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      case id
      when 40 then return [CHARGEFreeze, 10] # Soul Shot
      end
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      case id
      when 25 then return 400 # Poison Trap
      when 26 then return 400 # Explosive Trap
      when 27 then return 400 # Acid Trap
      end
      return 10
    end
   
    def self.summon(id)
      case id
      when 16 then return [SUMMONMonster, 4, 10] # Summon Florance : Ember
      end
      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)
      case id
      when 1 then return 0 # Juice
      when 2 then return 0 # Dew
      when 3 then return 0 # Juicy Dew
      when 4 then return 0 # Fancy Juice
      when 5 then return 0 # Pure Dew
      when 6 then return 0 # Ambrosia
      when 7 then return 0 # Tonic
      when 8 then return 0 # Antidote
      when 9 then return 0 # Smelling Salts
      when 10 then return 0 # Miracle cure
      end
      return 1
    end
   
    def self.range(id)
      case id
      when 7 then return 3.5 # Tonic
      when 9 then return 3.5 # Smelling Salts
      end
      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)
      case id
      when 5 then return '01111000' # Messenger
      when 7 then return '01111100' # Elder Messenger
      when 9 then return '01111101' # Elder Messenger
      end
      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)
      case com.id
      when 3 then return 3 # Random Gun Shot
      when 8 then return 3 # Crazy Flurry
      end
      return 1
    end
   
    def self.commands(com)
      case com.id
      when 2 #Rapid Gun Shot
        case com.aid
        when 1 #Shot 1
          return [[COMSkill, 43],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack],
                  [COMWait, 6],
                  [COMAttack]]
        end
      when 3 #Random Gun Shot
        case com.aid
        when 1 #Initial
          return [[COMSkill, 42],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        when 2 #Decide
          return [[COMScript, '$game_variables[27] = rand(10)'],
                  [COMCondition, VARGame, 27, '==', VARConstant, 9],
                  [COMAbort],
                  [COMGoTo, 3]]
        when 3 #Shoot
          return [[COMTurn, DIRRandom4],
                  [COMWait, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMGoTo, 2]]
        end
      when 4 #Triple Slash Skill(Fast)
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 22],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMCharacter, CHFix, false]]
        end
      when 5 #Rapid Slash Skill
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 23],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMMove, DIRForward, 2],
                  [COMAttack],
                  [COMWait, 8],
                  [COMCharacter, CHFix, false]]
        end
      when 6 #Lunge
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 4],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 15]]
        end
      when 7 #Knife Dash Attack
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 24],
                  [COMJump, DIRForward, 3],
                  [COMAttack],
                  [COMWait, 8],
                  [COMAttack],
                  [COMWait, 18],
                  [COMAttack],
                  [COMJump, DIRBackward, 2],
                  [COMWait, 18]]
        end
      when 8 #Crazy Flurry
        case com.aid
        when 1 #Initial
          return [[COMSkill, 12],
                  [COMJump, DIRForward, 1],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        when 2 #Decide
          return [[COMScript, '$game_variables[27] = rand(10)'],
                  [COMCondition, VARGame, 27, '==', VARConstant, 9],
                  [COMAbort],
                  [COMGoTo, 3]]
        when 3 #Attack
          return [[COMTurn, DIRRandom4],
                  [COMJump, DIRForward, 1],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMGoTo, 2]]
        end
      when 9 #Lunging Storm
        case com.aid
        when 1 #Action 1
          return [[COMSkill, 11],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMJump, DIRBackward, 3],
                  [COMWait, 20],
                  [COMJump, DIRForward, 3],
                  [COMWait, 5],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 10],
                  [COMAttack],
                  [COMWait, 20]]
        end
      end
      return []
    end
   
    def self.anim_data(com)
      case com.id
      when 2 #Rapid Gun Shot
        case com.aid
          when 1 then return [1, [3, 3, 3, 3], '', false] #Shot 1
        end
      end
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


This is a pretty baffling thing to have happen :/ I don't know why blizzABS is so buggy for me lately. I never used to have trouble with this script.

@Sylphe, the combo system doesn't quite work like that I don't think. It's a bit like defining an event page to be called instead of the default handling.

As for an animation for charging skills, I'm pretty sure you can. There should be a box in Animations & Sprite control you can check for that.

Sylphe

June 29, 2014, 07:25:14 am #5232 Last Edit: June 29, 2014, 08:55:45 am by Sylphe
lol yes the combo system is very difficult to assimilate. I have a combo which would do 2 attacks, then jump, turn backward and 2 attacks again. It only does 1 attack and jumping ._.
Also for the charging thing, there is no option allowing that in the config :S but it's nothing I'll see to do a skilling character.

EDIT :  OK for the combo I just had to add some "wait" instructions in the middle of the combo and the whole thing is performed^^

blindly follow his heart can lead to the loss

Sylphe, descendant of Zoldik Family.
Quote from: TedBearTRY KEEP UP

legacyblade

Yup :3 I actually have a few skills like the one you're describing, the jumping with multiple attacks. I just wish we could define custom damage for them rather than it being based on weapon damage. (as far as I can tell, when you call "attack" in the combo, the damage is calculated like any other attack rather than using the skill's data)

Sylphe

yes XD it is possible but... VERY MANUALLY !
I explain : When you do your combo attacks, before performing the attack you do something like this :
$weapon = $equipped_weapon_ id
actor.unequip( equipped_weapon_id)
actor.equip( WEAK/STRONG WEAPON id)

Then you attack , and in the end :
$actor.unequip(WEAK/STRONG WEAPON id)
$actor.equip ( $weapon)

(Of course I didn't tell you the right methods because I don't have them under the eyes but you see what I mean right ? Lool )
blindly follow his heart can lead to the loss

Sylphe, descendant of Zoldik Family.
Quote from: TedBearTRY KEEP UP

legacyblade

It'd be faster just to alter the weapon's attack in data weapons, then set it back ($data_weapons[$game_actors[actor_id.weapon]].atk  += 10, $data_weapons[$game_actors[actor_id.weapon]].atk  -= 10). But this way, only one actor can use the skill. So it doesn't do quite what I'd want it to :P

MarkHest

To add to my first question:
How do I store and enemys HP in an Variable then? I will need to use a parallel process that checks the variable, right?
   

Zexion

Yes parallel process.
$game_variables[#] = $BlizzABS.get_enemy(event_id).hp

R5GAMER

It is possible to change the width of the bar hp? in ABS-Blizz! Because I managed has changed the length! ^^
..........________
....'/,-Y"............."~-.
..l.Y.......................^.
./\............................_\
i.................... ___/"...."\
|.................../"...."\ .....o!
l..................].......o !__../
.\..._..._.........\..___./......"~\
..X...\/...\.....................___./
.(. \.___......_.....--~~".....~`-.           
....`.Z,--........./.....................\
.......\__....(......../.........._____)
...........\.........l......../---~~" /
............Y.......\................../
............|........"x_____.^
............|.....................\
............j.....................Y

edwardthefma

im getting this error

---------------------------
Project1
---------------------------
Script 'Blizz2' line 5622: NameError occurred.

uninitialized constant BlizzABS::Config
---------------------------
OK  
---------------------------
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