Chaos Project

RPG Maker => RPG Maker Scripts => RMXP Script Database => Topic started by: Blizzard on January 09, 2008, 03:21:56 PM

Title: [XP] Blizz-ABS
Post by: Blizzard on January 09, 2008, 03:21:56 PM
Blizz-ABS
Authors: Blizzard, winkio
Version: 2.87
Type: Advanced Action Battle System
Key Term: Custom Battle System

Introduction

Using this script in your game will allow you to carry out battles on the map. Examples on commercial games for an ABS are The Legend of Zelda (various Nintendo consoles), Secret of Mana (SNES), Diablo 2 (PC), etc. Active Battle System also means real-time battle on the map.
This ABS has a many advanced features to help you and allow you creating high quality games, is easy to use and is very flexible.
Note that this ABS is merely a very powerful tool. It is up to you to make your game awesome using this tool.

This work is protected by the following license:
Quote
Creative Commons - Attribution-NonCommercial-ShareAlike 3.0 Unported
( http://creativecommons.org/licenses/by-nc-sa/3.0/ )

You are free:

to Share - to copy, distribute and transmit the work
to Remix - to adapt the work

Under the following conditions:

Attribution. You must attribute the work in the manner specified by the author or licensor (but not in any way that suggests that they endorse you or your use of the work).

Noncommercial. You may not use this work for commercial purposes.

Share alike. If you alter, transform, or build upon this work, you may distribute the resulting work only under the same or similar license to this one.

- For any reuse or distribution, you must make clear to others the license terms of this work. The best way to do this is with a link to this web page.

- Any of the above conditions can be waived if you get permission from the copyright holder.

- Nothing in this license impairs or restricts the author's moral rights.

Features

There are many features which are mostly listed in the Manual chapter 1.1. for convenience.

Screenshots

Note that those are screenshots from the Blizz-ABS example game Chronicles of Sir Lag-A-Lot.
(http://img17.imageshack.us/img17/8216/snap300.th.png) (http://img17.imageshack.us/img17/8216/snap300.png) (http://img199.imageshack.us/img199/3118/snap319.th.png) (http://img199.imageshack.us/img199/3118/snap319.png)
Note that those are screenshots from the Blizz-ABS example game Star G..
(http://img64.imageshack.us/img64/7149/snap660.th.png) (http://img64.imageshack.us/img64/7149/snap660.png) (http://img716.imageshack.us/img716/343/snap656.th.png) (http://img716.imageshack.us/img716/343/snap656.png) (http://img121.imageshack.us/img121/232/snap657.th.png) (http://img121.imageshack.us/img121/232/snap657.png)
Other noteworthy screenshots:
(http://img15.imageshack.us/img15/2969/snap645.th.png) (http://img15.imageshack.us/img15/2969/snap645.png) (http://img62.imageshack.us/img62/6383/snap916.th.png) (http://img62.imageshack.us/img62/6383/snap916.png) (http://img202.imageshack.us/img202/6411/newhud.th.png) (http://img202.imageshack.us/img202/6411/newhud.png) (http://img163.imageshack.us/img163/6995/battle2uz.th.png) (http://img163.imageshack.us/img163/6995/battle2uz.png) (http://img820.imageshack.us/img820/9364/snap696.th.png) (http://img820.imageshack.us/img820/9364/snap696.png)

Demo

Here is a link to the topic of the demonstration game Chronicles of Sir Lag-A-Lot. It uses about 50% of the (current) features of this ABS to demostrate what you can do with this ABS if you are ready to put some serious effort into your game. Keep in mind that the game uses v1.63 and not the most recent version. Those features might be available in future versions.
Official Chronicles of Sir Lag-A-Lot topic (http://forum.chaos-project.com/index.php?topic=75.0)

The example game Star G. on the other side used Blizz-ABS v2.23, but it uses only a small number of features.
Official Star G. topic (http://forum.chaos-project.com/index.php?topic=2604.0)

The example game series Arshes goes to Battle Camp uses Blizz-ABS v2.84 and higher, and demonstrates specific advanced topics, such as custom enemy AI.
Official Arshes goes to Battle Camp topic (http://forum.chaos-project.com/index.php?topic=8792.0)

The independent example game Dissipate is still in work, but it looks extremely promising.
Official Dissipate topic (http://forum.chaos-project.com/index.php?topic=2586.0)

Other notable independent example games:
Anima (http://forum.chaos-project.com/index.php?topic=3281.0)
Venture to the Dark Castle (http://forum.chaos-project.com/index.php?topic=2335.0)
Blizz ABS Arcade (http://forum.chaos-project.com/index.php?topic=3130.0)

Script

Download this file and unzip it. The script itself is contained in the .txt files.  Read the manual.
Blizz-ABS 2.87 Package + Blizz-ABS Config 2.84 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.87.zip)
Blizz-ABS 2.86 Package + Blizz-ABS Config 2.84 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.86.zip)
Blizz-ABS 2.85 Package + Blizz-ABS Config 2.84 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.85.zip)
Blizz-ABS 2.84 Package + Blizz-ABS Config 2.84 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.84.zip)
Blizz-ABS 2.83 Package + Blizz-ABS Config 2.82 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.83.zip)
Blizz-ABS 2.82 Package + Blizz-ABS Config 2.82 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.82.zip)
Blizz-ABS 2.81 Package + Blizz-ABS Config 2.79 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.81.zip)
Blizz-ABS 2.8 Package + Blizz-ABS Config 2.79 (http://downloads.chaos-project.com/scripts/Blizz-ABS 2.8.zip)

Instructions

The instructions can be found in the User Manual.

If you don't have Adobe Acrobat Reader, you can download a Word Viewer here which will allow you to open the manual file:
Adobe Acrobat Reader Download (http://www.adobe.com/products/acrobat/readstep2.html)
Alternatively (which I recommend) you can use Foxit Reader to open the PDF files
Foxit PDF Reader Download (http://foxit-pdf-reader.softonic.de/)

Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed! If you don't have it installed, you can download it from here:
Microsoft .NET Framework 2.0 Download (http://www.microsoft.com/downloads/details.aspx?displaylang=en&FamilyID=0856eacb-4362-4b0d-8edd-aab15c5e04f5)
Whether you have it installed or not can be found out in "Control Panel -> Add/Remove Programs". Keep in mind that you need at least version 2.0 installed. This means that you can have a higher version installed as well.


Compatibility

90% compatible with SDK 1.x. 80% compatible with SDK 2.x. Compatible with any CMS. Mostly is not compatible with any battle add-ons for the normal turn based battle system. WILL corrupt your old save games. Incompatible with the RGSS100J.dll. This script goes below any other script that modifies the Sprite_Character class.
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed.


Credits and Thanks


Author's Notes

Please download the User Manual and read it to learn how to use Blizz-ABS. If you don't read the Manual, you will not be able to use many of the great features this ABS supports.

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.

If you find any bugs, please report them here:
http://forum.chaos-project.com

That's it! N-Joy! =D
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on January 09, 2008, 04:53:02 PM
Ok, My Question is the Following:

I wanted to know, if it's possible to manipulate a Boss Fight and making it quite strategical, To sum it up more easy, if there's a way I can make in battle Manipulate it, either by Events & Call scripts. An Example:


First One:

In one battle the Boss would be in a giant stone in which he is safe from Attacks and Summons his little bugger minions, by using the call script to check the Map until all the Critters are dead in the Variable, the Boss would Teleport itself from his safe place and fight the player.

One thing I'd like to know if I could Manipulate the Boss by Variables, that by a certain number of hits, for example; after 5 hits, he teleports back to his Giant stone away from the Player, and resetting the Variable of the fiends, he summons once more Minions. Process repeats ti'll he's dead.

Second one:

Would like to make a Boss in Which Starts to Teleport every so with the character like a scene, without him hitting the character.


Third One:
Manipulate a Boss Fight, when the Boss looses he changes form into a new Monster instead of dying, he simply transforms in a new one, I was wondering if it's possible.

Final One:

D= if it's possible to make the Enemy create like 'Doppelgangers' throu event, and not make the boss move or Attack the player unless he either hits a fake.


=X That is all I want to know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2008, 01:55:06 AM
Blizz-ABS will support a Boss AI feature in future which can be made by any scripter as plugin. I guess you'll have to wait a bit for that. =/

EDIT:

1.89 is out.
Title: Re: [XP] Blizz-ABS
Post by: darkkyros on January 14, 2008, 06:21:57 AM
This IS the best ABS I've ever tried.  On the 1.89 Version, I've bumped into an error (Picture Below).  Also, for some reason, the enemies won't attack me.  I've tried searching, but found nothing on this error.

(http://img293.imageshack.us/img293/9990/abserrorie1.th.jpg) (http://img293.imageshack.us/my.php?image=abserrorie1.jpg)

EDIT:  I also just check, and everything works fine on version 1.8.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2008, 09:45:06 AM
You will get a crash sooner or later with v1.8 as everybody does. :3 I recommend using v1.73 then.

Anyway, the problem with the bug is following:
Since I've been already working on the ally AI, I've been changing the code of the Map_Actor class. Before I've stopped working on it for now, I've had problems with allies returning into the caterpillar formation. So I decided to revamp the old ally AI completely.
I've been in a hurry when I wanted to release 1.89, so I simply removed the code that I thought of to be the extra coding. I suppose I didn't remove it all or I already modified other parts of the code. I'm not sure, but it might work normally up to some degreee if you turn off the caterpillar for now. I'll see if I can fix this problem temporarily in v1.9 before I make the new ally AI for v2.0.

So, you can try continue using v1.89 and simply turn off the caterpillar for now.

EDIT:

I'm glad that this ABS is still considered to be the best, even though NeoABS was released. :D
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 14, 2008, 09:56:34 PM
well Blizz your ABS is amazing for tons of reasons

you dont need SDK to use it
it is easy to use unlike most of the others out there that you need loads of scripting knowledge just to set up a enemy ( i am like the trash of scripting and i can use your ABS crazy easy)
and you keep it real with your ABS with its simplicity to use and all the features it has
i mean c'mon who ever says this ABS system is whack you just tell me and i'll
DONKEY PUNCH their faces for ya  ;D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 14, 2008, 10:30:46 PM
<3
Title: Re: [XP] Blizz-ABS
Post by: darkkyros on January 15, 2008, 12:08:44 AM
You will get a crash sooner or later with v1.8 as everybody does. :3 I recommend using v1.73 then.

So, you can try continue using v1.89 and simply turn off the caterpillar for now.

EDIT:

I'm glad that this ABS is still considered to be the best, even though NeoABS was released. :D
Thanks.  I'll use 1.73 then.  I'm not in that much of a hurry.
the NeoABS, for some reason, wasn't all that great.  I can think of countless other ABS' that I like better.  And, this one tops the list.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on January 15, 2008, 01:59:28 AM
DONKEY PUNCH their faces for ya  ;D
rofl lmao
and yeah exactly what ^ said
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 15, 2008, 04:23:59 AM
I got a question.

I just installed the new version, but now enemies are weaker than before. They hardly attack me and I have to keep following them to make them attack me. Rather than coming at me to kill my characters, they are running away from them and rarely attack.


EDIT: I now know how to turn on the attributes but the enemy only attacks me when I attack it and I would rather have the enemy attack me and not the enemy be "if you don't hurt me, I'll leave you alone".

EDIT2: Never mind, I got it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 15, 2008, 11:27:33 AM
And exaclty this could be the reason why it is so popular. You can very easily figure out how to work with it. ^_^
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 15, 2008, 09:10:10 PM
I got some random error while playing with the enemy AI.

"Script 'Blizz ABS Part 1' line 5121 : NoMethodError occurred.

undefined method `sight' for #<Map_Enemy:0x3f85e00>"

I set this enemy's attributes to \a[00011101] when I encountered this error and was around that enemy at the same time it happened.
Title: Re: [XP] Blizz-ABS
Post by: HEY Blizzard on January 15, 2008, 10:42:33 PM
 ;D Hey Blizzard i think you know me from RMXP.de . I was that guy who wanted a Secret of Mana ABS and you gave me this powerfull ABS and i love it. It is like a legend :D
BUT
I need your help now. I've learned a lot by your demo "chronics of sir lag a lot" and i boght me a legal version of the rmxp maker becuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.
But now i have a problem how can i get my team mebers to fighting with the monsters on the map??

Is it possible for your script?

And if this isn't a fiature of your script can u edit it for me please becuse i am les then a noob in RGSS scripting. My favorit was always the event- programming.

Hope you can help me and I hope allso you will not blame me so much becuse i have an illegal rmxp.

                                           PS
( >:( I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS >:()

I am sorry becuse my bad english. I haven't wrote something in english since 2000. ;)
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 10:49:53 PM
Since 8 yrs? wow!

What you're asking is the Ally AI feature, which Godly Blizz is working on. v1.9 will have it I think.

Quote
becuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.
(click to show/hide)

Quote
(I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS)
(click to show/hide)

EDIT:
Quote
What you're asking is the Ally AI feature, which Godly Blozz is working on. v1.9 will have it I think.
lol!

EDIT2: Oh, and it's rude not to register when you're welcome here :)
Title: Re: [XP] Blizz-ABS
Post by: ^^peter16321^^ on January 15, 2008, 10:53:04 PM
;D Hey Blizzard i think you know me from RMXP.de . I was that guy who wanted a Secret of Mana ABS and you gave me this powerfull ABS and i love it. It is like a legend :D
BUT
I need your help now. I've learned a lot by your demo "chronics of sir lag a lot" and i boght me a legal version of the rmxp maker becuse your script dosen't work at my (PLS DONT BLAME ME) illegal version.
But now i have a problem how can i get my team mebers to fighting with the monsters on the map??

Is it possible for your script?

And if this isn't a fiature of your script can u edit it for me please becuse i am les then a noob in RGSS scripting. My favorit was always the event- programming.

Hope you can help me and I hope allso you will not blame me so much becuse i have an illegal rmxp.

                                           PS
( >:( I WON'T GIVE SOMEONE ELSE THE ILLEGAL VERSION AND I DONT KNOW WHERE I GOT IT SO DONT ASK ME PLS >:()

I am sorry becuse my bad english. I haven't wrote something in english since 2000. ;)

I tought name was the name of the post  ;D not my  ;)
so my name is peter16321 i am a menber since today
must log me in i think XD
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 10:56:28 PM
Yeah, welcome :)

by the way:
Quote
Also note that this ABS doesn't have all the features that were originally planned implemented yet.
This system is still under development and it only gets better by the day. Did you know that it's compatible with many other scripts by Blizzard? :)
Title: Re: [XP] Blizz-ABS
Post by: Sally on January 15, 2008, 11:23:56 PM
:)
Title: Re: [XP] Blizz-ABS
Post by: ^^peter16321^^ on January 15, 2008, 11:31:20 PM
yes of cuse

and thx for helping is 1.9 allready finish or can i get this AI ???
i am like a child now and this is a x-mas presend under the X-mas tree
XD

i will see if I will finde something nice for my project here. I have maked a event abs where the party and the monsters where fighting long befor i got this abs but my eventprogrammed script was laging a lot becuse the programming wasen't right i have debuged it in a work of 3 month XD.
but it was to many for me.
With 2 party menbers and 20 monsters i needed 230 variables an 40 tabs and it havent so much features like this script and this script was so easy to use for me so i forgotten my event systhem.
But i habe all the event programming in my had so i will make a demo of my eventprogramed script for this forum XD
hope someone will like it^^

phu i want to speak german becuse i havent wrote in english so long^^ um if my mom find it out she wll ring my nec becuse she was borned in scotland

i have a problem can log in right i have no righs to see member list and much more i am only guast
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on January 15, 2008, 11:36:29 PM
1. Log in then ^_^
2. You'll find very good scripts in the Scripts Database
3. Definitely try Chaos Project (found in the projects section). It has two languages, English and GERMAN! Maybe you'll be among the few who can report any errors in German mode.

Chaos Project is Blizzard's game btw. And if you know German, both of you will be speaking in German soon enough (and throw us all in the dark XD)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2008, 12:57:41 AM
@Peter: Hi, what's up?

Alright, solving the problem is simple. Yes, the ABS really doesn't work with the illegal version, but since I don't care what version somebody is using, I explained in the manual how to solve the problem. Simply read chapter 5.3. and you should be fine. If you have problems, PM or e-mail me.

BTW, v1.89 already has the new AI. I didn't make it v1.9, because I need to add "leader action decision of minions" and update the manual by explaining better how to configure some stuff.

And yeah, you should register and log in. xD Posting on an English forum can improve your English a lot if you visit it and post frequently.

Last thing: You really might wanna try my game. As FTS said, it's in English and German. :3 A german testing besides mine would be pretty helpful. :3

@Sin86: I'll look into it. It's a problem I haven't encountered myself yet, so I can't tell what the problem could be. But on first sight I'd say it's a typo. The line should say something with "char.sight", but it should be either "ai.sight" or "char.AI_data.sight". Try changing it, it might just work out, so I can delay the release of v1.9 for a bit longer until I finish all the stuff I have to do.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on January 16, 2008, 09:51:55 AM
So guys i will see if I can be helpfull for this grade forum ( people are much frendly and helpfull to me ) ;D
I will enjoin your new games ^^
but first i will remake my old eventprogramed ABS and post it, maybe you can enjoin it^^.
think i need 2 or 3 days to remake it.

Allso I can wait a bit longer to start my project i waited 2 jears so 2 or 3 month more would be easy to me. ;D
Take you time Blizzard i am going to leard how to script RGSS as soon as i can.

First I must teach my frind, who wanted to help me with this project, how to use the RMXP, he allway used the RPG2k ^^

At Last I wanted to say THX for be such a grade help and frendly to me (noob) ;D.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 16, 2008, 04:36:59 PM
hey im a scripting noob here too and they tolerate me  ;D
but yeah the people here are very nice and help you out the best that they can

you should check out this ABS system though it is amazing!!!  :o
if you read the manual it will explain alot and you will be be able to most anything in this ABS..i actually learn alot about scripting just from this ABS by setting up weapon ranges and such..and just by looking at it and actually understanding what he did

but yeah hope very nice peeps here  :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2008, 04:52:01 PM
Quote
and just by looking at it and actually understanding what he did

Of course, I commented as good as every line of the code. xD
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on January 16, 2008, 08:52:25 PM
hehehe  :D well it is true i did understand what you did by looking over the script
it is just ingenious i looked at mr.moes abs script too his is far more complicated than yours is and his will get the most of random errors i have ever seen when i used it
then i found this god of a abs script  :) and it was love at first use lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 16, 2008, 09:43:17 PM
Lol, I actually hardly can consider my coding of the ABS to be that uncomplicated. xD But if you say so. :)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 22, 2008, 04:51:12 AM
I forgot to say this but I have to say something about the enemies.

The evasion to make enemies run from you isn't working like the newest manual says it would.

Oh yeah, I used to have it where "cutscenes" involving enemies would move up/down/left/right with the move command would work before any dialog is said but now it only works after dialog is said. Therefor, the enemy only approches you in a cutscene after talking to you instead of before talking to you.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 22, 2008, 01:01:05 PM
In the newest manual it says that enemies don't run away anymore based on evasion. -_- Now they will run away of you use the observationg attribute and you are too strong. In fact, I haven't implemented them to be able to run away yet. <_<; The problem with the moving is that enemies are blocked during event execution. I'll fix that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 24, 2008, 05:13:59 AM
Hi, i just joined here, but ive been using your ABS for quite a while, and its GREAT!  There are a few bugs i need to point out tho, as theyve been killing my developoment recently  (these are for v 1.73, so they may or maynot be fixed in later versions):

1.  You can jump on top of impassable events while running, and then pass on through them.  Also, if the event is a player touch event, it sometimes wont execute
2.  Damage during combat is dealt to all party members, not just the active one.  Defending only affects the active member tho.
3.  Islands or stepping stones, which is a passable tile that is surrounded on all sides by impassable tiles, are used in my game to cross rivers and cliffs.  Your passability script does not normally recognize them, but I finally figured out how to fix that myself.
4.  This is for v 1.8:  When enemies can see you but can't find a path to you (IE they are in a pit and you have to jump down there to fight them) the script crashes.

As you can see, I use jumping extensively in my project.
Anyways, thanks for any comments you can give!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 24, 2008, 02:24:53 PM
Thanks for reporting those. :)

1. I didn't find this bug so far, I will look into it.
2. Yes, I know, but only if you have the caterpillar turned on. It's because I haven't finished the ally AI yet.
3. Thanks for reporting that one, too. I have tested the passability check that can handle the pixel movement, but it's possible that I've forgotten thinks. I will be sure to fix this.
4. Yes, I know about this bug. I think I fixed in v1.89, the newest version.

*powers you up* :3

I'll look into them as soon as I can and fix them.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on January 25, 2008, 11:38:40 PM
I got a good suggestion for the ABS but I'm not so sure if it can work.

I was thinking about the ability to switch characters and have it where each character can have certain ablities.

Like character A may not beable to push blocks but character B can. Or something like character A cannot open up a certain door but character B can.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 26, 2008, 04:07:09 AM
I got a good suggestion for the ABS but I'm not so sure if it can work.

I was thinking about the ability to switch characters and have it where each character can have certain ablities.

Like character A may not beable to push blocks but character B can. Or something like character A cannot open up a certain door but character B can.
That's an interesting feature. Many commercial games have this sort of thing, or at least ones I can remember.

---

Blizzard, this is an excellent ABS. It's very sleek, efficient, and it also responds very well. The mini-map works fine, and I love that feature especially. Jumping is also very amusing to initiate, along with long jumping...:3

Though, I'm just wondering, is there a simple way to set the WASD keys to the arrow keys? I mean, looking at the manual, they had an Input D_Up thing. I decided to switch that into the [let] area at the Controls Editing, but when I tested the game it failed. So then I tried Up, instead of D_Up. Whoop-de-doo, failed again. 'Thought it was a keyboard problem, so I put some random unoccupied key and it works, so I don't know if the arrow keys can be assigned or not...if they can't, can you give me a probable reason why?

I am also wondering about this eventing thing. When I began the game with one enemy event, it seems to be I can go through it. Is that intentional? Would I not go through the event if the ABS were to be off in that certain map?

Thanks...^^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 05:41:21 AM
There is an easy way to do that. On top of the script (part 1), just below the header is sometihng called "module Controls". Below that is the key configuration. If you want to use arrow keys, simply exchange the first four commands which these ones:
Code: [Select]
Up = "[D_Up]"
Left = "[D_Left]"
Right = "[D_Right]"
Down = "[D_Down]"
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on January 26, 2008, 06:51:27 AM
you can also have multiple commands for the same thing, for example..
Quote
    UP       = "[D_Up, Let['I']]" # move up
    LEFT     = "[D_Left, Let['J']]" # move left
    DOWN     = "[D_Down, Let['K']]" # move down
    RIGHT    = "[D_Right, Let['L']]" # move right
    PREVPAGE = "[Let['E'], Let['U']]" # previous page
    NEXTPAGE = "[Let['R'], Let['O']]" # next page
    CONFIRM  = "[Let['W'], Enter]" # confirm selections / pick up items
    CANCEL   = "[Let['Q'], Esc]" # cancel selections
    ATTACK   = "[Let['A']]" # attacking
    DEFEND   = "[Let['D']]" # defending (hold)
    SKILL    = "[Let['S']]" # use skill
    ITEM     = "[Let['F']]" # use item
    SELECT   = "[Let['P']]" # change leader
    HUD      = "[Let['Z'], Dot]" # HUD on/off if enabled
    HOTKEY   = "[Let['N']]" # hotkey display on/off if enabled
    MINIMAP  = "[Let['M']]" # toggle minimap mode if enabled
    RUN      = "[Let['C'], Space]" # running (hold)
    SNEAK    = "[Let['Z']]"      # sneaking (hold)
    JUMP     = "[Let['V']]"    # jumping
    TURN     = "[Let['Y']]" # turning around without moving (hold)

It's actually in the manual that comes with Blizz-ABS, I suggest doing a read through so you can grasp a lot of the awesome features Blizz but in there.

Also, be careful of the Syntax, it's important to get it right or your game will run into an error before anything even shows up.  For any letter key, use
Quote
"[Let[ '<letter>' ]"

without any spaces, then use a "," to seperate your different keys for the same command.  If you're going to be using a directional arrow, or page up, page down, and the like, you don't use the "Let".  Simply type it in the brackets.
   Example:
Quote
CONFIRM  = "[Enter]"
To do more than one, do it just like this, adding in an additonal "," for every new key.  Note that if you are using 2 different letter keys you will need to use the "[Let['<letter>'].  The brackets are very important for this.
Quote
CONFIRM  = "[Let['A'], Let['B'], Enter]"
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 26, 2008, 08:00:08 AM
i've got a suggestion for the Mini Map, with how you can have /spc in the name, i've noticed it's get quite boring seeing yellow arrows everywhere for characters, maybe you could add like a pallet so you can have different colors for /spc, like yellow for signs, dark blue for people, or just have differnt colors for differnt races, like one color for humans, another for.... well you get the idea
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 03:06:51 PM
I'll make the colors customizable in the next version then.

@Phasedscar: Very good explanation. :) In the manul of 1.9 I will explain a coupl of things better. This is not the first person who had problems with that.

@Starrodkirby86: Yeah, I made a mistake there, BTW. The words on the left should be all caps.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 26, 2008, 09:39:13 PM
Thank you for the thorough explanation. I did read the parts of the manual, especially controls, but I thought the Let thing was an essential area, so I got confused when Sneak and Run had those gone. I should've thought about that pattern there. Thank you very much you two.

This'll get me back with motivation.  ;D
Title: Re: [XP] Blizz-ABS
Post by: Ghareeb on January 26, 2008, 09:40:57 PM
Awesome ABS!  ;D ;D ;D
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 26, 2008, 11:37:54 PM
Blizzard, your ABS is truly amazing  ;D! I just got Blizz-ABS fully operational in my game. I am using the version from The Chronicles of Sir Lags-a-Lot because it would be easier to set up because of an example, because I don't need the stuff in version 1.8, and version 1.8 made an error before my titlescreen  :-\. Before I set this up I was running the Destruction Engine by Rataime which gave me an error when I ran the game, and I was wondering if there was a way to fix this because the Destruction Engine worked before I made your ABS fully operational. Also I am currently running Guilamme777's Multi-Slot Equipment script. I had it all up and running and tested it out in the normal battle system and it ran fine. But with Blizz-ABS it will not deal damage when I equip my weapon on L-Hand (I made sure the weapon had Attack). Which means L-Hand and Dual-Attack will not work. I was wondering if you could tell me if there is a fix for either of these and if there is how to fix them. Thanks...

PS: Sorry for the long-post for my first post and for the bad grammer :P... want to get to the bottem of this  soon ???


Link to Multi-Equipment Slots: http://www.rmxp.org/forums/index.php?topic=8883.0

Link to the Destruction Engine: http://www.rmxp.org/forums/index.php?topic=4100.0


The Destruction Engine Error:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 26, 2008, 11:47:16 PM
Newer versions of the ABS have an own destruction engine for enemies which is less laggy and much easier to use than Rataime's, that's why I won't bother making it compatible. And yeah, the ABS does not recognize a multi equip system. I guess I have three options:
1. Make Blizz-ABS compatible with the Multi-Equip.
2. Make a compatibility plugin which will act as connector between the two systems.
3. Make an own Multi Equip Script. >_>
The last one is most likely, but I don't have the time, sorry.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 26, 2008, 11:51:37 PM
Thanks, for the quick reply  :o! But I have one more question, do the built in destruction engine-enemies that I set up attack? Also, how will I use multi-slot equipment, other than making Shield and Weapon slots instead of L-Hand and R-Hand...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 12:05:49 AM
It actually work that way. The destruction engine is an emulator which actually is not a real destruction engine. When an enemy dies an animation from the database can be played, this is what happens actually.

Well, since it's not compatible with Guillame's multi-slot equipment yet, all I can say is that you'll have to wait either way. =/
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 27, 2008, 05:56:21 AM
I fixed my problem. I made seperate slots for weapons and offhands and Blizz-ABS runs like uber  , lol! Also I know that 2-handed weapons will work because it only modifys the equipment so you cannot equip an offhand with it.  ;D, and I do not need a destruction engine. Heck I don't even need the mass of scripts I have  ;) (wanna make my game awsomely good  :D) (so far 2-months of scripting!)! Thanks for your help with the ABS setup Blizz  8).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 01:29:53 PM
Alright then. :) I hope you enjoy Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 02:51:19 PM
I still can't get this to work... And before I try the RGSS100J.dll thing...
I would like to point out that I have RGSS100J.dll, RGSS102E.dll, and a RGSS102J.dll In my system 32 file..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 02:53:42 PM
Yeah, but depending on which version you have it will access only one. I suggest you delete RGSS100J.dll, make a copy of RGSS102E.dll and rename it to RGSS100J.dll. Then you should have no problem anymore.
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 03:15:10 PM
Edit: Curse me. I figured out what was worng... But now I have to get around not having a intro. Oh well..
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 27, 2008, 03:31:01 PM
What error are you getting anyway?
Title: Re: [XP] Blizz-ABS
Post by: johnnysasaki on January 27, 2008, 03:31:57 PM
Figured out what I did to it thanks for the help though!
Title: Re: [XP] Blizz-ABS
Post by: daalaff on January 28, 2008, 10:08:11 PM
Hi Blizz,

i have a problem with your ABS 1.89. If i press the ATTACK- Button my char jump 4 Tiles up. You can see it on the pictures.

(click to show/hide)


(click to show/hide)

What the matter?

With your ABS 1.0.9.3 i have no problems.

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 28, 2008, 11:28:57 PM
He's not jumping. (-_-') There's an option at the bottom that is called ACTOR_Y_OFFSET or VERY similar. Set it to 112 like in the configuration of the demo where you got 1.0.9.3 from.
Title: Re: [XP] Blizz-ABS
Post by: daalaff on January 28, 2008, 11:52:59 PM
Thanks Blizz, now it's ok.

Sorry, but my english is to bad for all understanding.
Title: Re: [XP] Blizz-ABS
Post by: winkio on January 29, 2008, 03:18:38 AM
just thought id post my "island" passability fix (for anyone who wants it):

these lines go in at line 1417 in version 1.73 of the script:

Code: [Select]
# if the tile hasn't been marked as passable yet
            if val == 0
              # add to value if an island
              val |= 0x01 if self.passable?(x, y, 2)
              val |= 0x02 if self.passable?(x, y, 4)
              val |= 0x04 if self.passable?(x, y, 6)
              val |= 0x08 if self.passable?(x, y, 8)
            end

It is inside the setup passability function.  This is the context of the code:
Code: [Select]
#--------------------------------------------------------------------------
  # setup_passability
  #  map - database map
  #  Returns a data hash with coordinates for the minimap drawing.
  #--------------------------------------------------------------------------
  def self.setup_passability(map)
    # set map for further use
    @map = map
    # initialize
    result = Table.new(@map.width, @map.height)
    # iterate through all each horizontal element
    (0...@map.height).each {|y|
        # prevent "Script is hanging" error if large map
        Graphics.update if @map.height * @map.width >= 19200 && y % 10 == 0
        # iterate through all each vertical element
        (0...@map.width).each {|x|
            # initialize value
            val = 0x00
            # add to value if virtually passable in each direction
            val |= 0x01 if self.passable?(x, y, 2) && self.passable?(x, y+1, 8)
            val |= 0x02 if self.passable?(x, y, 4) && self.passable?(x-1, y, 6)
            val |= 0x04 if self.passable?(x, y, 6) && self.passable?(x+1, y, 4)
            val |= 0x08 if self.passable?(x, y, 8) && self.passable?(x, y-1, 2)
            # ISLAND PASSABILITY FIX
            # if the tile hasn't been marked as passable yet
            if val == 0
              # add to value if an island
              val |= 0x01 if self.passable?(x, y, 2)
              val |= 0x02 if self.passable?(x, y, 4)
              val |= 0x04 if self.passable?(x, y, 6)
              val |= 0x08 if self.passable?(x, y, 8)
            end
            # add coordinate if passable anyhow
            result[x, y] = val if val != 0x00}}
    # remove map from memory
    @map = nil
    # return passable coordinates
    return result
  end

The fix starts where the comment in all caps is.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 29, 2008, 03:50:44 AM
I never looked at the old forum for this question, so forgive me if there is any repeating. However, I seem to notice that the HP for monsters can't go really far. I don't know if this is intended, or I didn't read somewhere about this in the manual or something, but all I know is that a monster with an HP that is considered average in the DBS, like 4567 or something, would crash in the game as an ABS monster. I downloaded Chronicles of Sir Lag-a-lot, which I must say, that is very nice game, but I noticed the monsters' HPs never went over 1000. So what gives? :P

Also, on the game, I was playing and an error message appeared that stated the game could not find a short sword graphic for Lag-a-lot, I don't know why...though the monster HP issue has been really ticking me. Thanks again, and forgive me for any other inconvenience or annoyance. :P
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on January 29, 2008, 02:02:45 PM
I just thought of a suggestion to add in version 1.90. How about a summoning feature used through skills, one that once your summon becomes knocked out it will leave the party. That would be great for my game and probably tons of other people too. Maybe you should add this in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 29, 2008, 02:36:40 PM
This is already planned to be added with the new ally AI in 2.0.

@Starrodkirby86: Now, THAT is a weird bug. I simply wanted Sir Lag-A-Lot to be a low stat game, I didn't know such a bug existed. I will look into this. Oh, and don't worry about the error message. I fixed this bug in v1.7x I think. It was a nasty bug to fix. The problem was simply that the spriteset add-on names were one frame off. So, if you i.e. defend exactly after an attack without waiting at least one frame, it would cause a crash. As I said, this has been fixed long ago. :)

@winkio: I will implement either this solution of a one that is more optimized.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 31, 2008, 02:08:14 AM
with the enemy event on the map, if the lock facing was on so they can't turn and face another direction, if you was to mave to say behind the enemy, will they attack you as if they are facing you or will they attack as if they are stuck facing one directing, like for say, a Demon Wall Boss

also, i have some mroe suggestions

1) Damage Events, like flames or lava or anything liek that which will hurt both enemies and allies

2) Target circle, have like a comment in the event to make a circle apear around that even on the minimap, that way you can have an NPC that you need to talk to to progress highlighted with a circle, and also have something like that for when your targting an enemy with a skill to show which enemy your attacking on the map

3) Status Addons script, i remember you saying on the old forum that only a few status like poison and that will work while others will have to be coded, well, why not make a Status Addons script with any and all status effects you can think of, you can even though the status in Tons into this aswell

4) Mugshot on HUD, i notice when you do get affected by a status you get an icon, why not make an option where you can have the a character mugshot insted and when they get affected with a status, the image changes, ofcause it would only need to aply to the player your controling, and you'll have to make a face for every state you have in the database
here's an example, player gets infected with poison, their mugshot turnes green, player gets into a rage forum, their mug chnages to make them look likme their angry
you can also have it so that their face changes when they reach so much health, like doom, but not so crappy
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 31, 2008, 02:21:36 AM
1) You can actually make that with events.

2) Will cause a heavy lag increase and it's really unnecessary. Where's the fun if you can see all your enemies' attack range? And besides the minimap would get overfilled withsprites and information which is not the point of a minimap.

3) I mentioned it already several times, I didn't have the time to implement it yet. I gave a llist of planned features at the old forum, didn't I?

4) Many people didn't like the mugshot in the HUD of earlier Blizz-ABS versions, so I removed it.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 31, 2008, 02:23:51 AM
Hm, it's just getting stranger now. I seriously don't know what is happening with this script. First there's one error and then there's another while one is being resolved. This is seriously confusing. However...I have an image that describes this one, a visual representation is always great.

http://img204.imageshack.us/img204/5416/abserrorbu5.jpg (http://img204.imageshack.us/img204/5416/abserrorbu5.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 31, 2008, 03:12:41 AM
The image was resized. -_- How about you zip it and upload it on sendspace?

The problems is as soon as I make it pretty stable and as soon as I am able to fix the worst bugs, I do another update with adding new features and new bug appear. It's always that way. As soon as you change something, you are adding new bugs as well. I'll see to fix a majority of them in v1.9. Please bear with me. -_-
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on January 31, 2008, 03:39:47 AM
Terribly sorry. This is the unresized image.

http://img247.imageshack.us/img247/273/abserrorvx0.jpg (http://img247.imageshack.us/img247/273/abserrorvx0.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 31, 2008, 03:45:43 AM
Oh, THAT bug. Simply find that line in the script. It will say something like @lead.sight. Well, it should be @lead.AI_data.sight. Same goes for the two methods below with a similar pattern. Simply add that bit and all except for the first error will stop occuring for the time being until I release 1.9. I'll check what's wrong with direction-fixed enemies.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on January 31, 2008, 07:15:04 AM
i also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2

also Blizzard, i've got this error while testing my Megaman game, i was fighting Bass (first boss) and i got to hand it to you, 1.8 i made Bass had but easy but now, he's like a cafine adicted chipmunk on crack, very smart, and to think with 1.8 i made the seocnd boss Agile really had, not to mention him being invisible unless you switch the switches, can't wait till i face him to see just how your AI works, oh, and a final note, which my number 2 suggestion, i wasn't talking about the enemies range, i was talking about when you target the enemy, the target gets a circle on the minimap aswell

EDIT: i got rid of the skill so i could continue to attack but when i got hit by bass's normal attack it came up with the same error, yet when a drone hits me, i don't get an error, the diffence between the 2 is a drone is attack close while bass is projectile
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on January 31, 2008, 02:26:59 PM
I think the bug with the projectile was already reported, but I'll look into it anyway.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 01, 2008, 07:20:39 AM
Oh, THAT bug. Simply find that line in the script. It will say something like @lead.sight. Well, it should be @lead.AI_data.sight. Same goes for the two methods below with a similar pattern. Simply add that bit and all except for the first error will stop occuring for the time being until I release 1.9. I'll check what's wrong with direction-fixed enemies.
Many thanks Blizzard. :3

I'll be anxiously and joyously waiting for Version 1.9 . I'll also want to know what bugs would be corrected, but that's inevitable, and you're going to put that on the front anyway, so that's a given. :P

Thanks once more. ^^
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 07:13:23 PM
Hi, i have a new problem. If i use a item, then comes this error

Blizz ABS Part1 mod' line 2829: NoMethodError occurred
undefined method 'battler' for #<Game_Event 0x1694960>

and if i use a skill

Blizz ABS Part1 mod' line 2829: NoMethodError occurred
undefined method 'battler' for #<Game_Event 0x3db12e0>


Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 08:00:08 PM
Hm, that's pretty unusual. For some reason an event is trying to execute an attack. I'm sorry, but I can't find out what the problem is at this time being. Does it happen every time you try using an item or a skill?
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 08:30:25 PM
Yes, at all items and skills
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 08:31:35 PM
Hm... Try an older version, maybe it works out. Also try the version from the example game.
Title: Re: [XP] Blizz-ABS
Post by: Hi on February 01, 2008, 09:03:35 PM
Hi I know it sounds stupid but ive just got rpgmaker xp and someone told me about this script, but im relly stuck i cant seem to change the controls this is what i've changed them to:

#==============================================================================
# Enhanced module Input
#------------------------------------------------------------------------------
#  This module handles Blizz-ABS input.
#==============================================================================

module Input
  #----------------------------------------------------------------------------
  # Setup of Controls (ASCII)
  #----------------------------------------------------------------------------
  LMB, RMB, MMB, Backspace, Tab, Enter, Shift, Ctrl, Alt, Esc, D_Down, D_Left,
  D_Right, D_Up, Space = 1, 2, 4, 8, 9, 13, 16, 17, 18, 27, 40, 37, 39, 38, 32
  NumKeys = [48, 49, 50, 51, 52, 53, 54, 55, 56, 57]
  NumPad = [45, 35, 40, 34, 37, 12, 39, 36, 38, 33]
  Let = {'A' => 65, 'B' => 66, 'C' => 67, 'D' => 68, 'E' => 69, 'F' => 70,
         'G' => 71, 'H' => 72, 'I' => 73, 'J' => 74, 'K' => 75, 'L' => 76,
         'M' => 77, 'N' => 78, 'O' => 79, 'P' => 80, 'Q' => 81, 'R' => 82,
         'S' => 83, 'T' => 84, 'U' => 85, 'V' => 86, 'W' => 87, 'X' => 88,
         'Y' => 89, 'Z' => 90}
  Fkeys = [-1, 112, 113, 114, 115, 116, 117, 118, 119, 120, 121, 122, 123]
  Collon, Equal, Comma, Underscore, Dot, Backslash, Lb, Rb, Quote = 186, 187,
  188, 189, 190, 191, 219, 221, 222
  # dll call
  State = Win32API.new('user32', 'GetKeyState', ['i'], 'i')
  Key = Win32API.new('user32', 'GetAsyncKeyState', ['i'], 'i')
  # All ASCII keys
  All_keys = 0..255
  @repeating = []
  256.times{@repeating.push(-1)}
   # Blizz-ABS control setup
  if BlizzABS::Control::CUSTOM_CONTROLS = false
    eval("Up       = #{BlizzABS::Control::UP}")
    eval("Left     = #{BlizzABS::Control::LEFT}")
    eval("Down     = #{BlizzABS::Control::DOWN}")
    eval("Right    = #{BlizzABS::Control::RIGHT}")
    eval("Prevpage = #{BlizzABS::Control::PREVPAGE}")
    eval("Nextpage = #{BlizzABS::Control::NEXTPAGE}")
    eval("Confirm  = #{BlizzABS::Control::CONFIRM}")
    eval("Cancel   = #{BlizzABS::Control::CANCEL}")
    eval("Attack   = #{BlizzABS::Control::ATTACK}")
    eval("Defend   = #{BlizzABS::Control::DEFEND}")
    eval("Skill    = #{BlizzABS::Control::SKILL}")
    eval("Item     = #{BlizzABS::Control::ITEM}")
    eval("Select   = #{BlizzABS::Control::SELECT}")
    eval("Hud      = #{BlizzABS::Control::HUD}")
    eval("Hotkey   = #{BlizzABS::Control::HOTKEY}")
    eval("Minimap  = #{BlizzABS::Control::MINIMAP}")
    eval("Run      = #{BlizzABS::Control::RUN}")
    eval("Sneak    = #{BlizzABS::Control::SNEAK}")
    eval("Jump     = #{BlizzABS::Control::JUMP}")
    eval("Turn     = #{BlizzABS::Control::TURN}")
  # default controls
  else
    Up       = [D_Up]
    Left     = [D_Left]
    Down     = [D_Down]
    Right    = [D_Right]
    Prevpage = [Let['-']]
    Nextpage = [Let['=']]
    Confirm  = [Enter]
    Cancel   = [Backspace]
    Attack   = [Space]
    Defend   = [Ctrl]
    Skill    = [Alt]
    Item     = [Shift]
    Select   = [Let['*']]
    Hud      = [Let['1']]
    Hotkey   = [Let['2']]
    Minimap  = [Let['3']]
    Run      = [Let['€']]
    Sneak    = [Let['$']]
    Jump     = [Let['/']]
    Turn     = [Let['Tab']]
  end
 
And then it said that something was worng with line 146 so i got rid of that line and i just have completly lost myself (Im editing this from the Demo if thats the problem!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 01, 2008, 09:09:11 PM
This here is for control management. (-_-')
Code: [Select]
  #============================================================================
  # BlizzABS::Control
  #----------------------------------------------------------------------------
  #  This module provides in-game control configurations.
  #============================================================================
 
  module Control
   
    # using other controls instead of arrow keys
    CUSTOM_CONTROLS = false
    # RMXP default controls will be replaced completely with Blizz-ABS controls
    DISABLE_DEFAULT = true
    # you can skip this if you have set CUSTOM_CONTROLS to false
    # setup the controls as array, but with prefix and suffix "
    # i.e.: Let T and R be for cancel => CANCEL = "[Let['T'], Let['R']]"
    # for more info about read 1.1.1. of the manual
    UP       = "[Let['W']]" # move up
    LEFT     = "[Let['A']]" # move left
    DOWN     = "[Let['S']]" # move down
    RIGHT    = "[Let['D']]" # move right
    PREVPAGE = "[Let['Q']]" # previous page
    NEXTPAGE = "[Let['E']]" # next page
    CONFIRM  = "[Let['H']]" # confirm selections / pick up items
    CANCEL   = "[Let['F']]" # cancel selections
    ATTACK   = "[Let['K']]" # attacking
    DEFEND   = "[Let['L']]" # defending (hold)
    SKILL    = "[Let['J']]" # use skill
    ITEM     = "[Let['I']]" # use item
    SELECT   = "[Let['O']]" # change leader
    HUD      = "[Let['Z']]" # HUD on/off if enabled
    HOTKEY   = "[Let['X']]" # hotkey display on/off if enabled
    MINIMAP  = "[Let['C']]" # toggle minimap mode if enabled
    RUN      = "[Let['M']]" # running (hold)
    SNEAK    = "[Dot]"      # sneaking (hold)
    JUMP     = "[Comma]"    # jumping
    TURN     = "[Let['U']]" # turning around without moving (hold)
  end

And Let['SOMETHING'] is only for letters. For numberkeys it's Num[NUMBER], for special characters it's direct like Dot or Comma and so on. There's a chapter (3.2.4.) in the manual with the collection of all possible keys.
Title: Re: [XP] Blizz-ABS
Post by: daalaff on February 01, 2008, 09:15:12 PM
Ok, if i use the scripts from the example game, no errors.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 02, 2008, 06:21:42 AM
Hey blizzard i'm setting up CTRL as my sneaking button but it will not sneak when I hold the CTRL key ingame. Here is my sneak control line:
Code: [Select]
    SNEAK    = "[Ctrl]"      # sneaking (hold)
I have Version 1.0.9.3 of Blizz-ABS because it was the easiest to setup and I have an example (Chronicles of Sir-Lags-Alot). I'd be happy if you or someone else could help :).
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on February 02, 2008, 06:37:55 AM
Hey blizzard i'm setting up CTRL as my sneaking button but it will not sneak when I hold the CTRL key ingame. Here is my sneak control line:
Code: [Select]
    SNEAK    = "[Ctrl]"      # sneaking (hold)
I have Version 1.0.9.3 of Blizz-ABS because it was the easiest to setup and I have an example (Chronicles of Sir-Lags-Alot). I'd be happy if you or someone else could help :).
There is a possibility Ctrl will not work when playing because in Test Play, Ctrl means you can walk through walls. Try playing it regularly, as in going to the game folder and playing the Stand Alone exe rather than the Test Play version.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 02, 2008, 11:13:46 PM
Nope I tried it quickly because I have a desktop shortcut to my stand-alone exe. But it did not work. It's not the rest of the script though, because it works with '[Dot]'.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on February 03, 2008, 01:42:46 AM
does your Ctrl key even work, could be that, otherwise, if you defult controls on true cause if i remember correctly, Ctrl is used by defult by RPG Maker XP as the cancle button
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 03, 2008, 05:22:18 AM
Yes my CTRL key works  ::)! Just joking  ;D, but yes it works. Also i've tried to setup the ALT key as sneak too but neither will work.

Hey Blizzard could you please help me out here...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 03, 2008, 01:30:31 PM
I wasn't on too long yesterday. -_-
It should actually work if you use Ctrl, but now I remember that I've been having problems myself. I'll look into that as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 03, 2008, 05:53:26 PM
Thanks Blizzard  ;D...
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 05, 2008, 03:48:46 AM
Now that I have recovered my game, I just started getting another error:

Script “Blizz-ABS v1.73” line 3065: IndexError occurred.
Rehash occurred during iteration.

It happens when I kill an enemy.  I used to get it a lot but now it barely happens.
It seems to happen when I kill an enemy as soon as it starts moving in range.  Any ideas what this is? ???
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 05, 2008, 03:53:18 AM
That's a weird error. It has something to do with the event setup on the maps. I don't know what the problem is. It coule have something to do with the recovered data, maybe some data is still damaged. I'd suggest you upgrade to v1.89, though.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 05, 2008, 05:20:06 AM
oh yes, after i got this error a few times, i did upgrade to 1.89.  An the same error message popped up, only with a different line number.  i think it was the same line of code.  Maybe it was 2457 or something?  Somewhere around there.  Here, let me see if I can get it to glitch again.

EDIT: After 100 tries, I couldnt get it to glitch again.  But now, I'm having the same skill and item crash as that other guy.  here is the item error, same as his:

Script “Bliz_ABS v1.89 Part 1” line 2826: NoMethodError occurred.
Undefined method “battler” for #<Game_Event:0x4026ab8>

I'll keep working on recreating the crash in 1.89.

EDIT: While the forums were down, I got the crash to occur again in 1.89.  here it is:

Script “Blizz-ABS v1.89 Part1” line 3948: IndexError occurred.
rehash occurred during iteration.

Srry i was waaay off on my earlier guess of the line number.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 05, 2008, 02:07:39 PM
I see... Alright, I will try to release 1.9 as soon as possible. I'll put it up high on my priority list.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 12, 2008, 09:59:06 PM
I got a question about the HUD.

Now, as much as I love your HUD Blizz, is there a way on how I can replace the current HUD with a custom made one?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 14, 2008, 12:06:07 AM
Blizzard, is there a way through a script line (I need it as a script line so I can disable it when on a vehicle in my game) that I could disable sneaking and sprinting?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 14, 2008, 08:30:57 AM
I just love this AI but I got a problem with the actions attribute. I assign enemies some magic attacks as well as some regular attacks but all they do now is just regular attacks and if I go in and modify the magic attack to be used when the enemy's HP is around any percent or below, the enemy won't attack me at all.

Oh yeah, I found a weird error that I find pretty rare. I was playing as one of my characters and died and then switched to the next character but I pressed the attack button at the same time and I got:

"Unable to find file Graphics/Characters/Mars_atk0."

Now, there is no Mars_atk0 because this character is using a Mars_atk4 weapon and there is no atk0 weapon on this character. I may or may not have posted this before but I can't exactly remember but if I did, I'll just post this just as a reminder to look into it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 15, 2008, 04:53:43 AM
Ok, I'm unable to find the answer to my question in the manual. What I'm wondering is if the allies have battle AI, and attack the enemy, or if they just follow in caterpillar. The caterpillar is fine, since it allows a party to be useful, but having ally AI would be awesome. From the intro to the AI section, it sounds like the have battle AI, but the "What allies are capable of" section makes it sound like all they do is follow the player...is this the right place to ask this?
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 15, 2008, 07:03:21 AM
Yeah it's and I'm not sure if Blizz has added it yet in 1.9 or if that was gonna be 2.0 but he was adding a kind of FF12 Gambit system with ally ai. But I can't really answer you yet if they have A.I yet I haven't used his ABS yet...*gets ready for a book thrown at me* but I plan to and if the A.I isn't on atm it soon will be knowing Blizz
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 16, 2008, 01:31:46 AM
Well if nothing else there is a caterpillar with a "switch leader" button. That alone makes parties work. But if they have AI, that would whoop like heck!

P.S. YOU HAVEN'T USED THE BLIZZ ABS! *smacks you with a pretzel, and throws a book at you*. Why not, its a great ABS! I like some things about XAS better, but BLIZZ ABS is much better done, and is more compatible with other scripts.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 16, 2008, 03:38:12 AM
:P haven't had time for it yet I got a game planned for it after make mine though :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 16, 2008, 04:01:28 AM
oh, ok.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 18, 2008, 02:33:48 PM
Blizz-ABS 1.9 is almost done, I will release it in a few days.

@Sin86: Just disable the HUD in Blizz-ABS and use your own script. That's what the HUD_ENABLED option is for. I'll look into the bug. Most probably it's a a one-frame-glitch that still accesses the dead actor's data.

@diablosbud: I think there is none. I can't exactly remember, but it might work out if you disable the Blizz-ABS controls temporary. I'll add an option in 1.9 either way.

@legacyblade: Yes, you read correctly, they are only able to follow the player around so far. A battle AI will be available in 2.0.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 18, 2008, 08:34:15 PM
ok, I'll be waiting for version 2.0 then!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 19, 2008, 03:32:24 PM
@winkio: Remember the bug that you told me that sometimes the event won't execute if it's on player touch? This is a safe lock. After the end of execution of an event no event can be reactivated for one full second. I have to set this time lock to half a second in Blizz-ABS 1.9. The problem is that events would be immediately reacivated after they are finished, because every time you move a little bit it is counted as player touch. That means it would be reactivated over and over until you are out of range. >.<
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 19, 2008, 10:14:13 PM
Blizz i gots a question..is there a way to set-up the critter things that you added where help out the player by like fighting beside them in combat and healing etc.? cause so far they attack you when you get close if they are not passive
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on February 20, 2008, 05:20:12 AM
I have been wondering about this . . . there's a oroblem which the character doesn't move when one puts the Old Default Settings of RmXP.

Mostly doesn't move . . . is it because you made it this way or am I doing something wrong? I putted the custom cotrols off and turned on the Defaults >__<;;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 12:47:59 PM
Could be some little problem. I've had some minor problems with the controls, but I fixed them in 1.9 already which I'll release very soon.

@Spoofus: When the ally AI is done, you will be able to summon pets (which can level up and get stronger as they are, in fact, actors) and monsters (basically enemies which can't level up and so on). In other words, you need to wait for v2.0 before you can use it.
And yeah, aggressive critters attack anybody. Passive critters only start attacking that groups that attacked them. i.e. If an enemy attacks a critter, he will start fighting enemies.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 04:28:27 PM
cool that works for me...cant wait till v2.0 it will be amazing
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 04:35:03 PM
The funny thing is that aggressive enemies attack critters by default. xD
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 04:38:16 PM
lol i just tested that like 2 min. ago it was funny i made a happy litttle passive rabbit critter with 900 atk and a weak lil slime attacked it then BAM!!! slime be D.E.D dead i laughed it was amusing.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 20, 2008, 04:52:19 PM
Lol! BTW, when a critter kills an enemy, it's you who gets the EXP.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 20, 2008, 05:05:58 PM
really i didnt notice it lol..i made a aggresive critter and a enemy duke it out just now it is hilarious to watch them fight
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 21, 2008, 05:16:05 PM
Yeah. And it's not like they just stand there and just hit at each other, no, they move away and stuff like that. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 23, 2008, 08:42:14 PM
Just got a great idea of something you could add in that would really add to this system.  (don't worry about putting it in 1.9, but maybe 2.0).  You should make a new category of enemy called scenery.  These could be things like bushes, doors, etc. that the player can attack and destroy.  The scenery shouldn't move (even after taking a hit).  This would be really cool!!!
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 23, 2008, 09:59:33 PM
hey thats not a bad idea..so like players can bust down a door it it is locked
same could go for chest and such..lol :) i would have never thought of that
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 23, 2008, 10:42:31 PM
Even more XAS type abilities would exist! You could make an object "interactable" by putting \IT[n] where n is the either the "object" in the script configuration (which would allow more flexibility, such as what skills and weapons can damage it) or, (the easy way) how much damage it must take. Once its been "killed", it could execute some code.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on February 24, 2008, 12:01:28 AM
Hey Blizzard just wondering after you release version 9.0 could you please figure out for me what is stopping me from using CTRL or ALT keys as a sneak button, because I want to use CTRL...?
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 24, 2008, 10:12:16 PM
Hey tehre Blizz.  Just thought I'd give you a little extra work before you released v 1.9  ;)

I know, I suck.  Anyways, remember way back 2 pages ago when Memor-X had this error:
Quote
i also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2

I got the same error, only when I switched party leader, I wasn't even under attack!

It happened again in a different situation: the second party member (in caterpillar) got hooked on the corner of a cliff.

PS. Have you fixed the item/skill glitch?  It makes me sad because I can't even play my own game :'(

EDIT:  Also, A tag that you can put such as \hide that will make sure that events don't have a symbol on the minimap, for example, hidden passages, cutscenes that manage movement, etc. is really needed.  EDIT ROUND 2: It is \map.  It is in the manual.  I am retarded.  *duct tapes mouth shut*  :-X
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 25, 2008, 05:05:53 AM
Hey Blizzard just wondering after you release version 9.0

I wish :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 12:36:49 PM
Hey Blizzard just wondering after you release version 9.0 could you please figure out for me what is stopping me from using CTRL or ALT keys as a sneak button, because I want to use CTRL...?

Already fixed. :)

Hey tehre Blizz.  Just thought I'd give you a little extra work before you released v 1.9  ;)

I know, I suck.  Anyways, remember way back 2 pages ago when Memor-X had this error:
Quote
i also have an error to report, when i was attacked with a skill, just after i recived the damage i got an error

in Blizz-ABS Part 2 on line 1005 there's a NoMethodError
undefined method "+" for nill:NilClass

i don't think i have to say what's on that line cause as far as i can tell, there's no modification in part 2

I got the same error, only when I switched party leader, I wasn't even under attack!

It happened again in a different situation: the second party member (in caterpillar) got hooked on the corner of a cliff.

Already fixed. :)

PS. Have you fixed the item/skill glitch?  It makes me sad because I can't even play my own game :'(

Already fixed. :)

EDIT:  Also, A tag that you can put such as \hide that will make sure that events don't have a symbol on the minimap, for example, hidden passages, cutscenes that manage movement, etc. is really needed.

There is one. Use \map. :)

I've been working on it yesterday all day and I had a list of 4 things that still needed to be done. Now I have a list of 5 things. #_# I at least fixed the most problematic bugs, only one is left.

Here is a list of stuff I still need to do:
Quote
  • leader action control
  • swimming
  • jump sound + hit-the-ground sound + walking sound + running sound + sneaking sound + swimming sound
  • two enemies can't run an event code at the same time when dying
  • spriteset change for enemies doesn't apply correctly

And here is a list of all new things that 1.95 will have EXCEPT for the big surprise regarding the way you configure stuff. :)

Quote
  • 1. Blizz-ABS is now to be used as 3-parted script to separate configuration settings and functional code. Insert part 2 and 3 directly below part 1 and the system should work without problems. Part 1 is for configurations only while the other parts are the actual code. This Blizz-ABS version will corrupt savegames that used an older version!
  • 2. Now you don’t have to set up the configuration like in a usual script... (The rest is a secret. :))
  • 3. Improved manual a lot and separated the documentation on how to set up the configuration manually from the actual manual. Now the manual only explains the options and settings.
  • 4. Fixed crash bug when using the observation attribute.
  • 5. Fixed bug where enemies wouldn’t observe correctly.
  • 6. Fixed bug where player wouldn’t apply movement speed determined by a forced movement event command.
  • 7. Fixed bug regarding target selection when using skills and/or items.
  • 8. Fixed bug where hotkeying skills/items on the usage keys would fail if the HUD was turned invisible.
  • 9. Fixed bug where using an item would cause a crash due to the global observer trying to update data.
  • 10. Fixed bug where an enemy would not correctly try to track down the player when he’s out of sight and stop moving and acting at all.
  • 11. Fixed bug where enemies that have no skills would never attack if using the action attribute.
  • 12. Fixed bug where enemies wouldn’t move if operated by the “Set Move Route” event command .
  • 13. Fixed a memory leak with the player’s force movement commands.
  • 14. Fixed glitch where the health bar of invisible enemies would still be visible.
  • 15. Fixed glitch where enemies would move strangely if a Pixel Movement Rate higher than 0 was used when evading attacks until getting ready.
  • 16. Fixed glitch where animations on characters would at wrong positions sometimes.
  • 17. Fixed glitch where remaining skill count wouldn’t be refreshed when resetting the hotkeys and then hotkeying the same skill as before.
  • 18. Fixed glitch where dropped item events would stop blinking when leaving the map scene and returning afterwards.
  • 19. Grouped configurations settings.
  • 20. Every setting involving terrain tags now supports use of more than one terrain tag.
  • 21. Added “Allow Jump Terrain Tags” option.
  • 22. Added “Match Health Bar Width” option.
  • 23. Added “AI Memory Count” option.
  • 24. Added Respawn Point feature and added “3.1.5. Create a Respawn Point” in the manual.
  • 25. Added possibility to retrieve dropped item events using returning projectile weapons (i.e. get a dropped item with a boomerang closer).
  • 26. Added possibility to block enemy movement by adding \m in their name.
  • 27. Added possibility to make enemies immortal block enemy movement by adding \i in their name.
  • 28. Added status effect control and configuration and added “3.2.9. Status Effects” in the manual.
  • 29. Added possibility to turn on/off running, sneaking and jumping in-game.
  • 30. Added possibility to turn on/off caterpillar in-game.
  • 31. Added possibility to create events that act like dropped Items and added “3.2.8. Dropped Item-like Events” in the manual.
  • 32. Added battleflow controlling commands (such as transform enemy, set enemy HP/SP, etc.) and added “3.2.10. Battleflow Controls” in the manual..
  • 33. Added default beam animation and possibility to use beam sprites.
  • 34. Added defensive attribute ability to evade non-homing projectiles; now enemies will attempt to avoid projectiles if the defensive attribute is being used.
  • 35. Improved the way controls work. Now more keys can be set up.
  • 36. Improved the way enemies perceive their environment.
  • 37. Improved the way enemies track down battlers who were lost out of sight.
  • 38. Improved the way the destruction engine emulator works.
  • 39. Enemies that have the “Escape” action now might run away. If the action attribute is being used together with the observe attribute, the enemy will evaluate his chances and run away if his enemies are evaluated as too strong.
  • 40. More stable than ever.

And those interactable objects sound like an interesting idea... :naughty: I'll include it in 1.95 as well. ;D
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 07:01:07 PM
sounds good, and intractable objects would make this epic!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 07:02:52 PM
It should be easy. All I have to do is to create enemies that are not getting updated with the AI. You can attack them, you can destroy them and you can also use the destruction engine emulator to create the effect of objects that are being broken, lol!
This'll make quite a number of new features for CoSLAL to still represent at least 80% of the possibilities of Blizz-ABS. (._.)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 07:14:47 PM
If you do that, blizzABS will officially pwn XAS, even though I made a site devoted to XAS, XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 25, 2008, 07:44:20 PM
As I said, everything is already set up. I only have to make the command and make an enemy who has no AI update and there you go; a dumb, destroyable object with HP and being able to drop items. ;D
You could easily make this enemy not be hurtable by skills with the "physical" element and there you go, that skill won't be able to destroy the object. xD
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 25, 2008, 09:23:53 PM
Ok. That sounds good! Can't wait to see it!
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 26, 2008, 12:01:35 AM
Mana Series :P where only a certain skill can destroy it
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 26, 2008, 12:44:10 AM
Sweet.  this is gonna be awesome.  Beyond awesome. It will be Blizz-tastic 8)

oh, and I noticed that bug where two enemies run their code at the same time.  It was messing with my variables.  Good thing you're fixing that. 
And since I didn't see it, does that mean that you have fixed the thing where you can jump on top of impassable events? YAY! :D

How did I guess what the new input system was?  Nice work on that! ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 26, 2008, 12:19:22 PM
Actually making passable isles for jumping messes up the minimap, so I added the "Allow Jump Terrain Tag" feature.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 27, 2008, 12:45:40 AM
umm, I wasn't referring to the tiles when I said "And since I didn't see it, does that mean that you have fixed the thing where you can jump on top of impassable events? YAY!"  I was talking about being able to jump  on top of events that act as temporary roadblocks that get erased later in the story, such as boulders and pits.  Because with the current version, I can't make any of those things work.

EDIT: Ya know that rehash error i was having?  I just figured out THAT WAS BECAUSE OF LAG.  My game runs at about 1/2-2/3 speed on my bigger maps, making everything slower.  I was testing on them for quite a while and today I started testing some of my other maps, and my game sped waaay up (to normal speed).  I have not gotten that error to occur on a normal size map at all.  I think it happens when ABSEAL gets ahead of Blizz-ABS, or vice versa.

So anyways, why do I have so much lag?  I have 1 parallel process event that controls weather and music, and the rest are normal action button or player touch events or enemies.  Is ABSEAL not working?  I left its strength at 3... should i change it to 1?
Title: Re: [XP] Blizz-ABS
Post by: Nortos on February 27, 2008, 06:52:23 AM
lag is mostly of if events (or certain scripts...*cough*Seph*cough*) are sprite based how many sprites have you got on the map?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 27, 2008, 01:35:49 PM
I tried that with the events and I was never able to jump on top of impassable events. Can you walk through them? It could be some problem with mapping and passability setup. I don't mean that you made a bug, I mean that you don't map the way I do. This could be causing the problem.

And all I can say about the lag is the same as Nortos. ABSEAL is a part of Blizz-ABS, decreasing the FACTOR from 3 to 1 won't change much. If you experience very big lag, though, it could be that some other script interferes and disables ABSEAL. Have you tried removing Blizz-ABS for the time being and trying out your maps? If it still lags, it's not Blizz-ABS's fault.
Title: Re: [XP] Blizz-ABS
Post by: winkio on February 28, 2008, 01:57:03 AM
About jumping on the events:
I can jump on top of ANY event, as long as I would be able to jump on top of the tile it occupies.  That is the error.  I am not using any special tags or anything on those tiles.  should I?

EDIT: I used the no jump tag on the area the event was on, and it kind-of worked.  That is, I could not jump on top of the event normally.  But I could still jump on the event by doing a diagonal jump (I've noticed that this by-passes the no-jump tag in any situation).  This glitch works at anny jump distance.  i've done it with jump distanc set to 1, 2, and 3.  I normally use jump distance 1 in my game.

About the lag:
When I take away Blizz ABS, the lag goes away.  The lag is definitely caused by the ABS.  I'll try and determine what it is tho, by checking my other scripts.  Just to let you know, the lag happens all the time on the big maps, even if there are no enemies on the screen (or within processing range)

I can tell by making the minimap fullscreen that ABSEAL apparently works, as no enemies except the ones close by me move.

EDIT:  Ya know what Blizz, just leave these glitches until the next version.  I really want 1.95, and from the looks of it, so does everyone else.  Release 1.95 without fixing these, give yourself a break, and then take a crack at them for 2.0.  ;)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 28, 2008, 04:50:18 PM
Ahh, When will next version of your ABS be out? It looks so incredibly awesome with that configuration program. :O
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 29, 2008, 01:06:36 PM
It will be out... NOW!

Blizz-ABS 1.95 is out!

1.95, what's new?


Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 29, 2008, 01:10:18 PM
WOOT!! ITS OUT!!!   *DOWNLOADS*


Very, vey good job. =)
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on February 29, 2008, 02:38:09 PM
lol i found an error in config readme

1.1. What is Blizz-ABS Config?

Blizz-ABS Config makes configuration of Blizz-ABS easier than ever. It is a separate application that allows you to configure and set up Blizzard quickly and convenient. After you have finished configuring Blizz-ABS you can let the application generate an equivalent module BlizzABS script which you only need to copy-paste into Part 1 of Blizz-ABS instead of the default configuration. The application allows you to save and load different configurations as well, so you can quickly switch between two or more completely different game setups. You SHOULD NOT include the “Blizz-ABS Config.exe” and the configuration files with your game when you release it. The application needs to be put into the folder where your game is located. It will access following files in order to display data:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on February 29, 2008, 02:49:22 PM
LOL! I'll fix it. xD
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on February 29, 2008, 02:50:22 PM
lol you snuck urself in there XD well i g2g 2 school
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on February 29, 2008, 08:23:10 PM
Nice job on the script Blizz.

I got a suggestion for bosses though.

I know you are planning to make a special boss AI but is there also a way on how you can make some enemies be stationary? This would be useful incase if someone was to put in really huge bosses in their game.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on February 29, 2008, 09:43:58 PM
WOW Blizz, just WOW.

I've only been playing around with it for 5 minutes and I can say this, you've really out done yourself.  Awesome job with everything!

The new script editor was an awesome idea, and it really speeds up configurations.  I'm sure everyone else is happy with the wait, this is by large and far more than I think any quite expected.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on February 29, 2008, 10:05:16 PM
Yep, its GREAT. =) gj Blizz. =)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on February 29, 2008, 10:36:16 PM
omg i love the config thing you added it is crazy helpful...and i love how
boomerang type weapon bring items to you..but all in all i luvs it you our done yourself again Blizz
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on February 29, 2008, 11:11:02 PM
I noticed the first glitch  :-[

Under the pre-menu color tinting it seems that you have the options out of order.  Blue was Red, and Red is Yellow, Yellow is Magenta.  It seems like everything has been shifted down one in the menu.  Other than that I haven't noticed any problems.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on February 29, 2008, 11:28:58 PM
WOOT, dloads!
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 01:04:34 AM
omg i love the config thing you added it is crazy helpful...and i love how
boomerang type weapon bring items to you..but all in all i luvs it you our done yourself again Blizz

QFT
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 01, 2008, 01:51:32 AM
Nicely done.  This is awesome.  And it will be even more awesome once you release 2.0 with ally AI!!! ;D
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on March 01, 2008, 02:21:41 AM
if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code :) y'know fer nubs.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on March 01, 2008, 03:36:59 AM
YOU'RE AWESOME BLIZZ I would download but not gonna do it really till at least after 2.0 and once finish my game but *powers you up* because it has such awesome features now
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 01, 2008, 05:10:03 AM
(http://img411.imageshack.us/img411/3008/8uh23roiiq3.png) (http://imageshack.us)

I found this when I opened the configurations >__>;;; I ask, what the heck!?
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on March 01, 2008, 11:13:50 AM
Quote
Blizz-ABS Config requires Microsoft .NET Framework 2.0 to be installed! If you don't have it installed, you can download it from here:
Microsoft .NET Framework 2.0 Download (http://www.microsoft.com/downloads/thankyou.aspx?familyId=0856eacb-4362-4b0d-8edd-aab15c5e04f5&displayLang=en)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 12:39:23 PM
Lol you need that? Advanced stuff... o.O
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2008, 04:24:47 PM
Most people have it already installed, but some don't. Just download, install and enjoy.

Nice job on the script Blizz.

I got a suggestion for bosses though.

I know you are planning to make a special boss AI but is there also a way on how you can make some enemies be stationary? This would be useful incase if someone was to put in really huge bosses in their game.

Very easy, I added that in the manual. Add \m to the enemy's name and he won't be able to move. And I actually changed my mind about the Boss AI. It won't be necessary as I made it very customizable so people can easily program their own bosses. Read the bolded part below to see what I mean. ;)

I noticed the first glitch  :-[

Under the pre-menu color tinting it seems that you have the options out of order.  Blue was Red, and Red is Yellow, Yellow is Magenta.  It seems like everything has been shifted down one in the menu.  Other than that I haven't noticed any problems.

Thanks for reporting. I'll fix that, lol!

if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code :) y'know fer nubs.

I don't quite get what you mean?

Did you know that Blizz-ABS 1.95 now allows something that wasn't possible before? You can easily make an enemy follow a specific route, make him use exactly the attacks you want him to use and by using the Inivincible Status Effect from Tons you can make the enemy even be only vulnerable at specific time intervals.
Of course I will demonstrate this in CoSLAL SE once Blizz-ABS 2.0 is out. I was thinking about...
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 05:28:58 PM
Cool, now i can make extremely nice bosses. i kind of missed than in the last version. also \m is awesome for some monsters.. =)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 01, 2008, 05:31:45 PM
Yeah, it's cool for shooting monsters that don't move, just turn around. You can also disable turning around now by simply using RMXP's direction fix option in the event window. I'm not sure if that was possible before. xD
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 01, 2008, 09:52:54 PM
Yeah, it's cool for shooting monsters that don't move, just turn around. You can also disable turning around now by simply using RMXP's direction fix option in the event window. I'm not sure if that was possible before. xD

Cool. =)  
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 02, 2008, 02:55:55 AM
reads about boss movement routines*hesitates*

*hugs blizz*

*jumps back and is disgusted by hugging a guy*

That is awesome! NOW THIS WOOPS!
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 02, 2008, 04:41:09 AM
With that installed, and reading more carefully, I am happy that this ABS can be more helpful to what I have plan. ^^;; Can't wait for 2.0
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 02, 2008, 04:48:28 AM
two questions:

1)  Am I correct in the assumption that object enemies will not create any more lag than regular non-enemy events?  (Nice job with this by the way)
2)  Did I miss something?  Where does it explain the new boss setup?  I saw the new battleflow controls, but how do I implement them?  And movement?

The states are good too.  That is something that your system has needed for a long time.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 02, 2008, 01:06:32 PM
Blizzard, i still dont learn any skills and my char doesn't have the skills from the beginning. :'(
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 02, 2008, 06:26:42 PM
I was playing around with the ABS and got the following error when I push "S" to go down in game play:

(http://img108.imageshack.us/img108/9405/rrerto5.png) (http://imageshack.us)

. . . What did I do wrong now?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 07:01:09 PM
two questions:

1)  Am I correct in the assumption that object enemies will not create any more lag than regular non-enemy events?  (Nice job with this by the way)
2)  Did I miss something?  Where does it explain the new boss setup?  I saw the new battleflow controls, but how do I implement them?  And movement?

The states are good too.  That is something that your system has needed for a long time.

1) Yes, you are. Since Object events don't get updated by the AI, the lag caused by the AI doesn't affect them. The only additional lag will come from damage sprites and the memory usage of a map object is higher than a normal event's, but this doesn't create lag.
2) Not at all. You don't need it anymore. You can easily use a switch so a boss doesn't respawn. You can create a moving route easily and you can use the battleflow commands as part of moving routes. The commands are typed into the "Call Script" window directly like described in the manual. I made a userfriendly script interface where you only have to use calls like "enemy_transform(SELF, 22)" or something like that.

@DAS: I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 08:13:28 PM
Hiya Blizz!

Love the script :P

Was wondering if it is possible to achieve some of these things...

(click to show/hide)

Mmm that's all that I can think of right now that I think would be cool additions to the system...

Again, great job on this script and can't wait for V2.0
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 08:20:36 PM
There will be a few of those features. I was planning a HUD plugin for 4 people, but I might make a support for any number of party members. I am only concerned about the lag that will be created and the space that will be taken up. In Blizz-ABS 2.0 you will be able to summon pets (can level up and get stronger) and monsters (don't level up) and they are not part of the party.

The two projectile ideas sound very interesting and useful. I might make those two types for skills and items. :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 08:25:43 PM
Cool!  I gave Blizz ideas.  I feel proud :P

Good luck with updating to 2.0!
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 02, 2008, 08:29:01 PM
Sounds cool Blizz. Good luck!
Title: Re: [XP] Blizz-ABS
Post by: SFMartiz on March 02, 2008, 10:01:23 PM
Hey, Blizz. I gotta say that's one nice script ya made here  :P.
The only bad thing is that exploding range doesn't work for me :-\. Bug?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 10:39:24 PM
Possibly. I have made many changes since the last time I tested exploding skills. It's possible that I messed up one time. I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 10:50:22 PM
Exploding skills work fine for me... Hm...

Well one problem I have is that the enemies don't use their magic I gave them.
I made the default AI '00010101'.  Could that be the problem???
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 10:54:50 PM
Hm... I don't know... If you didn't turn on "actions" which is the second from the left, enemies should decide their actions using the default way. Try making an enemy that has only one skill possible. Then change that skill and see if it works. Then do that again with two skills, but try messing around with the "rating" number. An action with a higher rating is more likely to be executed.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 02, 2008, 11:12:47 PM
Okay I got it to work... sorta...

I had to give the enemies with magic the 'action' attribute so that they would attack.  And also, they need to have 2 magic spells along with attack or else they just stand there.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 02, 2008, 11:19:11 PM
Maybe something's wrong with the way they decide actions... I've had similar problems earlier. Enemies wouldn't attack if they didn't have a skill as well, but I thought I fixed that...
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 03, 2008, 04:10:11 AM
Funny, the Enter key (H) now doesn't work and gives the same error as when I press "S" key.

.___. Is there a chance Tons of Add-ons, Full Reflection or Stats Distribution/R.O. Job/Skill system might be causing an incompatibility? (Since those are the Ones I am using).
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 03, 2008, 08:52:05 AM
Lol, oh god the RO Job/skill system.

Lets just say ive had my problems with that one. =)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 03, 2008, 09:59:40 AM
Yes, Full Reflection is not compatible with Blizz-ABS. Hm, Tons... Did you turn on Custom Controls on in Tons by any chance? If yes, it might be messing with Blizz-ABS. RoSys was originally made to be compatible with Blizz-ABS so an incompatibility problem is very unlikely. I made SDS also compatible with it long time ago. It basically doesn't mess up Blizz-ABS, the "compatibility" is just a piece of code that calls the Distribution scene on the map.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on March 03, 2008, 06:31:12 PM
THe Costum Controls are turned off.

Took down Full Reflection *Sob* =X

But the problem still lies there.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 03, 2008, 11:52:15 PM
Hey Blizz, this is the most awesome ABS ive ever seen..

But i think the animation thing is too "stoped"
No action i mean..
Could u modify it at a possible extra version? Using animation like Mr Mo abs, then we can make diferent atacks, like spinning and jumping moves.. just an opnion ^^

Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 04, 2008, 12:08:04 AM
You can already do that..  
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 04:19:07 PM
Hey Blizz, this is the most awesome ABS ive ever seen..

But i think the animation thing is too "stoped"
No action i mean..
Could u modify it at a possible extra version? Using animation like Mr Mo abs, then we can make diferent atacks, like spinning and jumping moves.. just an opnion ^^



Too "stoped"? What do you mean? I made the animations take 3 frames which is pretty much a lower limit. If I had used 2 frames, animation frames would have sometimes been skipped and would look bad.
I actually can't remember if I made jumping attacks possible. And if you want a spinning animation, just make one. ::)
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 04, 2008, 04:24:35 PM
I think he means making multiple animations for a single weapon that can be chosen at random for each attack.

So instead of always using the same animation for each attack, you can have a hack, a slash, then a spin attack all while using the same weapon.  I had thought of suggesting that myself, since only having one attack animation per a weapon or weapon type can get a little repetative.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 04:27:14 PM
Nice idea... And it's easy to add. :)
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 04, 2008, 04:32:29 PM
I'd imagine just adding a new variable with a random 1-b (b being constants set up in the configuration) that selects the image based on the file name

so if say V = 1
then attack_01_1.png

if V = 2
then attack_01_2.png

I'd imagine something like that would work alright.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 05:27:26 PM
You're reading my mind, that was what I was going to make. In the configuration it would look like "Number of possible sprite animations: INSERT_NUMBER" which would only be active when you are using action sprites.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 04, 2008, 05:28:50 PM
You're reading my mind, that was what I was going to make. In the configuration it would look like "Number of possible sprite animations: INSERT_NUMBER" which would only be active when you are using action sprites.

Blizzard.. Ever since we "fixed" my game, i cant speak with npcs because i get a bug and game closes...

halp!

Why is an ABS having problem with a simple UMS?

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 04, 2008, 05:56:44 PM
Because ccoa changed the definition of reset_window in her script. If you are using the UMS, put it ABOVE Blizz-ABS and in Blizz-ABS Part 3 find this piece of code:

Code: [Select]
class Window_Message < Window_Selectable
 
  #----------------------------------------------------------------------------
  # override reset_window
  #----------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # call original method
    reset_window_blizzabs_later
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end
 
end

Change it to:

Code: [Select]
class Window_Message
 
  #----------------------------------------------------------------------------
  # override reset_window
  #----------------------------------------------------------------------------
  alias reset_window_blizzabs_later reset_window
  def reset_window(change_opacity = true)
    # store old in_battle flag and set new in_battle flag
    tmp, $game_temp.in_battle = $game_temp.in_battle, false
    # call original method
    reset_window_blizzabs_later(change_opacity)
    # restore in_battle flag
    $game_temp.in_battle = tmp
  end
 
end

This is only a temporary solution, the bug will be fixed in the next version of Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 04, 2008, 11:09:14 PM
I think he means making multiple animations for a single weapon that can be chosen at random for each attack.

So instead of always using the same animation for each attack, you can have a hack, a slash, then a spin attack all while using the same weapon.  I had thought of suggesting that myself, since only having one attack animation per a weapon or weapon type can get a little repetative.


YEAH! thats what i mean xD

are you working on it Blizz? would be great ^^
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 05, 2008, 09:22:41 AM
1.96 is up. I didn't make the random animation possible yet, I'll do that for 1.97 eventually.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 05, 2008, 08:50:20 PM
A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.

Also, enemies are able to hurt themselves when they launch magic at me. Yes, they can hurt me but they are also huring themselves too.


EDIT: Actually, forget the part about them hurting themselves, I fixed that by turning off the exploding range.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 05, 2008, 08:52:19 PM
I can open it.. o.O


Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 05, 2008, 09:28:20 PM
You mean make them allies? Or temporarily loose control of the hero, and control the enemy?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 06, 2008, 05:14:29 AM
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
(click to show/hide)

(click to show/hide)


Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 06, 2008, 08:42:12 AM
Or temporarily loose control of the hero, and control the enemy?

=)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 06, 2008, 05:27:06 PM
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
(click to show/hide)

(click to show/hide)


Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?

I'll fix it, don't worry. And no, projectiles have a specialized speed behavior to easify things for the user.

A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.

Did you download and install .NET Framework 2.0? I can open the files just fine. Keep in mind that there is always a default filename: blizzabs.cfg. Also keep in mind that you will get prompted to save the configruation before you open a new one. Maybe you've accidently overwritten the file. I'm still thinking about removing that feature, but I'm not sure.

Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)


Erm... use a confusing skill? xD

Quote from: Manual
3.2.9. Status Effects

Blizz-ABS possesses a status effect handling system which can enhance the game experience even further.

1. When a status effect changes progressively the HP/SP, Blizz-ABS will apply this effect on the map and change the value every second.
2. When a status effect was set to force attack on allies, this status will be treated in two different ways. If the affected battler is being controlled by the player, the controls will be inverted for the player. If the affected battler is not being controlled by the player, the battler’s target recognition will be inverted and the battler will perceive allies as enemies and enemies as allies. The battler will still perceive himself as ally.
3. When a status effect is set to disable movement, all Blizz-ABS controls and all movement controls will be disabled during that time.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 06, 2008, 07:31:31 PM
I went to get Netframe 2 and that still didn't work for me as I am still getting that annoying message and cannot load any new configurations. Its as if I have to change this thing every time I start it up.
Title: Re: [XP] Blizz-ABS
Post by: nerissya on March 06, 2008, 07:32:35 PM
I found a bug that can be easily fixed.

You don't have a method (I think that's what it's called) for No Tinting of the Pre-menu screen.
(click to show/hide)

(click to show/hide)


Also, is there a way to slow down/speed up the speed of projectiles of different skills/items?

I'll fix it, don't worry. And no, projectiles have a specialized speed behavior to easify things for the user.

A major problem with the config tool is that you cannot open any saved configurations. It keeps warning me about that damn netframe thing.

Did you download and install .NET Framework 2.0? I can open the files just fine. Keep in mind that there is always a default filename: blizzabs.cfg. Also keep in mind that you will get prompted to save the configruation before you open a new one. Maybe you've accidently overwritten the file. I'm still thinking about removing that feature, but I'm not sure.

Btw Blizzard, any chance you could implement a "mind control" skill thing? you know a way to control your enemies for a short amount of time..? I need it for meh game. =)


Erm... use a confusing skill? xD

Quote from: Manual
3.2.9. Status Effects

Blizz-ABS possesses a status effect handling system which can enhance the game experience even further.

1. When a status effect changes progressively the HP/SP, Blizz-ABS will apply this effect on the map and change the value every second.
2. When a status effect was set to force attack on allies, this status will be treated in two different ways. If the affected battler is being controlled by the player, the controls will be inverted for the player. If the affected battler is not being controlled by the player, the battler’s target recognition will be inverted and the battler will perceive allies as enemies and enemies as allies. The battler will still perceive himself as ally.
3. When a status effect is set to disable movement, all Blizz-ABS controls and all movement controls will be disabled during that time.


That was.. confusing..
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 06, 2008, 08:43:56 PM
Oh, I found a bug. I added one of my characters to the "animated character array" (yes I used the config, but it added it to the array perfectly)....but they're not animated.

Also, is there a way to make the sprite animated in the window for characters in the animated character array? That' would be nice.
Title: Re: [XP] Blizz-ABS
Post by: Chaze007 on March 07, 2008, 12:18:20 AM
Quote
if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code  y'know fer nubs.

What I mean is something that goes into blizz abs without having to change it "Within" the script or the little in the config. kinda like the rmxp database you should make everything to be edited in something like that like custom controls in 1 section AI's in another altough i don't use blizz-abs atm I'm just guessing here :)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on March 07, 2008, 12:48:33 AM
BlizzHard, we have a problem. I get a wierd error about shaded text drawing when I don't have shaded text enabled  ???. Here is the error message's text:

"Script 'Blizz-ABS - Part3' line 3216: NoMethodError occurred.

undefined method 'draw_text_shaded_later' for #<Bitmap:0x60d32a8>"

Here is the Blizz-ABS - Part3 line 3216: "             draw_text_shaded_later(xx, yy, w, h, text, a)}}"

I have no idea what it is talking about could you please help me?

Oh, yea nice configuration program, it's extremely useful, because of the fact you don't have to directly edit the script making it easier, and the fact that you can just open it up and make updates to the battle system in minutes.

EDIT: All fixed it was my Tons of Add-ons version.

I just want to say one more thing "BLIZZHARD YOU ROCK FOR SPENDING SOO MUCH TIME ON THIS BATTLE SYSTEM, TO MAKE PEOPLE WHO WANT ABS's EXTREMELY JOYED!". Thank you for making this ABS it rocks!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 08, 2008, 01:27:44 PM
Oh, I found a bug. I added one of my characters to the "animated character array" (yes I used the config, but it added it to the array perfectly)....but they're not animated.

Also, is there a way to make the sprite animated in the window for characters in the animated character array? That' would be nice.

I'll fix that ASAP. I think I already know what is causing the problem.

I went to get Netframe 2 and that still didn't work for me as I am still getting that annoying message and cannot load any new configurations. Its as if I have to change this thing every time I start it up.

Hm... When you start the application, the default will be set up. That's why you can save the configuration to a .cfg file and load later for editing. The script generator is only for actual use. Did you confuse those two maybe? If not, then sorry, I don't think that I am able to help you. =/ You'll have to configure it manually or remake it everytime you start the config. =/

Quote
if it's possible you should make an easy to use config that edits every aspect of what you need and want in your game, then generate a code or it autoedits the code  y'know fer nubs.

What I mean is something that goes into blizz abs without having to change it "Within" the script or the little in the config. kinda like the rmxp database you should make everything to be edited in something like that like custom controls in 1 section AI's in another altough i don't use blizz-abs atm I'm just guessing here :)

Actually the Blizz-ABS Config.exe is separated into 12 (?) tabs where every tabscreen has one group of congurations which you can set up as if it was the database, it just has a different interface. In other words, what you want is what I alread made possible with the Blizz-ABS Config.exe. :) I was a bit faster with that idea. ;)

@diablosbud: Lol, I read half of your post and already typed down to tell you to upgrade Tons when I saw the rest. xD
And call me Blizzard, Blizz or Bliz, the "H" is just there for fun for a couple of days. xD
Title: Re: [XP] Blizz-ABS
Post by: darklight on March 09, 2008, 08:51:44 PM
Hey Blizz,

Just an idea for future versions of Blizz-ABS, or even Tons - what about events that react based on what weapon you have equipped? Boulders that can be smashed only with your axe, or vines that can only be cut with slashing weapons, or events that can be activated only with a flail.

Dunno know how possible it is to implement, but it's an idea.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on March 10, 2008, 03:58:31 AM
I think its already possible..

Btw, Blizz, are u the chick at the picture?

lol jk
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 10, 2008, 01:25:45 PM
You can make the weapons have elements which are "axe", "sword", etc. and simply make those "enemies" be invulnerable by swords. ::)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 10, 2008, 09:23:03 PM
Is there a way on how to heal all allies using a magic move(I'm talking a direct/shockwave type) without the caterpillar on?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 11, 2008, 12:45:41 PM
Only in the menu. If they are not on the map, you can't heal them on the map. xD
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 13, 2008, 04:33:38 AM
Hm... is there a way to make skills/items target a random enemy/ally in range?

That'd be cool to have :3
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on March 13, 2008, 11:23:38 PM
i have a question does your abs system allow me to disable the map battles in favor of the origional battle scenes be cause i work really hard on my animations and and devoted a lot of tim to gathering batterers that i really dpnt want to lose but i would really enjoy have the availibility of and abs in my game
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 14, 2008, 08:33:38 AM
Hi guys!! .... a little qestion!....Exist something like easy lvup notifier for Blizz abs?  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 03:09:40 PM
Not really. I think that would be a cool idea for a plugin. When you level up a window slides in from the side, displays you the new attributes and disappears aftet, IDK, 5 seconds.

@scoace13: Yes, Blizz-ABS still allows you to use the normal battle scene or a custom battle scene (i.e. like RTAB) for a turn based system. You can only disable the battle controls, enemies will still go after you. =/ Read 3.2.7. of the manual. Maybe I should make the controls disable enemy behavior as well...
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 05:36:58 PM
OMG OMG OMG! This ABS Script is Delicious!

BUT... I need some questions answered...

The status display...
(http://img.photobucket.com/albums/v204/sowtis/StatusDisplay.jpg)
Is it possible to customize it? Like the HP, MP and Exp bar are all just, plain bars.
I'd like to enhance the looks of them, how would I do that?

EDIT: I saw this status display in an ABS game...
(http://img.photobucket.com/albums/v204/sowtis/NewStatus.jpg)
(I move some stuff around...)

But could I get something like that?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 06:10:45 PM
Of course you can do that. It would require some custom scripting, but it is possible.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 06:13:29 PM
Of course you can do that. It would require some custom scripting, but it is possible.

...
Ok, but... I don't reallyhave knowledge with RGSS... Could you tell me how to do it? Like, actually DO some for me? If not fine, but yeah...

Also, throughout the game, the status is ALWAYS displayed, how would I turn it off automatically?
For like and introduction at the start of a game or something...

Lastly, could you send me a script that lets me make an intro to the game BEFORE they even see the title screen?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 07:05:20 PM
Well, I'm pretty short of time, so no, I won't have the time to do it. But you can always post a topic in script requests and ask for a custom HUD. Just be sure to give detailed information on how you want it to look like. Somebody else might have the time to make it for you. :)

Yeah, there are several types of intro scripts. You can either use one that plays an .avi video or you can try using my "Picture Scene" from "Tons of Add-ons". I have added instructions i the add-on's header how to make a scene appear before the title.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 14, 2008, 07:49:37 PM
Wait, i found a much much better ABS Script... Looks nicer, cleaner, not laggy...

So nevermind...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 14, 2008, 07:57:12 PM
LOL! Would you mind giving me a link? My ABS is pretty much known for least lag. I'm really interesting which ABS is supposed to top mine in that area.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 14, 2008, 11:29:09 PM
little by little im going know the BLIZZ ABS System and im like it.... XD..... Sometimes i have questions that maybe look stupid....but you are the only people who knows everything about the ABS... anyway thanx!  ;D

This is the new question XD

how can i create QUEST ITEMS..... because all the Items that i create goes to the Normal bag of Items, and i dont have any idea how i can put those items in a Quest Bag!  :D
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 14, 2008, 11:44:02 PM
Blizz,
Enemies with the \map attribute won't don't move but still attack.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 15, 2008, 01:34:54 AM
LOL! Would you mind giving me a link? My ABS is pretty much known for least lag. I'm really interesting which ABS is supposed to top mine in that area.

Your ABS on my computer, is laggy.

Thisother ABS I found isn't...
http://www.atelier-rgss.com/RGSS/Battle/XAS_00a.html

If you download the Hero Edition (which is the only working download) it has a great ABS.

If you try to edit the game it won't work, but if you copy the Audio, Data and Graphics folders, and paster them into a DIFFERENT game, you can edit it. Thats what I did...

It looks a lot nicer too.

BUT, I have to admit.

Making some stuff with your ABS is a bit easier, but I'd rather have this one.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on March 15, 2008, 02:00:04 AM
HAHAHAHA, blizz, that's the XAS ABS I've been telling you about. A Sowtis, I am a master at XAS, but I can tell you. When Blizz releases version 2.0, it will pwn XAS.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 15, 2008, 03:19:15 AM
HAHAHAHA, blizz, that's the XAS ABS I've been telling you about. A Sowtis, I am a master at XAS, but I can tell you. When Blizz releases version 2.0, it will pwn XAS.

Alright... If it does pwn XAS then I'll use blizz.   :)

Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 15, 2008, 03:28:54 AM
lol, I don't see why you wouldn't be able to edit it, copying those three folders is the same thing as copying the game :P
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 15, 2008, 05:42:52 AM
lol, I don't see why you wouldn't be able to edit it, copying those three folders is the same thing as copying the game :P

When you download the demo, you can play it. But if you try to open it with RMXP it says something is different between software versions or something. But if you copy the folders and paste them into a different game, then it works... IDK why though... But it works.  :)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 15, 2008, 06:25:31 PM
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)

@Sowtis: Yes, XAS is very customizable, but pretty hard to use. Until recently XAS supported a couple of features Blizz-ABS didn't have. Blizz-ABS's features were not implemented in XAS as well. But in the last two versions I added some stuff that is available in XAS. When I finish the Ally AI and release 2.0, it will pretty much have everything XAS has and more. :)

@TerreAqua: I know why. I'll fix that. The line is misinterpreted as \m as well which disables movement.
Title: Re: [XP] Blizz-ABS
Post by: Sowtis on March 15, 2008, 08:18:34 PM
@Blizz Well when 2.0 comes out and I seem to like it more, then I'll probably go with your ABS...
Cause all I really am using XAS for is the looks, but if 2.0 comes out with nice looks and it keeps the easiness, then I'll use your ABS.  :)
Title: Re: [XP] Blizz-ABS
Post by: VxOsx on March 16, 2008, 10:33:42 AM
How do you make allies in the Blizz-ABS

-Kills Self-  :o

EDIT:
Nevermind I asked in the Shoutbox
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 16, 2008, 11:18:36 AM
You can't quite yet, all you can do is add members and then switch them out with the leader.

But Blizz is working on it and we'll have it in 2.0.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 16, 2008, 02:29:18 PM
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)

Oh man! Where i can found your CMS?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 16, 2008, 02:31:18 PM
lol was looking at XAS's and his enemys are all do do with events & you have to make mini scrips for every weapon & item and yers it does lagg
Title: Re: [XP] Blizz-ABS
Post by: fugibo on March 16, 2008, 03:07:15 PM
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)

Oh man! Where i can found your CMS?

Your on his forums 0_o. Go try the RGSS Scripts Database, and look for Stormtronics CMS Hybrid Edition.
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 16, 2008, 04:14:09 PM
@Real Mugen: You should use a CMS for that. For example, the CMS I made allows separation of quest items. It's not related to Blizz-ABS. :)

Oh man! Where i can found your CMS?

Your on his forums 0_o. Go try the RGSS Scripts Database, and look for Stormtronics CMS Hybrid Edition.

Ahhhhahaha ^_^U thanks.....
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 16, 2008, 08:39:48 PM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 16, 2008, 08:44:09 PM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<

You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2008, 12:33:43 PM
Keep in mind that those conditions for actions only work if you have the ACTIONS AI ATTRIBUTE TURNED OFF. If you have it on, the enemy will be smarter and use actions more appropriately. i.e. If you use "actions" and "observe", they will run away if an actor is strong and does a lot of damage while being observed. ^_^
Title: Re: [XP] Blizz-ABS
Post by: Real Mugen on March 17, 2008, 05:55:40 PM
Hi again! .....  ;D ....well....... i have a new stupid wuestion  ::)

Do you know a way to create a enemy that use a normal attack and a Skill randomly?... i mean.....that use both...because i create an enemy and this only attack with the normal attack ...but never both!...even i create with the two attacks!

(http://i172.photobucket.com/albums/w12/cesarperry/see.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 17, 2008, 07:45:46 PM
Somebody reported a problem with that as well. I just didn't have time to fix it yet.

The thing is that, if you have the action attribute on, enemies will smartly decide attacks and skills instead of the normal way RMXP does.
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 18, 2008, 12:12:36 AM
Blizz, you should put in a way to make different enemy skills/attacks used depending on the range.   For example, an enemy would use a bow at range greater than 2 and an axe at range 2 or less.  It would be sweet if you have the time! ;D
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 18, 2008, 01:45:19 AM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<

You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.

Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 18, 2008, 02:04:19 AM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<

You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.

Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits

Line 109
AI_DELAY_TIME =

Try setting it to a lower setting
Title: Re: [XP] Blizz-ABS
Post by: Pl0x on March 18, 2008, 02:21:15 AM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<

You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.

Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits

Line 109
AI_DELAY_TIME =

Try setting it to a lower setting

You just saved me hours to randomly changes numbers i find in the database.

Thanks =)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 18, 2008, 02:34:45 AM
Amazeing script, only problem i have would be to get the monsters to not retreat >.<

You need to give them the escape action with a condition of <X% HP.

Edit:
Oops read your post incorrectly...
To make the monsters not retreat, delete the escape command in the enemy tab of the database.

Thanks, >.< was gonna ask for it in english before you edited

Edit:There is no escape command in the enemy tab, by retreat i mean, they hit you and walk back a square or 2 then go after you again, this tends to be annoying as the monster will only end up hitting you like 2 times in the time you execute 5+ hits

Line 109
AI_DELAY_TIME =

Try setting it to a lower setting

You just saved me hours to randomly changes numbers i find in the database.

Thanks =)

Lol no problem.  I'm here to help (with BABS settings and graphics)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 18, 2008, 06:01:52 PM
And bugs. #_# TerreAqua has reported the nastiest and most hidden bugs in BABS so far. <3
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 19, 2008, 12:20:21 AM
is there a way to remove ur pre menu & add it to the regular menu
im using a ring menu but it sorta messes it up to have ur pre menu on there
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 19, 2008, 12:22:14 AM
Okay to do that you would need...

Actually I don't know what I'm talking about... lol
I know practically nothing of scripting >.>

Quote
And bugs. #_# TerreAqua has reported the nastiest and most hidden bugs in BABS so far. <3

:D  And I'll be on the lookout for more!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 19, 2008, 11:35:22 AM
@nathmatt:

Remove this piece of code:

Code: [Select]
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  alias main_blizzabs_later main
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD_ENABLED is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # create options window
      @window = Window_Command.new(192, ['Menu', 'AI Setup', 'Controls', 'Cancel'])
      # disable second option (not available yet)
      @window.disable_item(1)
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # tint viewport
      @view.tone = case BlizzABS::Config::MENU_COLOR_TINT
      when 0
        # a random tint
        case rand(8)
        # darker tint
        when 0 then Tone.new(-60, -60, -60, 0)
        # blue tint
        when 1 then Tone.new(-255, -255, 0, 255)
        # green tint
        when 2 then Tone.new(-255, 0, -255, 255)
        # red tint
        when 3 then Tone.new(0, -255, -255, 255)
        # yellow tint
        when 4 then Tone.new(0, 0, -255, 255)
        # mangenta tint
        when 5 then Tone.new(0, -255, 0, 255)
        # cyan tint
        when 6 then Tone.new(-255, 0, 0, 255)
        # black-white tint
        when 7 then Tone.new(-40, -40, -40, 255)
        end
      # black-white tint
      when 1 then Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition(10)
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD if HUD exists
      @hud.dispose if @hud != nil
      # delete window
      @window.dispose
      # delete spriteset
      @spriteset.dispose
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end

Keep in mind that you will have to edit your ring menu or have it edited by somebody to allow the access of the AI setup scene and the Control setup scene.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 19, 2008, 09:56:39 PM
could u help me im trying to add ur controls in the ringmenu i found




that did it thx



2 question is there a way i could make it where bliz abs hud dosent disaper when i use it and how i choose my char in status skills & equipment is there a way to chose them in that menu by presing the left & right keys ?

edit: ok i got the hud on but need it to disaper when i open the windows
added credit so no 1 thinks i made it

(click to show/hide)

i also had to change class menu to this

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Galatea on March 21, 2008, 02:50:44 PM
So everything is settled then.
Im also waiting for the Ally AI on the new version. ^^
Go Blizz!
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 04:29:13 AM
Probably a dumb question and sorry if you answered this before.

But what's the script command to turn the HUD on and off?  I want to have it off for cut scenes but I can't quite figure out how to do it.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on March 22, 2008, 04:33:25 AM
Code: [Select]
$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 04:38:16 AM
Actually tried that, except it was
Code: [Select]
$game_system.hud = true
I had the HUD turned off as a default so there's no chance of it appearing durring the first cut scene.  Possible bug maybe?

Edit:  Also the script, for some odd reason, is ending everything in the event after it's placement.  Not sure why that is.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on March 22, 2008, 06:41:33 AM
turn it off at the start maybe than just with parallel proccess than turn it back on when wnt
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 22, 2008, 11:59:32 PM
Hmm, for some reason it's not working with parallel events either.  Perhaps I'll just have the HUD diactivated except on maps containing actual mobs.  Hopefully I wont get that strange problem where it doesn't allow anything in the event to execute.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 04:05:28 AM
i have a question if i want to make it where you couldnt go into the next map until u killed all the abs enemies how would i do that
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 23, 2008, 04:14:18 AM
I'd do it by placing a variable that adds up in each event.

Say you need 10 mobs killed, then in the event add +1 to a variable until you get 10 kills.

Then as a condition have the variable >= 10
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 04:15:20 AM
Code: [Select]
$game_variables[ID] = $game_map.enemies.sizeIs used to check how many monsters are left on the map.

To make it so you can't leave, just have the teleporting event have a condition be that the variable = 0.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 04:29:42 AM
which varible i cant seem to find that line in the abs script
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 23, 2008, 04:33:02 AM
Like a variable with the events

TerraAgua's way is probably the best, just a little more complicated because of the call scripts.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 04:33:38 AM
I meant that you replace ID with whatever variable you want and then use the same variable as a condition.

Sorry about the confusion!
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 04:40:00 AM
that worked
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 04:57:58 AM
another quick question i making this make that more like a halographic training room but instead of making mutliple maps im making panaramas now to my question is there a way to cause the monsters to respawn but not turn it on in the script
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 05:00:48 AM
Quote
3.1.6. Create a Respawn Point
Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at
one specific point. To create such a Respawn Point you have to use the same method of
adding commands in the name like you use for enemies. Instead of “\e[ID]” use “\r[ID1, ID2,
ID3, …]”. The various IDs are enemy IDs from enemy types who will respawn at this point.
Separate the IDS with commas. As soon as an enemy is killed, he will respawn at one
Respawn Point of the map where his ID is included in this setting. The waiting time for
respawning in this case is 5 seconds, you can change it by adding “\t[TIME]” where TIME is
the number of seconds which it takes between death and respawn. Keep in mind that this
feature is independent from the basic respawning feature and that it overrides the basic
respawning system for the specific enemies. Respawn Points are normal events that are
simply marked which means that they completely act like normal events. As critters don’t
respawn, they can’t use Respawn Points either. Lifeless objects don’t respawn either.
Taken from the manual XD

I think it should work... lol
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 05:05:03 AM
k ill try it heres an example of what i was talking about actually is im readying that right im not sure if thats what i need but that still might help me with my halo room


http://www.megaupload.com/?d=YB7S0CF4
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 05:11:44 AM
Uh... I can't play that demo... XD
Maybe because you're using PKE?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 05:22:59 AM
oh i am is there a way i can  make it where u can
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 05:25:11 AM
Uh... I'm not sure... lol ^_^"
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 05:26:09 AM
can u not play it or cant use the edit 1 ?
because there would realy be no point for me to make a game if ppl cant even play it

try this 1
http://www.megaupload.com/?d=BTHKCL9Q
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 05:31:35 AM
I can't play it but I think other people with PKE can play it but I'm not sure.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 05:32:33 AM
try the new 1 i just added
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 05:40:35 AM
You didn't include every file you used into the game so it crashes. 

Like kn_fighter, the bg music, the tilesets, and maybe some others.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 23, 2008, 05:26:56 PM
hm ill look into that give me a min  k try this 1 it should work


http://www.megaupload.com/?d=QEJ409AN
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 23, 2008, 08:26:24 PM
(click to show/hide)

With your setup of events, just make your teleport event like that and it should work...
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 24, 2008, 02:13:45 AM
thats not where the problem is kill the 3 bats then go right i need them to respawn after u go right without actually leaving the map
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 24, 2008, 03:06:19 AM
i think it might be ezer just to create maps
Title: Re: [XP] Blizz-ABS
Post by: A13x from RMRK on March 24, 2008, 12:35:22 PM
im crap at scripting and have only ever successfully installed 1 script out of... 26? yeah i think thats it...
anyway, how do i install it? i cant find instructions on how to install the script any where =P
i had a quick look thru the pdf's and the txt's and  on this page and couldnt find any. KEY WORD: QUICK
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 24, 2008, 09:47:13 PM
go into the script database and then right click > instert
name the new tab that just came up and then go to the Blizz-ABS .txt files and ctrl-A, ctrl-C

Go back to the database and click on your new tab, click inside the script window and ctrl-V

Rinse and repeate for the rest.  Just make sure they're in order..  It should look a little like

Quote
Blizz-ABS page 1
Blizz-ABS page 2
Blizz-ABS page 3
Main
Title: Re: [XP] Blizz-ABS
Post by: A13x from RMRK on March 25, 2008, 12:02:04 AM
and thats what u name the scripts?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 25, 2008, 12:40:30 AM
The Names of the scripts don't really matter but it is helpful to name it somewhere along the lines of Blizz-ABS Pt 1-3 to keep track of it.

Quote
1) Blizz-ABS is now to be used as 3-parted script to separate configuration settings and
functional code. Insert part 2 and 3 directly below part 1 and the system should work
without problems. Part 1 is for configurations only while the other parts are the actual code.
This Blizz-ABS version will corrupt savegames that used an older version!
Taken from the Manual.
Title: Re: [XP] Blizz-ABS
Post by: A13x again. on March 25, 2008, 01:54:25 AM
i did what that quote said but it comes up with an error:

Script 'abs part 2' line: 3096: NameError occured.
uninitialized constant BlizzABS::Config

how do i fix that?
Title: Re: [XP] Blizz-ABS
Post by: A13x yet again! on March 25, 2008, 02:00:42 AM
OMG i dont believe it!
all that over 1 little mistake:
i put the scripts in the wrong order: 321 instead of 123...
it works now yay!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 25, 2008, 02:01:35 AM
Lol okay.  Glad it works now :D
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 25, 2008, 08:18:53 AM
I still have to figure out how come I can't turn back on the HUD after using
Code: [Select]
$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 25, 2008, 07:02:22 PM
Instead of
Code: [Select]
$game_system.hud = falsetry
Code: [Select]
$game_system.hud =
false
Yes, it DOES matter.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on March 26, 2008, 02:06:40 PM
ahh, seems like such a simple thing but it's working a lot better.

Thanks Blizzard, dunno where I'd be on this project without ya  ;D
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on March 28, 2008, 03:38:12 AM
i don't know if this problem has been reported or fixed, i upgraded to the newer version of Blizz ABS, i start a new game but when i hit enter, the message box doesn't chnage while when i hit enter in the title menu or the Game menu, it works fine

also, i would like to know how i can make a skill that teleports the target to a random passible position on the current map, like if your surrounded by enemies and you use this skill either on yourself to get out of a tight spot or even on your enemies to get the more powerful ones away for just a little while, if that makes any sense
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on March 28, 2008, 04:03:39 AM
That's probably because Blizz-ABS automatically changes the controls. So OK would be H instead of Enter by default.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 05:31:18 AM
lol dont know about enemies but i kinda have 1 for ur char sorta

just make a skill that uses a common event make 2 events that stores a random number in a var call 1 x and 1 y the make 1  to store the map id in 1 too
the just use the teleport command but tell it to use ur 3 var's tried it works but has alot of bugs because of the fact of kepping you from landing on inpassibe tiles
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 01:14:10 PM
I agree, you should make it with a skill that calls a common event.
And yeah, Blizz-ABS changes the controls.

Ok, now to the news...

Blizz-ABS 1.97

What's new?

Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 08:41:58 PM
first new v1.97 bug

Code: [Select]
if $tons_version != nil && $tons_version >= 5.4 &&
$game_system.DOOM_STATUS && DOOM_TIMER_VISIBLE
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 09:04:00 PM
Use the newest version of Tons. "Doom Skill" is now "Doom Status".
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 11:14:34 PM
(http://img178.imageshack.us/img178/67/buglb4.png)

Uh... bug?
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 11:22:49 PM
im using version 6.2 already & doom status is set to false
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 11:25:10 PM
im using version 6.2 already & doom status is set to false

I get the same bug when I'm in a map with no enemies.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 11:26:08 PM
*smacks forehead*

I put up a fixed version. -_- I'll check that bug, give me a moment.

EDIT: What's the error message? -_-
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 11:35:04 PM
(http://img405.imageshack.us/img405/7948/asdwnq4.png)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 28, 2008, 11:44:44 PM
The error is with Tons. Redownload part 3, I've put up a fixed version.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 28, 2008, 11:48:34 PM
that worked
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 28, 2008, 11:54:29 PM
Blizz, did you mean to redownload part 3 of Tons or ABS???
Because they both still don't work for me and I get the same error...

Gah I can't think with this giant headache.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 29, 2008, 12:13:34 AM
tons is what i downloaded & it works but i am haveing trouble with the change event name part the is what im using

Code: [Select]
$game_map.rename_event(1,'\\e[1]')
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on March 29, 2008, 12:44:24 AM
I got a question about SDK. What exactly happens if you have SDK 2? Is it really a big of a deal if you have that? Also, is it possible for a SDK user to go from 2 to 1?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 29, 2008, 01:06:46 AM
Errors!

(http://img237.imageshack.us/img237/7289/sdafwdssq9.png)
Got when I go to a map with enemies
Edit:
I fixed this one... XD
Line 2463 should be:
Code: [Select]
in_sight_e = ai.sight.find_all {|b| ai.negative.include?(b.AI_data.basic)}
(http://img408.imageshack.us/img408/295/dadwslf9.png)
Got when I tried to select a skill in the controls menu.


Edit again:
Mmm... there are quite a few bugs I've found already w/o even being able to use skills (because of a bug) so I think it might be easier if I just contacted you on MSN in the morning.


Edit again and again...:
Blizz, most of the bugs are caused by typos in BABS and Tons which caused skills to be unusable.

For Tons, some of the config have !false and makes it not work.


But here are some other ones I found:

The members of the caterpillar only jump when the player is sneaking too.

Beam skill doesn't work :P
Code: [Select]
Script 'Blizz-Abs Part 3' line 5084: NoMethodError occurred.
undefined method '[]=' for 0:fixnum

Objects that have Player Touch for Trigger for event coding don't start when touched anymore.
Title: Re: [XP] Blizz-ABS
Post by: The Main Character on March 30, 2008, 12:31:53 AM
oh no somany errors it must be hard scripting an abs
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 05:06:07 PM
blizz, a cooldown time for skills/ period of invulnerability after being hit would be nice.  I just got pwned by a mage 5 levels below me!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 06:33:19 PM
You DO have a short period of invulnerability, it's the time where the main character is blinking. If you want enemies to wait longer before they attack, simply increase the "Enemy Behavior" option "AI Delay Time".

@The main character: I was doing those updates during the week of my exams. It's rather natural that I messed up. (^_^') But yeah, to maintain such a huge script isn't easy.

@Aqua: Damn... Alright, give me a few days, I'll put up v1.98 and fix Tons. And yes I meant Part 3 of Tons.

@Sin86: Blizz-ABS won't work with SDK 2.x. Going back should be possible, but it depends on which SDK dependant scripts you are using. I'm not sure if Blizz-ABS will fully work with SDK 1.x, but this is much more likely than with SDK 2.x.
Now, the problems that happen with SDK 2.x are, first off, the automatic disposal. SDK disposes windows and stuff automatically when exiting a scene, so the attempt to dispose stuff in Blizz-ABS's mods of the scenes will cause a crash. Other problems were edits in the some scripts and the splitting of methods. I just remember that I once tried to see what the problems were so I could fix them, but after 15 minutes of constanly new errors (I only overrode the problems, I didn't fix them), I realized that making those two compatible would be a hell of a job, expecially with Blizz-ABS being a complicated 5000+ lines of code script. SDK 1.x wasn't messed up so much, so it might work with Blizz-ABS up to some level. That's why I added "80% compatible with SDK 1.x, 40% compatible with SDK 2.x" in the manual.

@nathmatt: What exactly happens?
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 07:28:08 PM
Oh Blizz, i forgot to mention that the mage had the full-power attribute on so it is more agressive.  I want it to keep being agressive (move towards me) and ignore the AI timer when moving but not ignore the AI timer for attacking/skill use.  I notice that although you setup both 'agressive' and 'offensive' in part 2, you only use 'agressive' in part 3.  Does that mean that 'offensive' is going to be in 2.00?  What do 'offensive' and 'agressive' do?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 07:36:33 PM
No, no, you got that wrong. The passive attribute will only make them not attack you first, the full power attribute will make the override the AI Delay Timer. The enemy will stand in a distance away from you as long as the timer hasn't expired. THEN he will attack/use a skill. That means he will always go towards you, but not too close, when being in combat mode.

That what you have seen about "aggressive" and "offensive" has nothing to do with enemies, it's for allies. (Enemies don't have the passive attribute as variable, but as a method, just find def passive and def origin_aggressive and you'll see what I mean.) This is a chapter from the manual 2.0 describing what it will be for:

Quote from: Manual 2.0
4.3.2. Ally Combat AI

Ally combat AI can be set up by the player in the “AI setup” menu that can be accessed from the Blizz-ABS pre-menu. There the ally can be set up how aggressive/passive and how offensive/defensive to act. Aggressive allies will engage into combat with every possible enemy while passive allies will never get involved into combat, even if attacked. Offensive allies will never use anything different than offensive actions while defensive allies will never attack or use any sort of offensive action. You can enforce the aggressive/passive and offensive/defensive behavior for specific actors. In this case simply use a “Call Script” Event Command and type down one of those four possible commands:
$game_actors[ID].force_aggressive = X
$game_actors[ID].force_offensive = X
$game_party.actors[POS].force_aggressive = Y
$game_party.actors[POS].force_offensive = Y
ID is the ID of the actor in the database, POS the position of the actor in the party (starts from 0, not 1!), X and Y are the forced values of the behavior. X and Y can range from 1 to 15 where 1 means highly aggressive/offensive and where 15 means highly passive/defensive. If a forced value is being used, the player will not be able to change the behavior in the menu by himself. To disable the behavior enforcement you can use the same commands, but with 0 as new setting. This will restore the player’s previous setting and allow him to change the behavior again. This allows you to use i.e. forced behavior for “highly aggressive” characters (a character is angry story-wise, etc.). Your imagination is the only limitation.

Remember the 4x4 behavior grid in SoM for CPU controlled allies? That's basically it. :)
Title: Re: [XP] Blizz-ABS
Post by: winkio on March 30, 2008, 07:41:08 PM
oh, ok.  I just decided to add in a few lines of code to make it so that full power enemies would only ignore the timer when moving, and the time would decrease twice as fast when standing still.  i find it much more balanced.  Thanks anyways, and now I understand it a whole lot better! ;D
Title: Re: [XP] Blizz-ABS
Post by: the main character on March 30, 2008, 07:42:12 PM
ohh a preview of tat manual nice yup lookin forward to 2.00 cuz i got tat error tat aqua was takin bout but keep up the good work blizz u a really good scripter hope u did good on them exams 2
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 07:44:42 PM
No problem, if you want it that way, simply edit it. I hope you can figure out the code. It's in Map_Enemy#update, those lines here:

Code: [Select]
    # decrease delay timer
    @AI_data.act[3] -= 1
    # if action exists
    if @AI_data.act[1] != 0
      # if leader and counter expired and only sometimes
      if @AI_data.leader && @AI_data.act[3] <= 0 && rand(100) < 10
        # all minions
        @AI_data.minions.each {|b|
            # 50% chance if they have an action pending
            if b.AI_data.act[1] != 0 && rand(2) == 0
              # force into action
              b.AI_data.act[3] = 0
              # 50% chance for same target
              b.AI_data.target = @AI_data.target if rand(2) == 0
            end}
      end
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive
      # if running away and counter expired
      if self.escaping && @AI_data.act[3] <= 0
        # remove target and delete action
        @AI_data.target, @AI_data.act = nil, [0, 0, 0, 0]
      # if delay timer below lower boundry
      elsif @AI_data.act[3] <= rand(201)-400
        # set timer again
        @AI_data.act[3] = rand(2*BlizzABS::Config::AI_DELAY_TIME)
      end
    end

@the main character: Thanks, I did pretty well on the exams. ^_^ I'll see if I can release 1.98 in the next few days to fix those dumb bugs. :<
And yeah, that feature in 2.0 will be under AI Setup in the menu, that's what it's for. I'm thinking of a grid view like in SoM, but with 15x15 possible values instead of just 4x4.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 07:46:44 PM
No problem, if you want it that way, simply edit it. I hope you can figure out the code. It's in Map_Enemy#update, those lines here:

Code: [Select]
     # decrease delay timer
    @AI_data.act[3] -= 1
    # if action exists
    if @AI_data.act[1] != 0
      # if leader and counter expired and only sometimes
      if @AI_data.leader && @AI_data.act[3] <= 0 && rand(100) < 10
        # all minions
        @AI_data.minions.each {|b|
            # 50% chance if they have an action pending
            if b.AI_data.act[1] != 0 && rand(2) == 0
              # force into action
              b.AI_data.act[3] = 0
              # 50% chance for same target
              b.AI_data.target = @AI_data.target if rand(2) == 0
            end}
      end
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive
      # if running away and counter expired
      if self.escaping && @AI_data.act[3] <= 0
        # remove target and delete action
        @AI_data.target, @AI_data.act = nil, [0, 0, 0, 0]
      # if delay timer below lower boundry
      elsif @AI_data.act[3] <= rand(201)-400
        # set timer again
        @AI_data.act[3] = rand(2*BlizzABS::Config::AI_DELAY_TIME)
      end
    end

@the main character: Thanks, I did pretty well on the exams. ^_^ I'll see if I can release 1.98 in the next few days to fix those dumb bugs. :<

*is confuzzled by the code*
Yeah... I think I'm just gonna stick to finding bugs and reporting them to you XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 07:48:26 PM
Code: [Select]
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive

<3

EDIT:

Code: [Select]
    #--------------------------------------------------------------------------
    # evade_projectiles
    #  char - the character
    #  This method checks whether there are projectiles that could hit the
    #  character and determines the reaction of the character at the threat.
    #--------------------------------------------------------------------------
    def self.evade_projectiles(char)
      # temporary variable and get pixel movement rate
      ai, pix = char.AI_data, BlizzABS.pixel
      # find all projectiles within sight or close hearing that can hit char
      projectiles = BlizzABS::Cache.projectiles.find_all {|p|
          BlizzABS::Config::PERCEPTION_RANGE * 128 >=
          Math.hypot(p.real_x-char.real_x, p.real_y-char.real_y) &&
          ![1, 7, 8, 11, 12].include?(p.type) && p.group.include?(ai.basic) &&
          !BlizzABS::AI.wall?(char, p.x, p.y) &&
          (BlizzABS::Config::PERCEPTION_RANGE * 256 / 5 >=
          Math.hypot(p.real_x-char.real_x, p.real_y-char.real_y) ||
          BlizzABS::AI.can_perceive_char?(char, p.real_x, p.real_y,
          char.direction))}
      # check every projectile
      projectiles.each {|i|
          # create affection area rectangle for projectile
          range = case i.direction
          when 2
            Rect.new(i.real_x/4+8, i.real_y/4+8, 16, i.y*32/pix-i.real_y/4+24)
          when 4
            Rect.new(i.x*32/pix+8, i.y*32/pix+8, i.real_x/4-i.x*32/pix+24, 16)
          when 6
            Rect.new(i.real_x/4+8, i.real_y/4+8, i.x*32/pix-i.real_x/4+24, 16)
          when 8
            Rect.new(i.x*32/pix+8, i.y*32/pix+8, 16, i.real_y/4-i.y*32/pix+24)
          end
          # if this projectile will hit char
          if BlizzABS.intersection(range, Rect.new(char.real_x/4,
              char.real_y/4, 32, 32))
            # depending on how to quicker evade it
            dir = case i.direction
            when 2, 8 then (char.x >= i.x ? 6 : 4)
            when 4, 6 then (char.y >= i.y ? 2 : 8)
            end
            # if actually passable
            if char.passable?(char.x, char.y, dir)
              # move in that direction now
              char.force_move.unshift([dir, false])
            # if passable in opposite direction
            elsif char.passable?(char.x, char.y, i.direction)
              # move away now
              char.force_move.unshift([i.direction, false])
            end
          end}
    end

<3 <3 <3

EDIT: Wow, that condition to determine whether a projectile can hit the char is really complicated. I know, it's not "nicely" coded, but then again, people won't most probably ever need to bother about that method and I need high performance, so I can't bother with using extra code for the sake of readability.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 07:50:00 PM
Code: [Select]
      # projectile evasion processing if attribute "defensive" is active
      BlizzABS::AI.evade_projectiles(self) if @AI_data.defensive
<3

*is still confused...*

Ooh can't wait for BABS2 so then my caterpillar chars can pwn people too :P
(and then I can find bugs)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 30, 2008, 09:26:33 PM
sorry about that but i believe it was the same arror aqua was having when enemy was on map





edit some ideas for v2.0


u could make the ai somthing like fnal fantasy's 13
not quite the same but as far as the when hp =>70% use cure things like that
could add on option to need them as items if you wanted ppl to have to earn them
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 09:39:53 PM
::)

Quote from: TEH MANUAL 2.0
4.3.3. Ally Trigger AI

The Ally Trigger AI is a Blizz-ABS specific feature that can be set up in the “AI setup” menu as well. A similar system exists in the commercial game “Final Fantasy XII” and is called “Gambits”. The player is able to set up conditions, actions and execution probability in a user-friendly menu. If the conditions are met, the action will be executed. The closer a trigger is to the top of the list, the higher priority it has. Actions will ony be executed if they actually can by executed (i.e. an item can’t be used if there are none left in the inventory).
Important note: Any Ally Trigger AI action will override Ally Combat AI setup!
Title: Re: [XP] Blizz-ABS
Post by: Aqua on March 30, 2008, 09:41:24 PM
::)

Quote from: TEH MANUAL 2.0
4.3.3. Ally Trigger AI

The Ally Trigger AI is a Blizz-ABS specific feature that can be set up in the “AI setup” menu as well. A similar system exists in the commercial game “Final Fantasy XII” and is called “Gambits”. The player is able to set up conditions, actions and execution probability in a user-friendly menu. If the conditions are met, the action will be executed. The closer a trigger is to the top of the list, the higher priority it has. Actions will ony be executed if they actually can by executed (i.e. an item can’t be used if there are none left in the inventory).
Important note: Any Ally Trigger AI action will override Ally Combat AI setup!

OMG GAMBIT SYSTEM!!! :D
Hehe I was playing FFXII today too :P
I pwned some hunts... but Larsa always died XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on March 30, 2008, 10:23:10 PM
The system is rather easy to make. The user-friendly GUI should be more of a challenge. ::)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on March 31, 2008, 12:43:53 AM
oh lol never noticed that in the manual


edit: oh lol because its in the 2.0 manuall
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 04, 2008, 08:57:57 PM
im trying to make a skill where u use ur shadow as a weapon so i need it to let me leave my char somwhere & control like a char skill
Title: Re: [XP] Blizz-ABS
Post by: Sally on April 04, 2008, 10:25:46 PM
umm i think it can be done in events, i could check into it later, but it will probly be better off with scipt
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 04, 2008, 11:11:15 PM
im trying to make a skill where u use ur shadow as a weapon so i need it to let me leave my char somwhere & control like a char skill

If you mean what I think you mean then... you're gonna have to wait for Blizz.

He's making a skill where the user can control the movement of the projectile so I hope that's what you mean :P
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 05, 2008, 12:37:47 AM
that might work im trying to make it where u  could do that & control some enemies with it




edit: btw i dont know if this is a bug or not but i cant change my charset in game
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 01:38:20 PM
I've had that problem earlier, the bug reappeared a couple of times already... -_- Anyway...

Blizz-ABS v1.98 is out! What's new?

Title: Re: [XP] Blizz-ABS
Post by: Sase on April 05, 2008, 01:52:42 PM
I just have to say... wow... It took me much time even reading the manual, great job.

Are you planning on making a real game (no, I don't consider CoSLAL as a "real game") with Blizzabs?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 02:11:50 PM
Nope, it will get pretty hairy with CP already. I lack the time to work on that one, so a full-sized game with Blizz-ABS is most probably never going to happen. I might make another example game that's more serious, though. Something like an episode from a much bigger game.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 05:45:20 PM
Hey Blizz... with the new version, the caterpillar doesn't exactly work on a map with enemies.

They don't jump, run, sneak, and follow the way they should.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 07:34:29 PM
Don't use saved games. There's another error related to the caterpillar by somebody else as well. And there's also a bug if you don't use Tons. I put up a fixed version to fix the latter.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 07:39:30 PM
I didn't use a save game when I get the glitchy caterpillar.

Also, the HP/SP Crush add-on doesn't work with BABS :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 07:54:02 PM
I knew that I forgot something... >.< The next BABS version will be out sooner than you may think. >.<
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 05, 2008, 08:17:54 PM
:O If the next version is gonna be out soon, then that will be V1.99...
Then it'll soooooon be BABS2.0!!!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 05, 2008, 08:31:06 PM
Might be at Blizz-ABS's birthday, 19th April. ;)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on April 06, 2008, 06:18:52 AM
hey blizz i hate to burst the bubble here but i noticed in the latest version that hp and sp doesnt update in the HUD when you lvl.up until you enter the menu
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 06, 2008, 07:14:19 PM
is there a way to make it so that every 4 frames the returning projectile makes a sound effect until it returns
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 07, 2008, 12:39:28 PM
Nice idea. I'll add that later.

@Spoofus: Noooooooo!!! T_T NOT AGAIN! I've had that bug before, I don't know why it reappeared. T_T
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 07, 2008, 05:49:20 PM
hey bliz just thought id let you know that the link in ur sig dosent work
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on April 07, 2008, 06:50:52 PM
eh sometimes small bugs like that happen when you change something.
i mean it doesnt bother me at the moment since i am just testing you know and working on my game but i figured i would let you know while i noticed it
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 08, 2008, 02:08:58 PM
I fixed it already, I just didn't release the version with a fix already. I use the Heal-on-LvlUp feature so the HP/SP change as well and so the display is being updated correctly. Just the max HP/SP values were missing from the refresh check, so I added that.

@nathmatt: I know. ._. I'm doing my best to move the forum away from this host to one that allows subdomains. -_-

@Aqua: Can you send me your game project? I have absolutely no idea why your caterpillar doesn't work right.
Title: Re: [XP] Blizz-ABS
Post by: 86niS on April 13, 2008, 03:15:18 AM
Found an error. Well, not exactly the regular type but I have Weapon Sprites turned on just like I do in every version except this time I can use a weapon without having one equipped. Only difference between that and one having equipped is that you can attack but not deal damage to an enemy. I remember it used to be like where if you don't got a weapon equipped, it would make that "null noise" but not this time.

-Sin86(lost my password again)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 14, 2008, 02:28:37 AM
I have some pretty cool ideas for attacking that you may want to add in the next Blizz-ABS version update. Idea 1 - Power Strikes - You can hold down the attack button for 2 whole seconds to be able to strike with more power (1.5 x the normal ammount of attack damage). Idea - 2 Stealth Attacks - If you have snuck up upon an enemy without them realizing you are there you can attack with more attack damage (3 x the normal ammount of attack damage). Note this next idea (3) may be an extremely hard feature to setup. Idea 3 - Adrenaline Kills - For this you must add an adreneline stat which will monitor this attack. Every time you hit an enemy you gain adrenaline which on specified enemies can cause an instant kill (that way bosses cannot be killed easily).

Hope you like the ideas, Diablosbud.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 14, 2008, 12:04:23 PM
1. I was planning attacks/skills with delay before execution, I'll see what I can do about that.

2. That won't work. As soon as you press a button, you are considered "in action" and enemies can see/hear you at that moment, even if you snuck up. I'd have to change a critical part of the system to allow that feature and I want to avoid that. It's a critical part because edits could cause massive trouble.

3. Eeeehh... I don't think this will be such a good idea. I mean, this is an ABS that is supposed to support the "basic" features, not enhanced features like Limit Breaks, Overdrive or other similar systems.

@Sin86: I e-mailed you a temp password AGAIN. xD And yes, in the DBS if you don't have a weapon you also only do 0 damage. Somebody might be using an edit where you can actually do damage without a weapon, so I made it possible. It's been there for a while already.

EDIT:

I didn't use a save game when I get the glitchy caterpillar.

@Aqua: There's an event (with the name "Caterpillar Move") with two caterpillar manipulation commands that are set on parallel process. Of course it doesn't work right. (-_-') If you had tried another map you would have noticed that it works fine there. xD
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 14, 2008, 11:03:34 PM
I didn't use a save game when I get the glitchy caterpillar.

@Aqua: There's an event (with the name "Caterpillar Move") with two caterpillar manipulation commands that are set on parallel process. Of course it doesn't work right. (-_-') If you had tried another map you would have noticed that it works fine there. xD

Hm... I had that event with a self-switch of A being on as a condition... so I don't think it's that...

And I just confirmed that it isn't... the problem was caused by an event that was on parallel process that called a common event...
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on April 15, 2008, 01:38:24 AM
hay Blizz, i'm getting a problem with Blizz-Config, when i use it with megaman battle Guardian I: Hunters of memory it works fine but when i use it with Satilex, i get one strange error

now because i'm low on internet credit at my school and my laptop has been moved and not been set up again, i can't get a screenshot for you, so i'll type up the erroe

Code: [Select]
Unhandled exception has occurred in your application. if you click Continue, the application will ignore this error and attempt to continue, if you click quit, the application will close immediately

Index was out of range, must be non-negitive and less than size of the collection
parameter name: index

(when i hit the details button, hit the code button)
[code]ee the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.ThrowHelper.ThrowArgumentOutOfRangeException()
   at BlizzABS_Config.Config.reloadData()
   at BlizzABS_Config.Config.setupDefaultConfig()
   at BlizzABS_Config.Config.completeInit()
   at BlizzABS_Config.Config.Config_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

[/code]

now if i hti continue, the programs starts up but i can load old config data, i did find a way around, i copyed my Megaman game and used it as a config folder and do all configuation there by copying the files in data and the resorces, audio, whatever, i foudn out that if i overwrite the old MapInfos.rxdata (the one from my Megaman game) with the one from my Satilex game, i get the error while all other files work fine, sure i can work around this and add the Map ID for ABSEAL into the script code but it's a pain in the ass, any idea what's going on
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 15, 2008, 08:05:05 AM
I have to change the .cfg format, it looks like I didn't design it well.
Can you send me the .cfg file so I can analyze what's wrong?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 16, 2008, 01:04:15 PM
Blizzard when you get some free time do you think you could help me add the adrenaline stat and kills for my game, because it would make a nice custom game feature, please or maybe like in Assassin's Creed when you parry/block you can hit the attack button and if you are clicking the attack button and holding parry/block when they hit you, you can do a counter-attack which can instantly kill them? This would be great if you could please help, and I will give you special thanks and scripter (already are going to be for many things) if you would like.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 16, 2008, 01:34:39 PM
As I say so often, I barely have time to work on this ABS, not to talk about an RGSS2 version or exotic extra features. -_-
Sorry, but I won't be able to help you.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 16, 2008, 10:55:00 PM
That's alright :D, that was only an unneeded feature. I have tons of scripts not even kidding like more than there are default scripts, ;D all add a great effect. So it's only a request don't worry, it was only a thought I didn't think I would get it anyway, would take a while.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on April 19, 2008, 01:57:06 AM
sorry to have taken so long to reply, stupid uni computers, anyway, my laptop is now having problem with megauploads and i can't upload the file, and which config file did you want, Satilex, Megaman or both

also, you are still due to make the Ally AI in Version 2 right?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 20, 2008, 09:27:31 PM
Yeah. Send me the defect file. Try sendspace.com instead.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 22, 2008, 12:33:33 AM
Blizzard, when you get some freetime I was wondering if you could please fix the compatibilty this ABS and Selwyn's Widescreen Script Effect. Also could you make it where when it starts the widescreen effect it hides all HUD features (HUD, skill tabs and minimap), because this will help me make profesional cutscenes/cinematics using events (also I can have the player be able to walk during cutscenes/cinematics). Thanks for reading this post :).

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 22, 2008, 02:37:48 AM
wouldnt it be ezer to just use bliz's movie strip ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 22, 2008, 08:18:29 AM
OH MY GOD, THERE IS A COMPLETELY OVERCOMPLICATED AND ON TOP INCOMPATIBLE SCRIPT FOR ONE OF THE EASIEST THINGS RMXP CAN DO WITH JUST ONE CLICK!!!

If it really HAS TO be one tile on top and bottom:

(http://img155.imageshack.us/img155/4560/1tilebk5.th.png) (http://img155.imageshack.us/img155/4560/1tilebk5.png)

(http://img155.imageshack.us/img155/1792/snap770fl2.th.png) (http://img155.imageshack.us/img155/1792/snap770fl2.png)

EDIT:

Quote from: My e-book about scripting in RGSS Ruby
6.8. Scripts the World doesn’t need

This is a matter hard to explain. Examples might be the best solution to understand what I mean:
Instead of dying from HP reaching zero, when SP reach zero, the hero dies.
Sometimes it’s not easy to judge, but sometimes it’s so obvious. The main reason in not making a script is that nobody’s ever going to use it. Would you use this script? I wouldn’t. Even from the view of the player I wouldn’t want to see this function in a game. It would just annoy instead of adding spice to the game. Think about it.
The human mind is capable of inventing anything, even within abstract relations and that means they don’t have to make sense. There are just scripts the world doesn’t need. Another similar problem is the problem with scripts having pointless options. Would you ever want a skill to target 2 random heroes, the hero next one of them, the enemy you choose and one random enemy next to the enemy you’ve chosen?! Sorry, but this is idiotic.
Think about if a script really has a point to be made and think about how much sense it does to include options and which ones for that script. It’s fine to have a few vital options for the user to customize it and/or make it maybe compatible with other scripts. But having too many options will only confuse the user, prevent him from using your script and most probably giving you a headache implementing them.
Imagine a 100 lines script with 30 options (that means actually only 70 lines of code). Does the user really need to set up if he wants to have a 13 or 14 frames transition, since it looks annoying if any other value is used anyway?! If there really is a user who needs this option, he will ask you and you will tell him to change just a line or two and it will work instead of you losing half an hour implementing this option and three other ones nobody’s ever going to use. It’s always better to have too few options than too many. If people need some special options that many would use, they will tell you. Good software development can be achieved through continuous work with the clients more easily than just you making it initially work with anything. You will simply waste your time for nothing.
Most people don’t even read instructions and don’t even know of what your script is capable of, especially if you include 30 pointless options. It’s pretty discouraging if you get the new script that makes you shadows and reflections and see 5 pages of instructions  with 50 options that don’t make sense at all. Normal users are not scripters, they are just happy with the black box you give them and it works fine by setting up just three or four options. Stick to quality, not quantity.

@nathmatt: You have to be more dramatic with stuff like that, you know. Then people will actually notice. I mean everybody will notice big bold red letters when just browsing through this topic. That way people will think twice before using a script like that.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on April 23, 2008, 08:42:48 PM
ill try & remember that
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 02:43:38 AM
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 03:05:44 AM
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?

You should use Autorun for cutscenes.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 03:15:18 AM
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?

You should use Autorun for cutscenes.

Yeah, that's the first thing i tried changing. Still didn't work.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 03:18:44 AM
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?

You should use Autorun for cutscenes.

Yeah, that's the first thing i tried changing. Still didn't work.

Hm... can you tell me exactly what happens when the cutscenes don't work?
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 03:31:57 AM
Hey. The script is great, everything works swimmingly... Only it doesn't let me use parallel process on text for cut scenes.

Is this fixable?

You should use Autorun for cutscenes.

Yeah, that's the first thing i tried changing. Still didn't work.

Hm... can you tell me exactly what happens when the cutscenes don't work?

Sure thing.

the player steps in to the area where the cut scene plays. The cut scene begins, and the first bit of text appears on screen. After the first bit of text appears, it is stuck on that bit of text and won't let the player pass to the next bit of text.
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 24, 2008, 03:43:57 AM
make sure you use switchers.  then make a precondition on what ever switch you use.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 03:49:13 AM
make sure you use switchers.  then make a precondition on what ever switch you use.

Switchers? Do you mean controlling event pages with switches? If not, please explain.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 04:00:40 AM
Hm... that happened to me before but I don't remember how I fixed it; sorry.

Edit:

Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 04:07:28 AM
Hm... that happened to me before but I don't remember how I fixed it; sorry.

Thanks anyway. If you remember, please let me know.

My email is themcmaybe@yahoo.com (or just post in here, I'll check every so often).
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 24, 2008, 04:10:58 AM
make sure you use switchers.  then make a precondition on what ever switch you use.

Switchers? Do you mean controlling event pages with switches? If not, please explain.

Yea like event pages
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 04:32:30 AM
make sure you use switchers.  then make a precondition on what ever switch you use.

Switchers? Do you mean controlling event pages with switches? If not, please explain.

Yea like event pages

I did. Its not the first bunch of text, its literally the first box of text... After that its completely stuck. Which is kind of distracting since 20 percent of my game are cutscenes.

If anyone has any idea on how to fix this, please let me know. if its something in the script that i need to change, so be it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 04:43:24 AM
Maybe you didn't see my edit of my post.

Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 05:15:33 AM
Maybe you didn't see my edit of my post.

Hm... can you take a screenie of the event processes?  I might be able to figure out the problem if you do.

Sure thing, here it is:






(http://i38.photobucket.com/albums/e115/mcmaybe/mc%20maybe/1.jpg)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 05:30:36 AM
Oh I think I know!

The switch [Intro 2] gets turned on right after the text command gets processed whether or not the message window is open or closed.  So then, the 2nd page of that event with the switch as a condition runs while the message window is still open.  And you can't close the window because the even isn't on the 1st page anymore.

Lol I hope you understand me XD
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 05:49:40 AM
Oh I think I know!

The switch [Intro 2] gets turned on right after the text command gets processed whether or not the message window is open or closed.  So then, the 2nd page of that event with the switch as a condition runs while the message window is still open.  And you can't close the window because the even isn't on the 1st page anymore.

Lol I hope you understand me XD

I understand, but how would i go about fixing that?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 05:51:52 AM
Try combining the 2nd page's events with the 1st page's.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 06:14:29 AM
Try combining the 2nd page's events with the 1st page's.

How so? I always thought thats what the switch does.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on April 24, 2008, 07:23:42 AM
She means that if the event looks like this:

Page 1:

Text: Something Seems Wrong.
Change Switch: Switch Thingy

Page 2 (Needs Switch Thingy ON):
Text: This is where the stuff goes.

Change it to this:

Page 1:
Text: Something seems wrong.
Change Switch: Switch Thingy
Test: This is where the stuff goes.

Sorta like that.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 07:50:48 AM
She means that if the event looks like this:

Page 1:

Text: Something Seems Wrong.
Change Switch: Switch Thingy

Page 2 (Needs Switch Thingy ON):
Text: This is where the stuff goes.

Change it to this:

Page 1:
Text: Something seems wrong.
Change Switch: Switch Thingy
Test: This is where the stuff goes.

Sorta like that.


Still won't work, it gets stuck on the first box of text.

It's possibly a script problem... (I hope not)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 24, 2008, 02:16:23 PM
If you suspect that a script is causing the trouble, simply remove it temporary and try it out again. If you still have the problem, it's not script related.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 04:02:40 PM
If you suspect that a script is causing the trouble, simply remove it temporary and try it out again. If you still have the problem, it's not script related.

I figured out that it was because i was using your script and slipknots message script.

Is it possible to fix this so that they both work together? Otherwise i would just have to get rid of the message script, this is the obvious one to keep.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 04:16:37 PM
Hm... one possible fix is to get Ccoa's UMS at Rpg Revolution.
[link!] (http://www.rpgrevolution.com/forums/?showtopic=7692)

Her UMS seems to work fine with me... lol
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 04:58:08 PM
Hm... one possible fix is to get Ccoa's UMS at Rpg Revolution.
[link!] (http://www.rpgrevolution.com/forums/?showtopic=7692)

Her UMS seems to work fine with me... lol

Thanks but for some reason it wont let me use that link, it keep sending me to a error page. I tried just going in to the site and searching, does the same thing...

Im beginning to realize that i have a lot of problems...
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 05:07:24 PM
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 05:21:23 PM
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)

At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 05:22:17 PM
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)

At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.

Hehe glad I was able to help.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 05:39:46 PM
Um... well...
Here's her demo with everything included XD (http://www.pcis-studios.com/ccoa/UMS.exe)

At this point your probably expecting me to add another problem to the list.

But however i don't have anymore, sorry.

Thanks a lot for all your help, it works just about flawlessly.

Hehe glad I was able to help.

Since you use this script as well, i was wondering if you could tell me how to do something that I'm sure is simple... Its not really a problem at all, its just that i dont know how to make enemies around my map, and fight them in the way that this script intends...

Sorry for bugging you haha.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 24, 2008, 05:52:14 PM
Creating enemies is mentioned in section 3.1. of the Manual.

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 24, 2008, 11:47:48 PM
Creating enemies is mentioned in section 3.1. of the Manual.

(click to show/hide)

Ahhh I have one more quick question, this time about the UMS messaging system...

Ok, where do I add the fit to box text code, in a separate event in every map?
And how come the text won't go over the players head, but will with other charectors?

if you can help I'd appreciate it, if not thats ok.

Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 25, 2008, 12:01:23 AM
Fit to text:
Have an event (doesn't matter which but maybe a cutscene event) have a script command:
Code: [Select]
$game_system.ums_mode =
FIT_WINDOW_TO_TEXT

Text over player:
Add \e[0] to the text
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 25, 2008, 02:04:20 AM
Fit to text:
Have an event (doesn't matter which but maybe a cutscene event) have a script command:
Code: [Select]
$game_system.ums_mode =
FIT_WINDOW_TO_TEXT

Text over player:
Add \e[0] to the text

Thanks a lot ; ) You rule!
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 08:09:56 AM
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 25, 2008, 03:55:20 PM
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.

Um... did you put the script in the database as 3 different parts one under the other as Part 1, 2, then 3?

If not... you're gonna have to wait for Blizz XD
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 04:42:49 PM
Encountered an error using the script.

"Script line 6019: SystemStackError occurred/

stack level too deep"


That appears less than a second after i click the new game button.

Um... did you put the script in the database as 3 different parts one under the other as Part 1, 2, then 3?

If not... you're gonna have to wait for Blizz XD

Yeah I did, I'm pretty sure the problem is that 2 of my creatures have leader chosen...
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 25, 2008, 05:04:25 PM
from what I can tell might of copyed the script twice by mistake or your scripts might be in the wrong script order. Check
http://chaos-project.com/cpforum/index.php?topic=23.0  (http://chaos-project.com/cpforum/index.php?topic=23.0)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 06:00:27 PM
If I'm not wrong this is a bug from an earlier version. An earlier version really did cause a "Stack level too deep" error when making enemies leaders. Are you using the most recent version (1.98)? If not, simply go to the first post of this topic, there's a download link.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 06:58:39 PM
If I'm not wrong this is a bug from an earlier version. An earlier version really did cause a "Stack level too deep" error when making enemies leaders. Are you using the most recent version (1.98)? If not, simply go to the first post of this topic, there's a download link.

Yeah I'm using the newest version. I managed to create one leader without the crash... Any more than one and it crashes though.

It's not a big deal, everything else works great and runs smoothly.



Sort of a noobish question, The "Player" Doesn't die when he is killed by enemies, instead he becomes invisible and can't attack, I'm sure I just forgot to set something...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 07:22:16 PM
Hm... Usually game over sets in when all party members are dead. Could be my mistake as well.

And that bug IS a serious issue. >.> Everything that causes a crash is a serious issue to me. I think I know what the problem is. The bug in the earlier version happened when two enemies got within range and could see each other. If 2 leaders have that problem, I know what the cause is.
You see, the technical detail here is that each leader has an array of minions and each other enemy can have a leader assigned. The problem most probably happens when a leader tries to add the other leader to his minion array. Then he calls the same method for the other leader. Now, when the other leader adds the first leader to his array and calls his method again, there is a "Stack level too deep" error as RGSS Ruby doesn't allow recursion. Even if it would, this would end up freezing the game as there is no "exit condition" of this recursion. I'll be sure to fix this. I don't use leaders yet and even if I do, I use only one when testing Blizz-ABS, so I wasn't likely to find that bug myself.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 25, 2008, 07:34:48 PM
Hm... Usually game over sets in when all party members are dead. Could be my mistake as well.

And that bug IS a serious issue. >.> Everything that causes a crash is a serious issue to me. I think I know what the problem is. The bug in the earlier version happened when two enemies got within range and could see each other. If 2 leaders have that problem, I know what the cause is.
You see, the technical detail here is that each leader has an array of minions and each other enemy can have a leader assigned. The problem most probably happens when a leader tries to add the other leader to his minion array. Then he calls the same method for the other leader. Now, when the other leader adds the first leader to his array and calls his method again, there is a "Stack level too deep" error as RGSS Ruby doesn't allow recursion. Even if it would, this would end up freezing the game as there is no "exit condition" of this recursion. I'll be sure to fix this. I don't use leaders yet and even if I do, I use only one when testing Blizz-ABS, so I wasn't likely to find that bug myself.


Thanks for explaining. Will you fix this in the next version? And yeah, I don't often use leaders, I just decided to test the whole leader thing out.

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on April 25, 2008, 10:02:00 PM
Of course I will fix that. :) Just gimme a bit of time, I have exams the next two weeks. I might throw in v1.99 in the meantime, though.
Title: Re: [XP] Blizz-ABS
Post by: Mr.Happy on April 26, 2008, 04:48:49 AM
Of course I will fix that. :) Just gimme a bit of time, I have exams the next two weeks. I might throw in v1.99 in the meantime, though.

Sounds great, thanks a lot for this awesome script (by the way).
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 26, 2008, 09:42:46 PM
Well Blizzard I did what you said exactly but with a compatible script it's just I was wondering if there was a call script to stop the player from opening the HUD and it closes the HUD (what the Z key does, but it disables the Z key until the cutscene ends, that way I can still have battles, and movement in cutscenes).
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 27, 2008, 12:03:49 AM
Well Blizzard I did what you said exactly but with a compatible script it's just I was wondering if there was a call script to stop the player from opening the HUD and it closes the HUD (what the Z key does, but it disables the Z key until the cutscene ends, that way I can still have battles, and movement in cutscenes).


Quote from: From the Manual XD
3.2.7. Blizz-ABS Controls Manipulation
If you need to disable Blizz-ABS controls during the game for some special occasions, you
can call an event “Call script” command and use following syntax to change this value even
during the game:
$game_system.blizzabs = POSSIBLE_VALUE
POSSIBLE_VALUE is either “true”, “false” or “nil” (without the double quotes). This
command will completely override Disable ABS (2.1.5.). If you set it to “true”, Blizz-ABS
controls will be available whatever occasion might be (i.e. during the execution of an
event). If you set this option to “false” Blizz-ABS controls will be disabled whatever
occasion might be (i.e. a map full of enemies). If you set it to “nil”, the Blizz-ABS itself will
take over the availability of the controls again. This option is initially “nil”.
You can also disable only specific buttons. Use an event “Call script” command and use
following syntax to change the availability of one of the buttons during the game:
$game_system.attack_button = POSSIBLE_VALUE
$game_system.defend_button = POSSIBLE_VALUE
$game_system.skill_button = POSSIBLE_VALUE
$game_system.item_button = POSSIBLE_VALUE
$game_system.select_button = POSSIBLE_VALUE
$game_system.hud_button = POSSIBLE_VALUE
$game_system.hotkey_button = POSSIBLE_VALUE
$game_system.minimap_button = POSSIBLE_VALUE
$game_system.turn_button = POSSIBLE_VALUE
$game_system.running_button = POSSIBLE_VALUE
$game_system.sneaking_button = POSSIBLE_VALUE
$game_system.jumping_button = POSSIBLE_VALUE
POSSIBLE_VALUE is either “true” or “false” (without the double quotes). If you don’t use
running, sneaking or jumping, it is recommended that you don’t ever turn those buttons on.

I think that's what you're asking, right?
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 27, 2008, 04:28:59 AM
Yea, thanks Aqua, now I only need one more thing done please and sorry. I need it so I can use a call script to disable the full HUD and then it checks if it was on before the cutscene and if it was enables the pieces that were running before. That is not needed but the full HUD disabling is needed, could someone please help me do this?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 27, 2008, 04:59:02 AM
Yea, thanks Aqua, now I only need one more thing done please and sorry. I need it so I can use a call script to disable the full HUD and then it checks if it was on before the cutscene and if it was enables the pieces that were running before. That is not needed but the full HUD disabling is needed, could someone please help me do this?

Code: [Select]
$game_system.hud = falseTurns the HUD off

Code: [Select]
$game_system.hud = trueTurns it back on and it should turn on the parts too... I think
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 27, 2008, 04:50:12 PM
Im back! Whats good people? haha.

I have a quick question, is it possible to have the player hold a weapon with this combat system, like, where you would see the sword?

Or can it only be done by switching sprites?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on April 27, 2008, 05:12:33 PM
Do you mean hold it while he's attacking or at anywhere at anytime?

To hold while he's attacking, look at the manual (sorry I don't feel like pulling it up right now XD)

For anywhere at anytime, you need to use different sprites.
Title: Re: [XP] Blizz-ABS
Post by: memyselforwho on April 27, 2008, 07:31:14 PM
Do you mean hold it while he's attacking or at anywhere at anytime?

To hold while he's attacking, look at the manual (sorry I don't feel like pulling it up right now XD)

For anywhere at anytime, you need to use different sprites.

Oh, so it is possible?

And thats ok, I don't mind going through it haha.
Title: Re: [XP] Blizz-ABS
Post by: Juan on April 27, 2008, 10:37:24 PM
try using
Code: [Select]
$game_system.hud =
false
since their is a rgss bug in the interperator class. I'll post my fix it to later.
Edit
Here is my script call fix http://chaos-project.com/cpforum/index.php?topic=938.0
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on April 27, 2008, 10:51:37 PM
Thanks that works same with the pieces that were on part ;D. Thank you very much for your support.
Title: Re: [XP] Blizz-ABS
Post by: Elighja on May 10, 2008, 04:17:03 PM
This is just utterly amazing. This is leaving me breathless...
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 11, 2008, 12:51:37 AM
Whew! I took me a few hours but I read every post in this thread to make sure my question wasn't already answered here in Blizzard's frequent updates. I don't think it has. Though I am now wondering if my problem isn't more of an RMXP related one than a Blizz related one.

Question: Does Blizz control the automatic fade to transparency and removal of dead enemys? What I want to do is have the enemy not disappear but change it's sprite to a death sprite when it's HP flatlines. I'd like to actually animate the death before it becomes just a still picture of a lifeless corpse. And when the animation has finished have the death sprite pic remain on the screen for how ever long I set it [maybe have the game keep track of days, weeks, months in game time so that I could also show a process of decay and finally just bones]. And also have it so that the hero can loot the corpse or later the bones and clothing if it hasnt already been looted by other enemies or NPCs.

I tried using the self-switch method to leave a death sprite behind and that almost does it. I can see the death sprite for about a fraction of a second before it fades into nothingness. So I guess what I need to know is how to stop the default fade to transparency behaviour. Thanks in advance for any input I can get.

BTW Blizz you are doing an amazing job with this project. And lots of people I see have done a great job reporting bugs and helping Blizz keep improving this thing. Reading through this whole thread I was really impressed with the level of support from Blizzard and the level of active participation from fans. The potential here is huge! Thanks Blizzard and thanks to all those who encouraged you.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 11, 2008, 01:18:13 AM
Blizz-ABS is scripted so it automatically fades out and rids the sprite of a monster.
So... for your question, you're gonna have to talk to Blizz about this... lol
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 11, 2008, 03:59:26 AM
@Joe Rockhead:  You can make these animation sprites yourself and set them as destruct animation for the enemies.

I found a bug!
sometimes, when i kill an enemy that it supposed to go away after I kill it (I erase the event and then turn on its local switch that has no spriteset) the enemy comes back with no spriteset and is indestructable and kills me verry quickly!  WHY?!?!?!

EDIT: I figured it out.  I had a message appear after I killed the enemy but before I switched it to no spriteset and cleared it.  The message has to come last.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 11, 2008, 07:49:34 AM
Thanks Wink I found section 3.4.4. in the manual and now searching the scripts for “def self.destruct" to see what happens when I set it to use my death sprite.

Hey, does this Board have a setting I can change so that when I post something it takes me back to the thread I was posting in instead of dropping me off in the parent forum? That is real annoying.

Hmm, how odd. It doesn't do it when I modify an already existing post...
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 11, 2008, 09:08:42 AM
Ok I am thoroughly confused now. I read in manual section 3.4.4.
(click to show/hide)

So searching the ABS scripts I find the referred to lines in first script
(click to show/hide)

Though I do not find the referred to “case id” nor the "various when-then branches" there. So I assume that is because I haven't created them yet. What confuses me though is the bit about using the enemy's weapon ID to identify which enemy's death sprite should be used. That doesn't make any sense to me.

I could understand if it needed to know the weapon of the actor causing the enemy's destruction so that it would know what kind of death sprite should be used such as a flaming dance of death for when a flamethrower is used to slay the enemy or exploding into a gory mess when a grenade is thrown at it but I don't understand what the weapon type of the enemy has to do with what it's death animation should look like.

Also I was under the impression that enemies did not have specific weapon identifications associated with them as actors do. Or has that changed from 95 to 98? I was last using 1.95 and only just now updated to 1.98 when I set out to try wink's suggestion. Is there any way I can just use the enemy's database slot number in the when/then statements to tell BABS which death sprite to use? Another thing too is it refers to the animation's ID in the database. I wasn't aware that animations were listed in the database. I have been just naming my animations a certain way so that Blizz recognizes them and uses them automatically without any reference to the database.

And also that would be cool if, as suggested above, I could provide for different death animations depending on what weapon is used to slay the enemy. Also, it says the animation would be played once. Then what? Would it still disappear as before? As I said in my previous post I need it to stay there and not disappear untill the actors have a chance to loot it's corpse. Also it would be cool if it could stay there and slowly change from a full sized body to a shriveling dessicated one and finally to a skeleton and some bits of clothing which is really just two more sprites that dont even need to be animated or I guess they could be added into the death animation if the usual four frames could be extended to six and the last two frames only played much further apart in game time.

EDIT: Ok I tried sticking with the above instructions. I moved my enemy's death sprite from the character folder to the animation folder and imported it and added it in the database as a new entry 101 in animations. Then I added the following line in the abs1 config script under "def self.destruct" : "when 33 then return 101" so it looks like this:

    def self.destruct(id)
      when 33 then return 101
      return 0
    end

33 is the database ID of the enemy I am using. But when I test it I get an error for that line I inserted. Did I get the syntax wrong? Should I put an else before the "return 0" ? I'll try that.

Title: Re: [XP] Blizz-ABS
Post by: winkio on May 11, 2008, 04:04:41 PM
@Joe

you have to add in a "case id" after the first line and an "end" after all the when return staements, like this:

Code: [Select]
def self.destruct(id)
   case id
      when 33 then return 101
   end
   return 0
end
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 12, 2008, 12:12:34 AM
Hm...  Hey Blizz!
Are you gonna implement a feature that will make it have different 'recharge' times between attacks/skills.
For example, a machine gun will attack a LOT faster than say... a... bazooka or something.  Can this be possible? :)
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on May 12, 2008, 06:16:08 AM
i found a problem in ABSEAL (the one in Blizz-ABS, not the seperate one), i have a map where you fight a number of bosses at differnt stagtes during the game, these bosses show up when a switch is on, ofcause, to prevent the boss from staying in one spot and continue to hunt you down, i disabled ABSEAL for that room, however, i noticed that all the events for every boss is there, it's just that if the switch is off on the event, the event has no image and doesn't move, but their still there, when i enabled ABSEAL on that map, it worked to how i wanted it to work
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 09:21:51 AM
Crap, I forgot what I posted as answer to this before the forum went down again. -_- Gimme a moment.

@Joe: I just answered your questions in the other thread. As already said there, enemies don't have weapons. Dying sprite animation is possibly easy to implement, but a sprite for each type of weapon? Then a weapon type must be defined first, this won't work as a common-use script and would need specific implementation depending on which types you are using. Also showing an enemy corpse decay...? The idea sounds great, but it can be a huge problem to implement. Depending on how long it takes it could cause lag. The only alternative would be using the already existant dropped-item-counter to display the decaying. After an enemy is gone you can't take the loot from his body.

And finally: If you use the configuration app, you can set up the dying animations more easily.

If I forgot to answer anything, just ask again (you can quote it from an earlier post).

@Aqua: Yes, there will delay for all of them: weapons, skills, etc.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 12, 2008, 11:16:59 AM
@Wink thanks for that it really cleared things up for me.

@Aqua Good idea I like it!

@Blizz Thanks for both responses I'll get back to you after some more extensive experimenting. And don't feel pressured by my persistence. I know you are busy with school and all and I respect that and that makes me respect all you are doing here even more! So take your time, respond when you have the free time and are well rested [which i know is probably never]. Sorry I am so verbose which causes you to take even more time to read your thread. I've struggled with it for years to no avail.

I cam back to edit this post so that if your in a hurry and just want the essential stuff you can skip over most of my post and read it when you have more time. MAn I love this spoiler thingy!
(click to show/hide)
The only question I think unanswered from my previous posts was the one about the fading to transparency. Aqua informed me that:

Blizz-ABS is scripted so it automatically fades out and rids the sprite of a monster.
So... for your question, you're gonna have to talk to Blizz about this... lol


Aside from all that animation business I just wanted to be able to turn off the fade to transparency effect that automatically removes the pic of the enemy from the screen when it dies. I already successfully added a death animation and I see the body lying on the ground when it dies but it is only on there for like a second and disappears. Anyone not looking for it would probably miss it entirely. But it is definately there. I just need it to stay visable long enough for some looting options to be available on it. Wouldnt have to be for very long since any player worth his or her salt is going to want to hurry up and get what ever loot there is to get and move on to something else.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 11:39:09 AM
Ah, I see. As I already said, I could make the current drop system allow an alternative usage where the items with their icons don't drop only when the enemy actually drops them, but instead it would show a custom sprite (defined by each enemy) and stay there as long as the dropped item counter works. Of course, some corpses don't have loot which would need to be set up additionally. All in all, this shouldn't be a problem to add. Thanks for this great idea. ^_^

And yeah, disabling that piece of code will onyl disable the animation, enemies still disappear, but dropped items don't.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 12, 2008, 05:10:37 PM
Hm... not sure if this has been asked before but...
is it possible to display the mini-map in the corner but disable the player from making it big but still be able to hide it?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 12, 2008, 06:03:16 PM
Find this line:
Code: [Select]
$game_system.minimap = ($game_system.minimap + 1) % 3and change the 3 to 2. Now the player shouldn't be able to full-screen the map.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 12, 2008, 11:52:54 PM
That works... thanks  ;D
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 21, 2008, 10:56:37 PM
Hey I had been looking for a script for this that is compatible with Blizz-ABS and I finally found one and I thought I would post it here to make people using Blizz-ABS happy. A bare-hand fighting script, this works by taking the strength and for every -- of strength = added -- ATK. This also works the same way with PDEF, for -- of dexterity = added -- of PDEF and MDEF, for -- of intellegence = -- of MDEF. The only part that isn't good about this script is that for bare-handed fighting it takes away the increase if you are wielding a weapon and adds it again when you unequip the weapon.

Here is the script:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 22, 2008, 01:50:53 AM
Blizzard, I was wondering if you could please fix a compatibility issue between Weapon Master by Formar0153. There is an error, very uncommon when I attack an enemy it says "Script 'Weapon Masteries' line 78: NoMethodError occurred.

unidentified method '/' for #<String:0x9a1c050>".

Here is the script:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 23, 2008, 12:56:11 AM
is there a way to make ur controls gamepad compatible
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 24, 2008, 02:25:40 PM
Blizzard, I was wondering if you could please fix a compatibility issue between Weapon Master by Formar0153. There is an error, very uncommon when I attack an enemy it says "Script 'Weapon Masteries' line 78: NoMethodError occurred.

unidentified method '/' for #<String:0x9a1c050>".

Here is the script:
(click to show/hide)

This happens because the damage in Blizz-ABS is set to a text string so the SP damage display can work. Try this edit of the last part of the original code:

Code: [Select]
class Game_Enemy < Game_Battler
 
  def attack_effect(attacker)
    if $game_party.icd_weapon_masters.include?(attacker.id)
      attacker.improve_weapon_use
      k = super
      x = self.damage
      y = (x.is_a?(String) ? x.to_i : x)
      if y.is_a?(Numeric)
        self.damage = y
        self.damage *= (100 + attacker.damage_multiplier)
        self.damage /= 100
        self.hp -= (self.damage - y)
      end
      return k
    else
      return super
    end
  end
 
end

I'm not sure if this will work out right.

is there a way to make ur controls gamepad compatible


I don't know, but most likely no. Except you can map keyboard keys to a gamepad. =/
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on May 24, 2008, 04:36:49 PM
never mined lol u have to many controls to use a gamepad
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 25, 2008, 01:48:10 AM
Well it works well I just had to add a few "end"s on to the bottom lines. Thank you extremely Blizzard because this script is cool to have with your ABS 8). I will tell you if the error occurs again.
Title: Re: [XP] Blizz-ABS
Post by: RandomguyxD on May 25, 2008, 12:49:45 PM
hey, I'm a little nab with the scripting, I learned how to script yesterday xD, but this dont work with all scripts, I only know how to CTRL+C the script, Put it in above
Main, but it dosent work with this, or it maybe does? But it doesent work for me...
And it is confusing that you put random stuff with the script in the text/script, understand what I mean?  If you dont then I mean that: The stuff you write in the scripts like
Thanks to and alot of other stuff that isnt supposed to be in the script, its OK that you want to tell us all that stuff but it confuses me xD
So please just tell where to put the script and then dont write anything else in the script
Title: Re: [XP] Blizz-ABS
Post by: Aqua on May 25, 2008, 03:58:55 PM
You just copy and paste part 1 of the script in a new script above Main, then C&P part 2 under part 1 in a new script, and finally C&P part 3 under part 2 in a new script.

And you have to keep the credit stuff... lol
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 26, 2008, 08:38:53 AM
These two topics can be of help:

http://forum.chaos-project.com/index.php?topic=198.0
http://forum.chaos-project.com/index.php?topic=23.0

Other than that just like Aqua said.

Scripting in RGSS Ruby is the same as programming. It's just another language. You need to follow syntax rules and use existing commands or commands that you created yourself by grouping other commands and operations.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 28, 2008, 03:59:07 AM
Ok, this is more of a curiosity than anything else.

I currently have
Code: [Select]
DISABLE_ABS_MODE = 3set up so that the ABS mode is only available when mobs that can attack are nearby.  I want to be able to change my character sprites so that they have both a normal walking animation while Blizz-ABS is disabled, and look on the ready for attack when it's active.

I was wondering if I could use a common script with a Conditional Branch:Script:
to achieve this effect.  However I'm curious about how to use this setup to figure out if the ABS is disabled or not.

Not sure if I'm clear, I'm wondering if there's something like:
Code: [Select]
Conditional Branch:Script:ABS = 1
  @>Change Actor Graphic: [Main], Mainattack, 0, ,0
  @>
:   Else
  @>Change Actor Graphic: [Main], Mainwalk, 0, ,0
  @>
:   Branch End
just to change the character graphics in order to appear like they're ready to attack.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 28, 2008, 08:57:21 AM
Hm... This could interfere with the sprite animation system. a direct implementation would be better.

Code: [Select]
class Map_Battler

  alias sprite_update_idle_later sprite_update
  def sprite_update
    if @current_sprite == '' && !game_temp.in_battle
      @current_sprite = '_idl'
    end
  end
 
end

I am not sure if this will work. It should add another sprite type which is had the filename extention "_idl".
Title: Re: [XP] Blizz-ABS
Post by: Caesis on May 29, 2008, 05:24:49 PM
Small question ... whats new in 1.98?
I had 1.95 before ...


(Reasons why your ABS is best lol.)
Its way more simple than the other ABS I've seen ... just need to name it and put a graphic. Theres another which looks nicer than this, but you need far more custom graphics and some of your own scripting and have to make like five event pages for an enemy.

I like the "weapon is a seperate item" from the sprite =)

Tech support needed:

I used "sir lag alot"'s attack stance and just moved my sprite on top of him, then removed SirLagalot to get it at the right places on the picture. It looks great, minus the fact that its just a running sprite using as an attack sprite.
However, when I attack facing down, the sprite jumps back about 5 squares. Then I jump back to the proper place after the sword finishes swinging. The damage is still inflicted to enemies in the area where I started, and I can still take damage. It seems to be merely graphics ... but I can't find out why it does this.
Also, I'm using a sword very similar to "Hellbane" from sirlagalot. Basicly, I kept the blade shape and ever so slightly changed the handle shape. And recoulored it. So I'm pretty sure its not that.

Thanks alot
- Caesis
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on May 29, 2008, 07:13:48 PM
@Phasedscar - That is a cool idea! Hey Blizz I hope you include that in one of your future updates to Blizz-ABS! I would definately use that.
Title: Re: [XP] Blizz-ABS
Post by: winkio on May 29, 2008, 09:22:13 PM
@Caesis:  Use the YOffset option.  Set it to 112 (i think).  This is needed because when you chop the scprite up into identical squares, it is a bit uneven.  Blizz can explain better.
Title: Re: [XP] Blizz-ABS
Post by: Caesis on May 30, 2008, 02:00:37 PM
Alright ... I only set it to like 5 or 6 previously to see if it did anything =p

I'll try this out

Thanks
- Caesis
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 12:42:08 AM
Blizzard, I want this for my game, and it works except for two parts, I don't need this done, but it shouldn't be hard to fix. I have a Passive Skills script and I just got it perfectly running, except for the EXP, and gold percentage change. I need this to be percentage so I am not giving to low or too high ammounts of them, because that may be it. Well basically when I tell it to give me more EXP and gold it doesn't. There is no error, just the normal ammounts of each. Please Blizzard when you get some free-time on your hands could you please fix this compatibility issue?

Here is the script:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 31, 2008, 05:22:14 AM
Thanks for response Blizz.  I haven't tried it yet but I've only been working on the art my game this week (for the most part).

Out of curiosity though, is it possible to have the condition branch with...?
Code: [Select]
if @current_sprite == '' && !game_temp.in_battleThe reason I ask is because this also allows the option of battle music.  I suppose that can be writen with another subscript in the one you had posted before?

Anyway, I know you're writing your thesis atm so I'm being patient on this.  But it might be a consideration for ABS 2.1  :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 31, 2008, 03:20:52 PM
Use

Code: [Select]
if $game_player.current_sprite == '' && !game_temp.in_battle
I'm currently not in a state to distinguish whether this actually will work or not in a sense of functionality.

Wow, even though I am wasted from yesterday night, I still manage to sound "smart". xD What I meant is that I'm not sure if this will work out since I am not sure what condition you want to check. This condition would mean something like "if not in action and not in battle".

@diablosbud: I will fix it in the next release.

@Caesis: Just like winkio said. If you want to know what's new, chapter 1.3 (I think) in the user manual has a version history.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 03:39:51 PM
Thanks, because that makes a good edition to games with ABSs such as Diablo II with auras.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 03:53:08 PM
I forgot to ask Blizzard, how do I post a script, because I have a Gameover Menu that I made, and I would like to post it here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on May 31, 2008, 04:44:18 PM
Here's a topic template:

http://forum.chaos-project.com/index.php?topic=17.0
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on May 31, 2008, 10:25:02 PM
Sorry I worded it wrong, but the template still will help. I mean where is the topic creator?. Please do tell...
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on May 31, 2008, 11:37:52 PM
Alright, I tested the script you gave me and..  it doesn't work.

The error message reads:
"script 'Blizz-ABS 1.98 part 3' line 3763: NoMethod error occurred.
undefined method `draw_text_shaded_later' for #<Bitmap:0x3973b08>"
I have a feeling you're on to something there, but I'm not sure if I'm being clear...

As it is I have the ABS disable itself if I'm too far from an enemy
Code: [Select]
DISABLE_ABS_MODE = 3
I want to be able to make it so that my characters will have their actor graphic changed when Blizz-ABS detects an enemy nearby.  Or in other words, the ABS system becomes active again.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 02, 2008, 11:33:22 AM
Sorry I worded it wrong, but the template still will help. I mean where is the topic creator?. Please do tell...

In the main topic selection screen (on the top right just above the list of topics) there are a few buttons that are in a box and one of them reads "New topic".

Alright, I tested the script you gave me and..  it doesn't work.

The error message reads:
"script 'Blizz-ABS 1.98 part 3' line 3763: NoMethod error occurred.
undefined method `draw_text_shaded_later' for #<Bitmap:0x3973b08>"
I have a feeling you're on to something there, but I'm not sure if I'm being clear...

As it is I have the ABS disable itself if I'm too far from an enemy
Code: [Select]
DISABLE_ABS_MODE = 3
I want to be able to make it so that my characters will have their actor graphic changed when Blizz-ABS detects an enemy nearby.  Or in other words, the ABS system becomes active again.

Something's wrong... Blizz-ABS thinks that you are using Tons and doesn't alias draw_text in Bitmap. Or did you just completely remove the shaded text add-on? Either add it back or find in Blizz-ABS the line that says "alias draw_text_shaded_later draw_text" and remove the condition before ("if $tons_version != nil ...") and the "end" after it.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on June 03, 2008, 09:00:35 AM
Uhmm, excuse me blizz.
How can i make the enemy attack a enemy also.
Basically a battle royale, it will attack me and the surrounding enemies.

Is that possible using the blizz abs?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 03, 2008, 02:30:21 PM
You can create an enemy and an aggressive critter. Or you can add the status effect confusions to two enemies. In both cases they will attack each other. If you want more than two enemies to attack each other, I suggest the latter.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 05, 2008, 01:59:19 PM
Sorry to bother you again with compatibility but this script shouldn't be too incompatibile. It is Shapeshifter by Formar0153. What I need from it is to change your character sprite as it does your battler when changing actors, and for it to update the HUD. I need the HUD to be updated so that it properly levels the HP and SP when changing form. Also could you update the EXP flow, just in case I don't lower or heighten the flow of EXP so it is harder to level as say a 'bear' than in normal form. Please could you complete this compatibility for me, I know I ask a lot, sorry for that :P?

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Galatea on June 06, 2008, 03:18:59 AM
Ohhhh, how about the critter?
and the latter too. hehe. thx blizz! :)
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 06, 2008, 09:26:31 PM
ok Idk if this was gone over or not, but I'm having an issue here.
Show Picture doesn't work.

Either my event is messing up, or BlizzABS hates show picture, so I'd like to know, does BlizzABS fuck with show picture events?

edit: it works when I use dialogue right as the picture shows up, or if it's in an auto-start event, otherwise it doesnt work.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2008, 11:33:23 AM
I'll fix that in the next release.

Wow, Blizz-ABS 1.99 will have so many bug fixes. xD

@diablosbud: If I got the script right, you only need to replace every occurence of the phrase battle_name and battler_hue to character_name and character_hue and it should work with Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 07, 2008, 04:06:03 PM
I'll try that, but I am keeping the battler_name and battler_hue because I want the battler to change too. I'll edit this post telling you what happened.

EDIT: It didn't work but I think I am extremely close:
(click to show/hide)

EDIT2: I already copy and pasted the parts regarding them, but for some odd reason it doesn't work
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 07, 2008, 04:09:54 PM
You could copy paste the parts regarding character_name and character_hue and edit those instead. xD
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 07, 2008, 05:48:13 PM
I'll fix that in the next release.

Wow, Blizz-ABS 1.99 will have so many bug fixes. xD

@diablosbud: If I got the script right, you only need to replace every occurence of the phrase battle_name and battler_hue to character_name and character_hue and it should work with Blizz-ABS.

any idea as to when that's coming out? as I can't really continue with my game's system until I can get this working.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 08, 2008, 03:31:18 PM
I finished my diploma thesis and in 3 weeks I'm done with this semester. The last two weeks are exams. In other words: It's very likely to happen during those two weeks. xD

If you need it VERY BADLY, I can figure out where the problem is and provide you with a hotfix for the time being.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 08, 2008, 04:45:25 PM
I already tried what you said, but I am still stuck. Could you please look at the code, and help me get this. I am so close I can feel it. Please help.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 08, 2008, 05:14:29 PM
Use the original script with this extra code. Put it BELOW both scripts, Blizz-ABS and the Shapeshifter script.

Code: [Select]
class Game_Battler
 
  alias skill_effect_shapeshifter_later  skill_effect
  def skill_effect(user, skill)
    if self.is_a?(Game_Actor)
      current = @icd_shape
      result = skill_effect_shapeshifter_later(user, skill)
      $game_temp.hud_refresh = true if (current != @icd_shape)
    else
      result = skill_effect_shapeshifter_later(user, skill)
    end
    return result
  end
 
end
 
class Game_Actor < Game_Battler
 
  attr_reader :icd_shape
 
  def get_exp_rate
    rate = case @icd_shape
    when 0 then 100
    # START CONFIG
    # template: when ICD_SHAPE_ID then return PERCENTAGE_OF_EXP_GAIN
    #when 1 then 120
    #when 2 then 80
    # END CONFIG
    else
      100
    end
    return rate
  end
 
  def character_name(first_call = false)
    if first_call == true
      return @character_name
    end
    if @icd_shape == 0
      return @character_name
    else
      return $game_actors[@icd_shape].character_name(true)
    end
  end
 
  def character_hue(first_call = false)
    if first_call == true
      return @character_hue
    end
    if @icd_shape == 0
      return @character_hue
    else
      return $game_actors[@icd_shape].character_hue(true)
    end
  end
 
end

class Game_System
 
  def remove_enemy(enemy)
    unless enemy.execute || enemy.erased
      items = []
      if $tons_version != nil && $tons_version >= 5.98 &&
          TONS_OF_ADDONS::MULTI_DROP
        BlizzCFG.drop_configuration(enemy.battler_id).each {|i|
            if rand(100) < i[2]
              case i[0]
              when 1 then items.push($data_items[i[1]])
              when 2 then items.push($data_weapons[i[1]])
              when 3 then items.push($data_armors[i[1]])
              end
            end}
      elsif rand(100) < enemy.battler.treasure_prob
        if enemy.battler.item_id > 0
          items.push($data_items[enemy.battler.item_id])
        elsif enemy.battler.weapon_id > 0
          items.push($data_weapons[enemy.battler.weapon_id])
        elsif enemy.battler.armor_id > 0
          items.push($data_armors[enemy.battler.armor_id])
        end
      end
      enemy.start if enemy.list != nil
      $game_map.events.delete(enemy.id) unless enemy.execute
      items.each {|i| Drop_Event.new(i, enemy.x, enemy.y)}
      $game_party.actors.each {|actor|
          unless actor.cant_get_exp?
            actor.exp += enemy.exp * actor.get_exp_rate / 100
          end}
      if enemy.gold != 0
        if BlizzABS::Config::DROP_GOLD != ''
          Drop_Event.new(enemy.gold, enemy.x, enemy.y)
        else
          $game_party.gain_gold(enemy.gold)
        end
      end
    end
  end
 
end

I haven't tested it, but I don't see any reason why it shouldn't work. This is what it will do:


Is that all you need?

EDIT: I just noticed, this looks a lot like my Chaos Drive System where you can transform as well. xD I will make a compatibility plugin for Blizz-ABS when I have the time which will be soon.
Title: Re: [XP] Blizz-ABS
Post by: tSwitch on June 08, 2008, 10:03:11 PM
I finished my diploma thesis and in 3 weeks I'm done with this semester. The last two weeks are exams. In other words: It's very likely to happen during those two weeks. xD

If you need it VERY BADLY, I can figure out where the problem is and provide you with a hotfix for the time being.

k, I can wait, not planning on releasing a public demo for a few weeks anyway.
It's a matter of damage display so if a hotfix is simple and possible that'd be great.  Not gna pressure you tho
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 08, 2008, 10:40:36 PM
I think I have to have shapeshifter above Blizz-ABS also, because if I don't nothing happens with the new script, and if I do it causes an error. Here is my error, which occurs on transformation (the HUD I thought needed to be updated because only on Scene change, and then switch back to map would update the "Max" HP, but still lower my SP): "Script 'Shapeshifter' line 113: ArgumentError occurred. wrong number of arguments(1 for 0)". Could you please help fix this?
Title: Re: [XP] Blizz-ABS
Post by: Juan on June 09, 2008, 12:15:32 AM
You might want to post the script source. And post the line where the error is amd a few ;ines above or/and below it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 09, 2008, 08:45:10 AM
He already did, I made this compatiblity code based on what he posted before.

@diablosbud: I'm lost. Line 113 of the original script doesn't have anything to do with that error. -_- How about you put a demo together with all your scripts and send it to me. It's easier to work with an actual game than out of my head.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 09, 2008, 11:10:26 PM
Well I got all of the demo prepared, and compiled into a RAR file, and posted it up on megaupload. It has a map with approximately 6 enemies, a shapeshift skill, and a deshapeshift skills. It's prettu simple, here is the download link: http://www.megaupload.com/?d=PP9AGXYN.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2008, 12:41:34 PM
I hate megaupload because I always have to run Internet Exploiter to be able to download. >_>
I'll take a look at it as soon as I can.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 10, 2008, 01:10:42 PM
Sorry it's the only good uploader I know (not really that good). I like download.com the most but don't know how to upload there :-\.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 10, 2008, 01:24:34 PM
Try sendspace.com for a change. :)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 10, 2008, 11:09:18 PM
Uguuu~

I feel impatient waiting for a new update of this Aweome ABS ;=;
Title: Re: [XP] Blizz-ABS
Post by: Juan on June 11, 2008, 02:53:45 AM
Uguuu~

I feel impatient waiting for a new update of this Aweome ABS ;=;
Well the update should be well worth it consedering the fact that it will have the AI for allies. And a few other things.
Offtopic:
You might want edit your sig it should be
Code: [Select]
[img]http://img408.imageshack.us/img408/4238/ubd1834up2ii0.png[/img]you forgot the [img] in your sig. Just letting you know.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2008, 12:32:59 PM
1.99 will have quite some major updates, but not the ally AI yet. But this will come soon enough. ;) I have exams the next two weeks and then the semester is over. You know what that means. :naughty:
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 11, 2008, 12:41:04 PM
1.99 will have quite some major updates, but not the ally AI yet. But this will come soon enough. ;) I have exams the next two weeks and then the semester is over. You know what that means. :naughty:

=> Blizz will break loose!!!!!!! PARTY!!!!! X3
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 11, 2008, 01:06:10 PM
Actually this is no change of the current situation. xD i.e. I'm going out tomorrow again with that 36-year old chick. xD
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on June 14, 2008, 07:44:56 PM
Hey Blizz, remember me? i asked u to put "random animations" at the atacks..
is it coming at 1.99?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 15, 2008, 01:08:15 PM
Most probably yes.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on June 15, 2008, 10:22:17 PM
Great  ;)
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 16, 2008, 10:32:03 PM
Blizzard would it be possible to have an animation play on any enemies', and actors' death? That way I could do something like in Diablo II when the blood splatter comes out on death (also comes with hit, but that doesn't matter, I could do that with animation normally). Also could I have it where the enemy on death, changes the event sprite, and doesn't delete the event until you leave the map? That way I could have corpses on my enemies' deaths. Also this event sprite could it be event/monster specific, that way I don't have a huge beast's corpse be for a small demon? Could you please help me with these, they are not needed for my game, only for realiscism? Just remember you can say no to this request if you'd like.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 17, 2008, 11:51:40 AM
Something like a corpse system was already requested earlier in this thread. I will include this feature in either 1.99 or 2.0 (most probably the latter xD).
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on June 17, 2008, 01:54:11 PM
Alright, thanks Blizzard, that would be realistic too seeing your enemy's dead body. Standing over it laughing at it, lol.
Title: Re: [XP] Blizz-ABS
Post by: Hovart on June 17, 2008, 04:32:22 PM
Is there a Multi Drop script in Blizz ABS ? To make monsters droping more items at the same time ? Or it will be one ?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 17, 2008, 04:35:53 PM
Multi-Drop from Tons of Add-ons is supported by Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Hovart on June 17, 2008, 04:42:51 PM
Great Thank Youuuuu =)
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on June 27, 2008, 12:02:37 AM
Hey Blizz, one addon I'd really love to see for blizz ABS, even if by means of a new tons of addons version, would be a script that handled battle cries. For each actor and enemy, you can define a list of battle sounds for each action (spell cast, hit, critical, regular attack) that it will randomly cycle through. The only script I can find is by DerVVulfman, but its an addon for the regular battle system, so it would require some modification to work with blizz ABS. I think a script similar to the following would make a great addition to the power of the script, plus it would make everything sound more interesting while you play.


Code: [Select]
#==============================================================================
# ** Dalissa's Battle Cry
#    by DerVVulfman
#    Version 3.4-b (Game_System instance version)
#    02-03-2007
#    Full SDK 2.3 Compatible (Does not need or require SDK 2.3)
#------------------------------------------------------------------------------
#
#  INTRODUCTION:
#
#  This add-on system allows you to pre-program additional vocal cues for your
#  battlers so they can play these additional vocals during battle events.  It
#  can perform battle cries for heroes and enemies, for regular attacks or for
#  skill events.
#
#  This script was a request by a couple of friends.   Both wanted a system to
#  enhance their combat systems  and personalize  their battles  with an audio
#  system not dependant on the "battle animation" built into RMXP.   Now, with
#  this script, you can set each battler to scream out their 'battle cry' when
#  they perform their battle action.
#
#
#------------------------------------------------------------------------------
#
#  THE CONFIGURATION SECTION:
#
#  This version uses instance values stored within the $game_system class.  As
#  such, it has two bonuses:   reduced memory requirements  and a smaller RMXP
#  script.  This version is smaller than the one that uses ($)Global values.
#
#  However,  calling the values 'in-game' from map events or in-script requires
#  you to call the $game_system class to perform any changes:
#
#  EX:
#  @>script: $game_system.actor_cry_attack = {1 >= "Charge",
#   :      :    2 => "Yarrrr", 7 => "HieeeYah", 8 => "Haa" }
#
#  Not much except the string is a little longer as it requres the $game_system
#  prefix at the start of each value.
#
#  Also as stated,  the values are stored  withing the $game_system class.   As
#  such, the configuration system  of this script is located around line 238 of
#  this script, and not at the top.
#
#------------------------------------------------------------------------------
#
#  SETTING THE BATTLECRIES:
#
#  First off,  let me point out  that this system  plays audio clips  that are
#  kept in either your project's or the RTP's Audio\SE directory.  These clips
#  may be of any file format goverened by RMXP, and as such, no file extension
#  will be necessary when actually setting up your battlecry system.
#
#  In this script's  "CONFIGURATION"  system,  you will see two sets of hashes,
#  one set for the actor battlers  and the other for the enemy battlers.   Each
#  set has eight identical hashes:  Attack, Skill, Skill_I, Item, Item_I, Block
#  Escape and Defeat.
#
#  Under most circumstances,  you merely need to enter  the ID number of a bat-
#  tler and the audio clip  it will perform...  or a group  of battlers  as the
#  below syntax shows:
#
#  $hash = { battler id => "audioclip", battler id => "audioclip", .... }
#
#
#  *** Please see the Audio Clip section (below) regarding files and pitch. ***
#
#
#  A few hashes are designed for items and skills,  allowing you to set a range
#  of audio effects for each battler.  Each battler can now have multiple audio
#  clips, one for each skill and/or item used.  The syntax for these few hashes
#  is similar in nature:
#
#  hash = { battler id => { id => "audioclip", id => "audioclip",... },... }
#
#  A few more hashes are designed to give a range of random sound effects.
#  These are designed in the following fashion:
#
#  hash = { battler id => [ "audioclip", "audioclip",...],... }
#
#  And a few actually combine the two, individual skills/items 'and' random
#  audio clips...  though that may seem excessive???
#
#  hash = {battler => (id => ["audio",...], id=>["audio",... ],... },... }
#
#  If, for example,  you want a 'ghost'  battler to moan when it is performing
#  an attack (assuming it's enemy #1 in your RTP), you would add the following:
#
#     $game_system.enemy_cry_attack = {1 => "GhostMoan01"}
#
#  ... assuming you have an audio file named  "GhostMoan01"  in your project's
#  Audio\SE directory  or in your RTP directory.   Again,  please note that no
#  file extension is needed or required. 
#
#  And, if you were to set TWO sets of battlecries  (one for a ghost & one for
#  a zombie),  you'd enter them in the following manner  (again,  assuming the
#  RTP monsters are being used):
#
#     $game_system.enemy_cry_attack = {1 => "GhostMoan01", 9 => "ZombieGroan04"}
#
#  As you can see, you can skip between battlers when setting audio clips. And
#  while it is preferred to enter them in the id number order, it isn't neces-
#  sary.
#
# (NOTE:  Enemies normally cannot use items, so unless an additional script has
#         been added that permits item usage for enemies,  the item hashes will
#         be useless.)
#
#  To prevent monotony, there is an additional value that is in the system be-
#  low the two sets of hashes.  This value, 'occur_cry_chance', determines the
#  chance of an audio clip to be played.   A value of 100 equals a 100% chance
#  of the file to be played, while a 25 gives the system a 1 in 4 chance of it
#  being played.
#
#------------------------------------------------------------------------------
#
#  AUDIO CLIPS:
#
#  It's not enough that this system  allows you to play  pre-programmed Sounds
#  for your battlers,  but you can even determine if the effect played is of a
#  non-standard pitch.
#
#  What does this mean?
#
#  You can use the same audio file in your project for different battlers, and
#  make them sound different  just by changing the pitch setting being used by
#  that clip.  Valid pitch ranges from 50 to 150 (aka 50% to 150% of normal).
#
#  Setting a 'audioclip' can now be performed  by entering the filename alone,
#  which automatically sets the pitch to 100 (the default).   Or you can enter
#  an array that combines both the filename and pitch. 
#
#  Example:
#    @actor_cry_attack        = { 1 => "Test1", 2 => ["Test2", 120],... }
#
#  This example sets the 1st battler to use a file called 'Test1' and uses the
#  default pitch level.  The 2nd battler uses a file called 'Test2' and is set
#  to 120%
#
#------------------------------------------------------------------------------
#
#  COMPATIBILITY:
#
#  This script was designed around the basic DBS system.   I can confirm it's
#  functionality with the RTAB system,  as well as ParaDog's CTB v 2.58,  the
#  newest CTB by XRXS (version 65a).
#
#  It is NOT compatible with Ccoa's CTB v 3.04 script and it is unknown as to
#  the compatability to KGC's Active Count Battle system.
#
#  This audio system will not work, and is not compatible with Cybersam's Ani-
#  mation system.
#
#------------------------------------------------------------------------------
#
#  KNOWN ISSUES:
#
#  As this system retrieves the action states of the battlers:  Attack, Skill,
#  Item...  and from nothing else,  then this system begins to play the battle
#  cries from the  very moment  these states are triggered.   The only battler
#  overlay system  (Front-View system to a Side-View System)  that this script
#  works with is the new incarnation of Minkoff's Animated Battlers - Enhanced
#  (version 4.7 or higher) as a trigger system has been recently added to that
#  script.
#
#  Earlier versions of Animated Battlers will not play the audio clips for the
#  battlers... if any are still around.
#
#------------------------------------------------------------------------------
#
#  JUST IN CASE:
#
#  By default, the battlecry system will merely NOT play any sound effect if a
#  given battler has no related audio clip.  The system will even skip search-
#  ing through the system  if a hash is empty.   This is  designed  to prevent
#  avoidable errors  as well  as to play  only the proper clip  for the proper
#  battler.
#
#  Also, with a little assistance from Me? and Mr.Mo,  I was able to create an
#  Error-Check routine that 'ensures' that no error  in this system will cause
#  the system to crash.
#
#  For example, if you enter into a hash of audio clips in the system,  a piece
#  that doesn't exist (either in the project or the RTP file), then this script
#  will merely skip playing this audio file to prevent errors.
#
#------------------------------------------------------------------------------
#
#  THANKS:
#
#  Thanks to  Mimi-Chan  and  ~AtlasWing~  for requesting  this script,  and to
#  grimreaper1357 for noticing a 'bug',  though it wasn't the error  he thought
#  it was.  uzumakishade, for 'forcing my hand' to add weapon hashes.   He also
#  suggested the inclusion of 'random' sets for each audio type.  I went so far
#  as to  expand and allow  each skill,  item  & etc to have multiple  'random'
#  Clips. And thanks to Grimreaper1357 for suggesting 'struck' audio clips, and
#  to joooda for suggesting  'critical hit'  audio clips.   Thanks also goes to
#  Nico_14_Ian and vpcdmd for finding a mistake with random-individual cries...
#  fixed now.   To pierce carradine I thank  for finding an annoying glitch for
#  collapse effects that only  used the last battler's collapse effect, and for
#  finding the 'miss' damage glitch that prevented the same effect from working.
#  And to ElMaligno for noticing that default 'field' actions  (Items, Skills &
#  Attack commands... map event routines) didn't properly work,  and for disco-
#  vering a glich when 'healing' items/spells were used on the map.  Fixed.
#
#==============================================================================



#==============================================================================
# ** Game_System
#------------------------------------------------------------------------------
#  This class handles data surrounding the system. Backround music, etc.
#  is managed here as well. Refer to "$game_system" for the instance of
#  this class.
#==============================================================================

class Game_System
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #--------------------------------------------------------------------------
  attr_accessor :default_ase
  attr_accessor :default_ese
  attr_accessor :actor_cry_attack
  attr_accessor :actor_cry_attack_r
  attr_accessor :actor_cry_attack_i
  attr_accessor :actor_cry_attack_r_i
  attr_accessor :actor_cry_skill
  attr_accessor :actor_cry_skill_r
  attr_accessor :actor_cry_skill_i
  attr_accessor :actor_cry_skill_r_i
  attr_accessor :actor_cry_item
  attr_accessor :actor_cry_item_r
  attr_accessor :actor_cry_item_i
  attr_accessor :actor_cry_item_r_i
  attr_accessor :actor_cry_block
  attr_accessor :actor_cry_block_r
  attr_accessor :actor_cry_escape
  attr_accessor :actor_cry_escape_r
  attr_accessor :actor_cry_struck
  attr_accessor :actor_cry_struck_r
  attr_accessor :actor_cry_critical
  attr_accessor :actor_cry_critical_r
  attr_accessor :actor_cry_defeat
  attr_accessor :actor_cry_defeat_r
  attr_accessor :enemy_cry_attack
  attr_accessor :enemy_cry_attack_r
  attr_accessor :enemy_cry_attack_i
  attr_accessor :enemy_cry_attack_r_i
  attr_accessor :enemy_cry_skill
  attr_accessor :enemy_cry_skill_r
  attr_accessor :enemy_cry_skill_i
  attr_accessor :enemy_cry_skill_r_i
  attr_accessor :enemy_cry_item
  attr_accessor :enemy_cry_item_r
  attr_accessor :enemy_cry_item_i
  attr_accessor :enemy_cry_item_r_i
  attr_accessor :enemy_cry_block
  attr_accessor :enemy_cry_block_r
  attr_accessor :enemy_cry_escape
  attr_accessor :enemy_cry_escape_r
  attr_accessor :enemy_cry_struck
  attr_accessor :enemy_cry_struck_r
  attr_accessor :enemy_cry_critical
  attr_accessor :enemy_cry_critical_r
  attr_accessor :enemy_cry_defeat
  attr_accessor :enemy_cry_defeat_r
  attr_accessor :occur_cry_chance
  attr_accessor :anim_cry_detect
  attr_accessor :rtab_cry_detect

  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias dbc_init initialize
  def initialize
    # Perform the original call
    dbc_init
   
   #========================================================================
   #  **  C  O  N  F  I  G  U  R  A  T  I  O  N      S  Y  S  T  E  M  **  #
   #========================================================================
    # Hero battle cries
    @actor_cry_attack       = {}
      @actor_cry_attack_r   = {}
      @actor_cry_attack_i   = {}
      @actor_cry_attack_r_i = {}
    @actor_cry_skill        = {}
      @actor_cry_skill_r    = {}
      @actor_cry_skill_i    = {}
      @actor_cry_skill_r_i  = {}
    @actor_cry_item         = {}
      @actor_cry_item_r     = {}
      @actor_cry_item_i     = {}
      @actor_cry_item_r_i   = {}
    @actor_cry_block        = {}
      @actor_cry_block_r    = {}
    @actor_cry_escape       = {}
      @actor_cry_escape_r   = {}
    @actor_cry_struck       = {}
      @actor_cry_struck_r   = {}
    @actor_cry_critical     = {}
      @actor_cry_critical_r = {}
    @actor_cry_defeat       = {}
      @actor_cry_defeat_r   = {}
     
    # Enemy battle cries
    @enemy_cry_attack       = {}
      @enemy_cry_attack_r   = { 6 => ["Mimi-01", "Mimi-03", "Mimi-07", "eya"] }
      @enemy_cry_attack_i   = {}
      @enemy_cry_attack_r_i = {}
    @enemy_cry_skill        = { 6 => "Mimi-08" }
      @enemy_cry_skill_r    = {}
      @enemy_cry_skill_i    = {}
      @enemy_cry_skill_r_i  = {}
    @enemy_cry_item         = {}
      @enemy_cry_item_r     = {}
      @enemy_cry_item_i     = {}
      @enemy_cry_item_r_i   = {}
    @enemy_cry_block        = {}
      @enemy_cry_block_r    = {}
    @enemy_cry_escape       = {}
      @enemy_cry_escape_r   = {}
    @enemy_cry_struck       = {}
      @enemy_cry_struck_r   = { 6 => ["Mimi-02", "Mimi-05"] }
    @enemy_cry_critical     = { 6 => "Mimi-04" }
      @enemy_cry_critical_r = {}
    @enemy_cry_defeat       = { 6 =>"Mimi-06" }
      @enemy_cry_defeat_r   = {}
   
    # Chance of occuring
    @occur_cry_chance   = 100
   
    # Final - Arrays for collapse system
    @default_ase = []
    @default_ese = []   

  end 
end



#==============================================================================
# ** Dalissa's Collapse
#------------------------------------------------------------------------------
#  This module performs routines for choosing the collapse SE played during combat.
#==============================================================================

module Dalissa_Collapse
  #--------------------------------------------------------------------------
  # * Collapse Changing Call
  #--------------------------------------------------------------------------   
  def call_collapse_change
    # Create temporary hash and array
    bcry_temp       = {}
    battlecollapse  = []
    battlecharge    = []
    # Retrieve Cry Based on Battler
    if self.is_a?(Game_Enemy)
      battlecollapse = $game_system.default_ese
      battlecollapse = $game_system.enemy_cry_defeat[self.id] if $game_system.enemy_cry_defeat.include?(self.id)
      bcry_temp      = $game_system.enemy_cry_defeat_r[self.id] if $game_system.enemy_cry_defeat_r.include?(self.id)
      bcry_rand      = rand(bcry_temp.size) if bcry_temp != nil
      battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
    else
      battlecollapse = $game_system.default_ase
      battlecollapse = $game_system.actor_cry_defeat[self.id] if $game_system.actor_cry_defeat.include?(self.id)
      bcry_temp      = $game_system.actor_cry_defeat_r[self.id] if $game_system.actor_cry_defeat_r.include?(self.id)
      bcry_rand      = rand(bcry_temp.size) if bcry_temp != nil
      battlecollapse = bcry_temp[bcry_rand] if bcry_temp[bcry_rand] != nil
    end
    # Set with default pitch if converted string
    if battlecollapse.is_a?(Array)
      battlecharge = battlecollapse
    else
      battlecharge = [battlecollapse, 100]
    end   
    # Reset to nil if empty
    battlecharge = nil if battlecharge[0] == []   
    # If the battle cry isn't nil
    if battlecharge != nil
      begin
        @trd = RPG::AudioFile.new(battlecharge[0])
        Audio.se_play("Audio/SE/" + @trd.name, 0, battlecharge[1])
        # Sound file is true
      rescue Errno::ENOENT
        # Sound file is invalid (restore default)
        battlecharge = nil
      end
      # Set the cry
      if battlecharge != nil
        # Branch based on battler type
        if self.is_a?(Game_Enemy)
          $data_system.enemy_collapse_se.name   = battlecharge[0]
          $data_system.enemy_collapse_se.pitch  = battlecharge[1]
        else
          $data_system.actor_collapse_se.name   = battlecharge[0]
          $data_system.actor_collapse_se.pitch  = battlecharge[1]
        end
      # Else reset the default 
      else
        # Branch based on battler type
        if self.is_a?(Game_Enemy)
          $data_system.enemy_collapse_se.name   = $game_system.default_ese[0]
          $data_system.enemy_collapse_se.pitch  = $game_system.default_ese[1]
        else
          $data_system.actor_collapse_se.name   = $game_system.default_ase[0]
          $data_system.actor_collapse_se.pitch  = $game_system.default_ase[1]
        end       
      end
    end
  end
end



#==============================================================================
# ** Dalissa's Cry
#------------------------------------------------------------------------------
#  This module performs routines for playing the selected battlecry itself
#==============================================================================

module Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Play the Cry
  #--------------------------------------------------------------------------
  def play_cry(battlecry)
    # Error checking.  Makes sure that even the default sound file is available.
    # If it is missing, then the system will set the battle cry to >none<.
    #
    # If the chance of the battle cry is true
    if rand(100) <= $game_system.occur_cry_chance
      # If the battle cry isn't nil
      if battlecry != nil
        # Separate file and pitch values
        battlefile  = battlecry[0]
        battlepitch = battlecry[1]
        begin
          @trd = RPG::AudioFile.new(battlefile)
          Audio.se_play("Audio/SE/" + @trd.name, 0, battlepitch)
          # Sound file is true
        rescue Errno::ENOENT
          # Sound file is invalid (restore default)
          battlecry = nil
        end
        # Play the cry
        if battlecry != nil
          Audio.se_play("Audio/SE/" + @trd.name, 80, battlepitch)
        end
      end
    end
  end 
end



#==============================================================================
# ** Game_Battler
#------------------------------------------------------------------------------
#  This class deals with battlers. It's used as a superclass for the Game_Actor
#  and Game_Enemy classes.
#==============================================================================

class Game_Battler
  include Dalissa_Collapse
  include Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Public Instance Variables
  #-------------------------------------------------------------------------- 
  attr_accessor :dbc_b_dmg
  #--------------------------------------------------------------------------
  # * Applying Normal Attack Effects
  #     attacker : battler
  #--------------------------------------------------------------------------
  alias dbc_ae attack_effect
  def attack_effect(attacker)
    # Setup return value
    result = false
    # Perform the Original call
    result = dbc_ae(attacker)
    # If in battle
    if $game_temp.in_battle     
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[attacker] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
  #--------------------------------------------------------------------------
  # * Apply Skill Effects
  #     user  : the one using skills (battler)
  #     skill : skill
  #--------------------------------------------------------------------------
  alias dbc_se skill_effect
  def skill_effect(user, skill)
    # Setup return value
    result = false
    # Perform the Original call
    result = dbc_se(user, skill)
    # If in battle
    if $game_temp.in_battle
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[user] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
  #--------------------------------------------------------------------------
  # * Application of Item Effects
  #     item : item
  #--------------------------------------------------------------------------
  alias dbc_ie item_effect
  def item_effect(item, battler = @active_battler)
    # Setup return value
    result = false
    # Perform the Original call 
    $game_system.rtab_cry_detect ? result = dbc_ie(item, battler) : result = dbc_ie(item)
    # If in battle
    if $game_temp.in_battle
      # Obtain pre-damaged HP
      cry_dmg = self.hp
      # Obtain damage applied
      $game_system.rtab_cry_detect ? self_dmg = self.damage[battler] : self_dmg = self.damage
      # Calculate current HP (for Collapse Changing Call)
      cry_dmg -= self_dmg  if self_dmg.to_i != 0
      # The Included module (Collapse Changing Call)
      call_collapse_change if cry_dmg <= 0
    end
    # Return with result
    return result
  end
end



#==============================================================================
# ** Scene_Battle
#------------------------------------------------------------------------------
#  This class performs battle screen processing.
#==============================================================================

class Scene_Battle
  include Dalissa_Collapse
  include Dalissa_Cry
  #--------------------------------------------------------------------------
  # * Main Processing
  #--------------------------------------------------------------------------
  alias dbc_main main
  def main
    # Store original 'collapse' SE
    $game_system.default_ase  = [ $data_system.actor_collapse_se.name,
                                  $data_system.actor_collapse_se.pitch ]
    $game_system.default_ese  = [ $data_system.enemy_collapse_se.name,
                                  $data_system.enemy_collapse_se.pitch ]
    # Perform the original call
    dbc_main
    # Restore original 'collapse' SE
    $data_system.actor_collapse_se.name   = $game_system.default_ase[0]
    $data_system.actor_collapse_se.pitch  = $game_system.default_ase[1]
    $data_system.enemy_collapse_se.name   = $game_system.default_ese[0]
    $data_system.enemy_collapse_se.pitch  = $game_system.default_ese[1]
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 2 : start action)
  #--------------------------------------------------------------------------
  alias update_phase4_step2_scream update_phase4_step2
  def update_phase4_step2(battler = @active_battler)
    # Do not perform here if Animated Battlers is detected
  unless $game_system.anim_cry_detect == true
      # Obtain & Play Battle Cries
      perform_cry(battler)
    end 
    # Perform original routine
    if $game_system.rtab_cry_detect == true
      update_phase4_step2_scream(battler)
    else
      update_phase4_step2_scream
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #-------------------------------------------------------------------------- 
  alias dbc_update_phase4_step3 update_phase4_step3
  def update_phase4_step3(battler = @active_battler)
    # Perform original routine
    if $game_system.rtab_cry_detect == true
      dbc_update_phase4_step3(battler)
    else
      dbc_update_phase4_step3
    end
    # Only perform if using Animated Battlers
    if $game_system.anim_cry_detect == true
      if $battle_charge == true
        # Obtain & Play Battle Cries
        perform_cry(battler)
        # Reset Flag
        $battle_charge = false
      end
    end
  end
  #--------------------------------------------------------------------------
  # * Frame Update (main phase step 3 : animation for action performer)
  #-------------------------------------------------------------------------- 
  alias dbc_up4s4 update_phase4_step4
  def update_phase4_step4(battler = @active_battler)
    # Loop through all targetted battlers
    for target in ($game_system.rtab_cry_detect ? battler.target : @target_battlers)
      # Calculate for successful hit
      dbc_damage = ($game_system.rtab_cry_detect ? target.damage[battler] : target.damage)
      dbc_critical = ($game_system.rtab_cry_detect ? target.critical[battler] : target.critical)
      # If damage DID occur
      if dbc_damage.is_a?(Numeric) and dbc_damage > 0
        bcry_temp = {}
        battlecry = nil
        # Obtain Battle Cries for Enemies
        if target.is_a?(Game_Enemy)
          battlecry = choosecry2(target.id, $game_system.enemy_cry_struck, $game_system.enemy_cry_struck_r)
          if dbc_critical
            battlecry = choosecry2(target.id, $game_system.enemy_cry_critical, $game_system.enemy_cry_critical_r)
          end
        else
          battlecry = choosecry2(target.id, $game_system.actor_cry_struck, $game_system.actor_cry_struck_r)
          if dbc_critical
            battlecry = choosecry2(target.id, $game_system.actor_cry_critical, $game_system.actor_cry_critical_r)
          end
        end
        # Perform the cry
        play_cry(battlecry)
        # Erase Battle Cry
        battlecry = nil
      end
    end
    # Perform the original call
    if $game_system.rtab_cry_detect
      dbc_up4s4(battler)
    else
      dbc_up4s4
    end
  end 
  #--------------------------------------------------------------------------
  # * Retrieve & Perform the Cry
  #--------------------------------------------------------------------------
  def perform_cry(battler)
    # Re-Set Battle Cry to empty
    battlecry = nil
    # Create temporary hash
    bcry_temp = {}
    # Obtain Battle Cries for Enemies
    if battler.is_a?(Game_Enemy)
      # Branch according to each action
      case battler.current_action.kind
      when 0  # basic
        battlecry = choosecry(battler.id, $game_system.enemy_cry_attack, $game_system.enemy_cry_attack_i, $game_system.enemy_cry_attack_r, $game_system.enemy_cry_attack_r_i, battler.weapon_id)
        # If blocking
        if battler.current_action.basic == 1
          battlecry = choosecry2(battler.id, $game_system.enemy_cry_block, $game_system.enemy_cry_block_r)
        end
        # If escaping
        if battler.current_action.basic == 2
          battlecry = choosecry2(battler.id, $game_system.enemy_cry_escape, $game_system.enemy_cry_escape_r)
        end
        # If resting
        if battler.current_action.basic == 3
          battlecry = nil
        end
      when 1  # skill
        battlecry = choosecry(battler.id, $game_system.enemy_cry_skill, $game_system.enemy_cry_skill_i, $game_system.enemy_cry_skill_r, $game_system.enemy_cry_skill_r_i, battler.current_action.skill_id)
      when 2  # item
        battlecry = choosecry(battler.id, $game_system.enemy_cry_item, $game_system.enemy_cry_item_i, $game_system.enemy_cry_item_r, $game_system.enemy_cry_item_r_i, battler.current_action.item_id)
      end
    # otherwise, Obtain Battle Cries for Actors
    else
      # Branch according to each action
      case battler.current_action.kind
      when 0  # basic
        battlecry = choosecry(battler.id, $game_system.actor_cry_attack, $game_system.actor_cry_attack_i, $game_system.actor_cry_attack_r, $game_system.actor_cry_attack_r_i, battler.weapon_id)
        # If blocking
        if battler.current_action.basic == 1
          battlecry = choosecry2(battler.id, $game_system.actor_cry_block, $game_system.actor_cry_block_r)
        end
        # If escaping
        if battler.current_action.basic == 2
          battlecry = choosecry2(battler.id, $game_system.actor_cry_escape, $game_system.actor_cry_escape_r)
          end
        # If resting
        if battler.current_action.basic == 3
          battlecry = nil
        end
      when 1  # skill
        battlecry = choosecry(battler.id, $game_system.actor_cry_skill, $game_system.actor_cry_skill_i, $game_system.actor_cry_skill_r, $game_system.actor_cry_skill_r_i, battler.current_action.skill_id)
      when 2  # item
        battlecry = choosecry(battler.id, $game_system.actor_cry_item, $game_system.actor_cry_item_i, $game_system.actor_cry_item_r, $game_system.actor_cry_item_r_i, battler.current_action.item_id)
      end
    end
    # Perform the cry
    play_cry(battlecry)
    # Erase Battle Cry
    battlecry = nil
  end
  #--------------------------------------------------------------------------
  # * Choose the cry
  #--------------------------------------------------------------------------
  def choosecry(dbc_battler, dbc_main, dbc_i, dbc_r, dbc_r_i, dbc_id)
    # Create empty hash for substitutions
    dbc_temp  = {}
    dbc_temp2 = {}
    dbc_cry   = []
    dbc_cry2  = []
    # Set basic cry
    dbc_cry     = dbc_main[dbc_battler]   if dbc_main.include?(dbc_battler)
    # Fill temp value & obtain battlecry (Individual)
    dbc_temp    =   dbc_i[dbc_battler]    if dbc_i.include?(dbc_battler)
    dbc_cry     =   dbc_temp[dbc_id]      if dbc_temp[dbc_id]     != nil
    # Fill temp value & obtain battlecry (Random)
    dbc_temp    =   nil # Empty the temp value
    dbc_temp    =   dbc_r[dbc_battler]    if dbc_r.include?(dbc_battler)
    if dbc_temp !=  nil
      dbc_rand  =   rand(dbc_temp.size)
      dbc_cry   =   dbc_temp[dbc_rand]    if dbc_temp[dbc_rand]   != nil
    end
    # Fill temp value & obtain battlecry (Individual Randoms)
    dbc_temp = nil    # Empty the temp value
    dbc_temp    =   dbc_r_i[dbc_battler]  if dbc_r_i.include?(dbc_battler)
    if dbc_temp !=  nil
      dbc_temp2 =   dbc_temp[dbc_id]      if dbc_temp[dbc_id]     != nil
      dbc_rand  =   rand(dbc_temp2.size)  if dbc_temp2            != nil
      dbc_cry   =   dbc_temp2[dbc_rand]   if dbc_temp2[dbc_rand]  != nil
    end
    # Reset to nil if empty
    dbc_cry = nil if dbc_cry == []
    # Return if nil
    return if dbc_cry == nil
    # Return with default pitch if converted string
    unless dbc_cry.is_a?(Array)
      dbc_cry2 = [dbc_cry, 100]
      return dbc_cry2
    end
    # Return the cry
    return dbc_cry
  end 
  #--------------------------------------------------------------------------
  # * Choose the cry (smaller version)
  #--------------------------------------------------------------------------
  def choosecry2(dbc_battler, dbc_main, dbc_r)
    # Create empty hash for substitutions
    dbc_temp = {}
    dbc_cry   = []
    dbc_cry2  = []
    # Set basic cry
    dbc_cry     = dbc_main[dbc_battler] if dbc_main.include?(dbc_battler)
    # Fill temp value & obtain battlecry (Random)
    dbc_temp    = dbc_r[dbc_battler]    if dbc_r.include?(dbc_battler)
    dbc_rand    = rand(dbc_temp.size)   if dbc_temp != nil
    dbc_cry     = dbc_temp[dbc_rand]    if dbc_temp[dbc_rand] != nil
    # Reset to nil if empty
    dbc_cry = nil if dbc_cry == []
    # Return if nil
    return if dbc_cry == nil
    # Return with default pitch if converted string
    unless dbc_cry.is_a?(Array)
      dbc_cry2 = [dbc_cry, 100]
      return dbc_cry2
    end
    # Return the cry
    return dbc_cry
  end
end



#==============================================================================
# ** Spriteset_Battle
#------------------------------------------------------------------------------
#  This class brings together battle screen sprites. It's used within
#  the Scene_Battle class.
#==============================================================================
class Spriteset_Battle
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  # Special note:  When the normal method for detecting RTAB fails, I do this
  alias bcry_initialize initialize
  def initialize
    # Perform the original routine
    bcry_initialize
    # If RTAB's 'zoom' feature is present
    if @real_zoom != nil
      # Set the RTAB detector to 'true'
      $game_system.rtab_cry_detect = true
    end
  end
end



#==============================================================================
# ** Sprite_Battler
#------------------------------------------------------------------------------
#  This sprite is used to display the battler.  It observes the Game_Character
#  class and automatically changes sprite conditions.
#==============================================================================

class Sprite_Battler < RPG::Sprite
  #--------------------------------------------------------------------------
  # * Object Initialization
  #--------------------------------------------------------------------------
  alias bcry_initialize initialize
  def initialize(viewport, battler = nil)
    # Perform the original routine
    bcry_initialize(viewport,battler)
    # If Animated Battler's 'battler offset' feature is present
    if @battler_offset != nil
      # Set the Animated Battlers detector to 'true'
      $game_system.anim_cry_detect = true
    end
  end
end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 27, 2008, 01:14:39 PM
It would not require "some" modification but need a complete rewrite to work with Blizz-ABS. Why don't you just use a script that uses random animations and use sound-effect-only animations with that? It would work with Blizz-ABS for sure if the implementation was based on Game_Actor or even lower, on the RPG::Skill, RPG::Weapon, etc. classes.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 03:45:59 AM
(http://img58.imageshack.us/img58/1151/32e32e3js7.png) (http://imageshack.us)

We have a situation, & I wanna keep killing Chickens for that matter!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 01:34:39 PM
Which script is it? :3 If Blizz-ABS, which part is it?

EDIT:

If Blizz-ABS Part 3, try a new game. I think it happens because you have loaded a saved game.

EDIT:

Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 30, 2008, 07:12:09 PM
I'm using Blizz-ABS 1.98 Package + Blizz-ABS Config 1.9 and I had a question. Is it possible to link the dash with a skill? Like a character can only use dash if they have a certain skill.

This is definetly the best abs I ever used, the ABS Config is really useful btw ;)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on June 30, 2008, 07:15:49 PM
Make a parallel process common event with this event code:

Code: [Select]
if ACTOR learned SKILL
  script call: "$game_system.running_button = true"
else
  script call: "$game_system.running_button = false"
end
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on June 30, 2008, 08:48:40 PM
Awesome thanks Blizzard :)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on June 30, 2008, 10:52:09 PM
Which script is it? :3 If Blizz-ABS, which part is it?

EDIT:

If Blizz-ABS Part 3, try a new game. I think it happens because you have loaded a saved game.

EDIT:

Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(
It happens when a Monster tries to respawn.

=< Not on a Saved game.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on June 30, 2008, 11:08:51 PM
Ok, who said that Animation Stack v1.0 from Tons of Add-ons v6.4 doesn't work with Blizz-ABS v1.98?! >8U I just tested it and it works just fine! >:(

I said this.  It doesn't work for me... Actually, the status animations don't even show up... =/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2008, 12:06:20 AM
Are you really using 1.98? O_o Did you turn on the animation option?

@CRL: I'll check what's wrong.

EDIT: Hm, respawn works fine for me. Does it happen every time an enemy respawns or does it work sometimes?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 01, 2008, 12:07:25 AM
Yeah I am....
It's probably some other script that's causing the problem...
I'll check it out later XD
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on July 01, 2008, 12:11:23 AM
Are you really using 1.98? O_o Did you turn on the animation option?

@CRL: I'll check what's wrong.

EDIT: Hm, respawn works fine for me. Does it happen every time an enemy respawns or does it work sometimes?
Everytime I slice a Chicken, & then. when it respawns, the error message appears. =/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2008, 01:05:17 AM
Are you using respawn points by any chance? If they are faulty, that could be the problem.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on July 01, 2008, 01:34:53 AM
Yes, I am using respawn points >___>

does that mean then they're still glitchy by Faulty you mean? >.>:;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2008, 01:41:44 AM
Yeah, it could be. I'll fix it.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on July 01, 2008, 02:08:18 AM
Excellent, then I shall continue exploiting the bugs on this >:3 <3
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 01, 2008, 08:38:46 PM
Hey Blizzard,

I'm using Blizz-ABS 1.95 in one of my games.  I am trying to create an item to be a lantern, which requires a picture to move in a parellel process.  It works perfectly in any game I create unless I'm using your script.  Do you know how I could get around this?

I brought it up in this short forum to the person who I got the tutorial from, and I figured out its a problem with using your script.  I'm TLarch there also.  The the link is http://www.rmxp.org/forums/index.php?topic=21314.30 (http://www.rmxp.org/forums/index.php?topic=21314.30)

Is the problem really caused by your script?
~TLarch

PS:  I love your script and I've been looking for something like this for years.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 01, 2008, 08:54:51 PM
Well, first you should upgrade to the current version of Blizz-ABS which is 1.98.
And the picture issue, Blizz knows about it.  He'll probably fix it in the next version so...
Join the waiting party... :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 01, 2008, 09:13:56 PM
Thanks for the bug report, TLarch, but as Aqua said, somebody already reported it. I will fix it in 1.99, but you can use this hotfix in the meantime.

Code: [Select]
class Interpreter
 
  alias cmd_231_blizzabs_later command_231
  def command_231
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_231_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_232_blizzabs_later command_232
  def command_232
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_232_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_233_blizzabs_later command_233
  def command_233
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_233_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_234_blizzabs_later command_234
  def command_234
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_234_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_235_blizzabs_later command_235
  def command_235
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_235_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
end
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 03, 2008, 01:55:54 PM
Awesome, Thank you both.

And now I feel like a newbie...  Where do I put this snippet?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 03, 2008, 04:42:51 PM
Below the Interpreter scripts, that's the most important. I'd suggest right under Blizz-ABS Part 3, though.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 03, 2008, 07:20:46 PM
I've done what you said, and even upgraded from 1.95 to 1.98, but I'm getting the same results.   :-\
Title: Re: [XP] Blizz-ABS
Post by: Calintz on July 05, 2008, 09:42:30 AM
Man...
This looks really fantastic.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 05, 2008, 01:41:23 PM
Thanks for the bug report, TLarch, but as Aqua said, somebody already reported it. I will fix it in 1.99, but you can use this hotfix in the meantime.

Code: [Select]
class Interpreter
 
  alias cmd_231_blizzabs_later command_231
  def command_231
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_231_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_232_blizzabs_later command_232
  def command_232
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_232_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_233_blizzabs_later command_233
  def command_233
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_233_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_234_blizzabs_later command_234
  def command_234
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_234_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
  alias cmd_235_blizzabs_later command_235
  def command_235
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    result = cmd_235_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
    return result
  end
 
end

If you use that snipplet, the picture commands should work. They work fine with me, regardless of the Blizz-ABS version.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 08, 2008, 04:45:52 AM
I've done everything, and quadruple checked.  The only thing I can think of is I am probably putting the fix in the wrong place.  Is it supposed to have a certain name, like the script parts are named "Part 1", "Part 2", "Part 3" or doesn't it matter?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 08, 2008, 04:47:23 AM
The script name doesn't matter.

The picture scriptlet is a little bugged though and has been reported to Blizz.  Just be patient :)
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 08, 2008, 04:52:50 AM
Alright.

I just thought I was doing something wrong (which is highly likely).  I will put this little piece of the game on the back burner for now.
Title: Re: [XP] Blizz-ABS
Post by: Valcos on July 09, 2008, 07:28:40 PM
K Blizz Im going to use your ABS! :o! Probably gonna ask you a crap load of questions :(
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 09, 2008, 10:19:14 PM
I just thought of a question this morning.  Is there any way to get a status effect that can make a monster move slower or stop in place, yet still be able to attack if you get close enough?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 09, 2008, 10:50:46 PM
You can rename an event and add the \m command to freeze its movement. But then again, it's not a status effect. I was probably going to add status effects that could speed you up/slow down by simply using the already present running/sneaking systems. I remember that I abandoned that idea for good reason, but I can't remember why...
Title: Re: [XP] Blizz-ABS
Post by: Lore on July 10, 2008, 02:41:32 AM
That would be a pretty cool option to have Blizzy, I think you should implement it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 10, 2008, 02:47:53 AM
Hehe I think I know why Blizz abandoned it :P
Constant changing of the actors speed or graphic (event in parallel process) will cause the caterpillar guys to go wacky.

Anyway... if you can't get it to work, I might be able to event this... :)
Just gotta find a way to fix the wacky caterpillar.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 10, 2008, 12:47:43 PM
Exactly! If the main char can run and the rest can't, it will be screwed up. A speed down status effect could be better. But then again, if one of the followers is slowed down and the leader isn't, the same stuff will happen. -_-
This could be avoided if the running and sneaking system are being used as well. Let's say you use only running, so only status effects with speed up are allowed. But then again this is pointless as you don't need the status effect to run. -_-'
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 12, 2008, 06:08:59 AM
Hmm...  The one solution I can think of is to make it so you can't get too far away from the rest of your allies.  If you get out of a certain distance you get slowed down enough for them to catch up?

Anyway, I was thinking of this as an idea to use against monsters and not vise versa.  More of a tactical advantage for your party.
Title: Re: [XP] Blizz-ABS
Post by: Nortos on July 13, 2008, 07:28:15 AM
or just make it an option for people going for old school style Zelda without party's than it would work fine and would be awesome
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2008, 02:08:32 PM
The only real option would just be to limit movement into a direction like in SoM or other games. BTW, the fourth edition is out with a bugfix for the Config app.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on July 13, 2008, 02:38:20 PM
 :P Question . . . . If Reflect & CLR are up & can only be use for 1.99, & we still have 1.98, well, isn't it compatible or not? >______>;;;
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 13, 2008, 02:55:16 PM
No, it's not. :D v1.99 is still work in progress, you have to wait. xD I'll post the CRLS compatibility plugin soon as well. Again, it will be compatible with v1.99, not v1.98. xD

EDIT: Crap, Config v1.91 was faulty, I put up v1.92. -_-
Title: Re: [XP] Blizz-ABS
Post by: Terry16389 on July 14, 2008, 06:37:58 PM
I'm sure this has been asked before, but for some reason whenever a text box pops up while I'm using your ABS (v.1.98) it won't let me move to the next screen. I'm also using some other scripts so I dunno if they may have any effect on it.

I'm using:

ccoa's Weather Script
The SDK
Near Fantastica's Particle Engine
and Slipknot's Letter-by-Letter Message Window.

I would assume that the LBLMW would be the cause of it, but I'm not sure. Also, I've already checked the order that the scripts should be in and they're in the correct order.

Thanks to anyone who helps with this. :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 14, 2008, 06:42:15 PM
Ew SDK...

Blizz-ABS isn't compatible with SDK... yet
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 14, 2008, 06:48:46 PM
Actually since v1.97 it might be fully compatible. Have you tried commenting out script by script (put "=begin" at the top and "=end" at the bottom) to see which one is causing the problem?
Title: Re: [XP] Blizz-ABS
Post by: Terry16389 on July 14, 2008, 06:49:30 PM
Yeah, I've found out it's the LBLMW. I'll just find another message script, no worries. :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 14, 2008, 06:59:48 PM
Try ccoa's UMS, it works fine with Blizz-ABS.
http://www.rpgrevolution.com/forums/index.php?showtopic=7692
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 16, 2008, 08:22:47 PM
I have a request for the corspe system you are making. Could you have the corpse system make an event on the coordinates, of the map your party leader died on, the sprite varies for each party leader who died (will be specified who is a party leader, they will never be in the same party together, and one will always be in the party), when you get sent to the nearest resurrection point, it activates a switch, disables enemy AI (so they don't attack you, or use a skill on a party member, if you cannot do this could you please make it where the party doesn't take any damage until they find their corpse), and changes the party movement speed to 6. It also adds a special icon to the minimap that can be displayed even when the event isn't currently on the map view, it will show an arrow pointing to it if it is off view. This icon leads to the corpse of your party leader (must be specified in the script which actor's are party leaders, they will never be in the same party, so this is easier), that you must player touch, then the leader comes back to life (if you have other people in your party, they must leave your party until you find your body, then they rejoin, fully restored). Could you please help me with this, I can make the needed minimap icons?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 17, 2008, 02:45:38 PM
No, I won't make that. This would crush the concept of general use as it's a specific edit of a system that allows respawning after death. In the normal Blizz-ABS you die and then you get a game over. You'd have to ask somebody for that edit when I add the corpse system.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 17, 2008, 03:10:42 PM
Well, this is pretty easy to make anyway, the only two hard pieces of code are disabling the enemy AI, and adding to the minimap. Thanks, anyway.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 19, 2008, 05:42:13 PM
Hm, is it possible to edit the code so that when the player dies the game isn't over but instead the player looses 10 percent of his experience and gets transfered to another location? Also if the experience drops to much the player would lose a level^^
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on July 19, 2008, 05:55:52 PM
Can probably do it with a common event with a "custom death handler."  At least for putting you at a different location.  I do know you can do the same thing to lose a level, and you can use a few variables to lose exp if I'm not mistaken.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 19, 2008, 06:09:24 PM
A script for that actually already exists.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 20, 2008, 07:23:24 PM
You wouldn't happen to know  the name of the script or where it's located?^^
Title: Re: [XP] Blizz-ABS
Post by: Cody64 on July 21, 2008, 05:16:51 AM
I had another thread that I recently added a "new" problem I was having in (I did so I wouldn't be spamming with a bunch of threads).  I was wondering if anyone could help me with it?  here's what I had posted:

Quote
Ok, I didn't want to spam the boards with new topics so I'm going to post another problem I have in this thread...

I've been working on spells all day, and custom spell sprites.  The problme I'm having right now is with creating a "beam" sprite.  The Blizz-ABS User Manual says this about the subject:


Quote
Beam skills use a
special type of spriteset. Only the image of the beam facing down is needed, Blizz-ABS will
create rotate the image when necessary. If no image exists, Blizz-ABS built-in default beam
image will be used.

I've tried doing what this says, and have had no success.  My beam always ends up in screwed up positions and is always too short, and never looks right like the "default" blizz-abs beam...  I'll be the first to admit that I'm a complete noob at making sprites, so I'm most likely not setting it up correctly...  If someone could show me an example of what a "Beam Sprite" should look like, I think I'll be able to edit mine correctly and make it work.   

Hopefully someone can help!  Thanks in advance :)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 21, 2008, 05:32:20 AM
Do you mind uploading what your beam sprite here?

I haven't made one yet but I might be able to tinker with yours and make it work XD
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on July 21, 2008, 01:23:38 PM
@Blizz - I'd be interested to know the name of that script Rymdpotatis requested as well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 21, 2008, 03:30:31 PM
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

@Cody: I already answered it in your thread.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on July 21, 2008, 03:46:08 PM
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

@Cody: I already answered it in your thread.

Many thanks =D
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 24, 2008, 07:02:15 AM
Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 25, 2008, 12:27:49 AM
Hey, swicked (don't ask.. I made it up when I was like 8 ) ABS! I downloaded it, but the manual gets an error every time I try to open it. I think the program it opens in is old though, I'll try to update it. And if that doesn't work, re-download it.

Also, I played the demo, and I was wondering if I could use a few things in the tile set? If you don't mind me using it, I'll credit. (to whom?)

Thanks, nice job, and can't wait till I get it working.  8)

Edit to below: Oh, I guess I'm just blind, I went to that thread right before I posted this. Thanks :P.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 25, 2008, 12:37:02 AM
Official CoSLAL Thread (http://forum.chaos-project.com/index.php?topic=75.0)

(click to show/hide)

:D
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 25, 2008, 05:00:43 AM
Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch

This is missing:
Code: [Select]
class Game_Screen
 
  alias upd_blizzabs_later update
  def update
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    upd_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
  end
 
end

Aqua reported that bug you mentioned. I think that I fixed it in v1.98.

Title: Re: [XP] Blizz-ABS
Post by: diablosbud on July 25, 2008, 09:01:59 PM
Sorry to always bother you with compatibility, this isn't needed for my game, so don't worry but I'd like it if you could make it compatible. Blood Mage v1.59 by WcW isn't compatible with this, you even said so, but could you please make it compatible with this ABS, because this would be great for my necromancer class :D? Here is the script:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 25, 2008, 09:45:42 PM
I will add it to Tons (which I always forget to do) and it will be compatible with Blizz-ABS 1.99.

EDIT:
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

OMG! We have such a script already here! xD

http://forum.chaos-project.com/index.php?topic=428.0
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 12:33:30 AM
 :hm:  Hmmm.... I am using v1.98.  Nevertheless, I am going to try the snippet somewhere, and if it gives me errors I'll just pull it back out.

Edit:  No difference.  I may be putting the code in the wrong place (I tried making a new code page just before ABS Part 1.)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 12:38:25 AM
(click to show/hide)

I put that right under Blizz-ABS part 3 and it works perfectly for me.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 01:09:07 AM
Just tried that.  And I also tried removing the Tons of Add-ons.  No luck.  I'm going to keep trying to figure out what happened since it worked correctly before.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 01:10:23 AM
What other scripts are you using and in what order?
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 01:15:23 AM
None.  I don't really plan on going hardcore with details, I just like how ABS works, so I decided to take a crack at creating a game, really just for personal use probably.  The only thing added before the ABS code is the Interpreter fix Blizzard gave me for the picture problem.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 01:18:58 AM
That fix goes AFTER Blizz-ABS... lol
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 01:22:30 AM
The interpreter one?!  Drat!  I put it with the Interpreter codes.  No wonder it never worked the way it should have.

I never know where these codes are supposed to go.


Hmm... nothing fixed in regards to the enemy attacking again.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 01:30:40 AM
What version should I use? I want the best one, but if its really buggy, then I want the one with the least bugs, but the best out of the versions..


I might just be saying something stupid, I don't know ANYthing about coding. And I just thought this looked weird..

In red.. is it supposed to be "sound"? or is it just some weird thing that I know nothing about?
P.S., it's near the very bottom of the script.

    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel cound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 01:33:53 AM
What version should I use? I want the best one, but if its really buggy, then I want the one with the least bugs, but the best out of the versions..


I might just be saying something stupid, I don't know ANYthing about coding. And I just thought this looked weird..

In red.. is it supposed to be "sound"? or is it just some weird thing that I know nothing about?
P.S., it's near the very bottom of the script.

    # if B is pressed
    if Input.trigger?(Input::B)
      # play cancel cound
      $game_system.se_play($data_system.cancel_se)
      # set active
      @active = true
      # item window is not active
      @item_window.active = false


Should be sound, but doesn't matter.  Code with # on the left is ignored.  Thats all I know about coding.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 01:34:20 AM
Always get the latest version... which right now is 1.98

And yeah, that should be "sound" but it's a typo.  Besides, it's just a comment so it doesn't affect the script.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 01:39:53 AM
Ok, but one more thing.. what's "Blizz-ABS Config 1.92"? If it's nothing I need to use or whatever, then just tell me I don't need it.. I just don't want to miss anything.  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on July 26, 2008, 01:50:50 AM
It's not essential, but it's a very helpful tool to configure the Blizz-ABS. That's all I really know. I think eventually Blizzard is going to pimp it up just like how he's dealing with the ABS items. Now, I'm no Blizz-ABS expert. It may be better to get a finalized answer from Aqua or Blizzard, the two ABS junkies I know of...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 26, 2008, 03:21:42 AM
You know how you set up stuff in the RMXP database? Well, Blizz-ABS Config allows setting up the configuration of Blizz-ABS in a similar way. Then you simply generate the configuration script instead of editing it manually. And no, I'm not going to pimp it up, it already IS a pimp up of the way you configure stuff in Blizz-ABS. xD

@TLarch: It pretty much doesn't matter where you put the scripts. It only has to be between Interpreter 7 and Main, that's all that matters. I don't know why it doesn't work with you, I've corrected all problems that occured: The 5 calls from the event directly and the update of the screen so pictures can move, rotate, etc. Have you tried putting it right above Main? And have you read this topic (http://forum.chaos-project.com/index.php?topic=23.0) already?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 07:17:56 AM
I'm having trouble with the Config. I open it up, and I get an error message (pic below). I click "continue", and it works just fine, except when I try to do anything that I need a image/spritesheet for (like, skill, weapons, items, etc). I click on one of the options, and the message comes up again.
Also, there's no images in weapons, items, skill, any of those. Is that an error, or am I supposed to enter the images myself (how do I enter my own images?)?
I had .NET framework 1.0, so I un-installed it, then installed 2.0.
I went to Microsoft's .NET framework website, and I saw 3.0, should I install this?

(... Is there no way to just browse your computer for a image from this website, while making a post, without uploading it from a image host? I forgot what its called.. Though I've used it a million times on a different forum)
Error message:
(http://i135.photobucket.com/albums/q133/mojobo1/BABSERROR.png)



Besides that, it works just fine! I can attack with the default sword attack, the enemy does what its supposed to, and it's awesome, I love it!

Thanks. :D


Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 07:57:55 AM
Here's kind of a large request...

If any of you guys have time (and I understand if you don't), I can give you my game files I'm working with.  I can make the starting map just you and an enemy for easy testing.  I really have no idea why the monsters are not working.  I even recopied the ABS scripting to make sure they were right and I didn't accidentally remove a line someplace.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 26, 2008, 08:07:27 AM
Could you explain how they aren't working and post your enemy config part of part 1 here  (in spoilers of course).
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 26, 2008, 12:23:44 PM
I'm having trouble with the Config. I open it up, and I get an error message (pic below). I click "continue", and it works just fine, except when I try to do anything that I need a image/spritesheet for (like, skill, weapons, items, etc). I click on one of the options, and the message comes up again.
Also, there's no images in weapons, items, skill, any of those. Is that an error, or am I supposed to enter the images myself (how do I enter my own images?)?
I had .NET framework 1.0, so I un-installed it, then installed 2.0.
I went to Microsoft's .NET framework website, and I saw 3.0, should I install this?

Can you be more specific? I'm not sure what you mean, there is nothing image related in the config application (except for the Enemies' projectile spriteset). And I'd need the full error message of the application (click on details, copy paste and post).

It doesn't matter which you install, 2.0, 3.0 or 3.5. It's only important that it's 2.0 or higher.

(... Is there no way to just browse your computer for a image from this website, while making a post, without uploading it from a image host? I forgot what its called.. Though I've used it a million times on a different forum)

Yes, attachments are possible with the SMF forum engine. But this host is giving me only 250 MB of space so I can't enable them.

Here's kind of a large request...

If any of you guys have time (and I understand if you don't), I can give you my game files I'm working with.  I can make the starting map just you and an enemy for easy testing.  I really have no idea why the monsters are not working.  I even recopied the ABS scripting to make sure they were right and I didn't accidentally remove a line someplace.

Lol, I thought you were going to ask for a huge feature. Here's a new project which is working fine. Replace all the files with yours (EXCEPT Scripts.rxdata, MapInfos.rxdata and all maps!) and try if it works. If yes, replace MapInfos.rxdata and the map files. If it still works on one of your maps, copy-paste the custom script slots from your old project to the new one. If it doesn't work, make a copy of your game, open that project and delete all maps except one. In this one map add some enemies and see if it works. If it doesn't, zip that project and send it to me. I'll find the problem myself.

http://www.sendspace.com/file/9d0t39
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 26, 2008, 06:00:41 PM
Yeah, sorry. I knew I should have entered the details too, but I was about to fall asleep, so I decided I'd do it today.
Better explanation of when the message comes up: If I go to the tab "Blizz-ABS Weapons", "skills,", "items", "enemies", or "Animations and sprite control", and click on something in there, the message comes up (Actually, it doesnt happen if I click on anything, just some things.) For example, I go to "Blizz-ABS Weapons", I click "Weapon type" (fine so far), then if I click on one of the options (Sword, spear, flail, boomerang, etc.) and it gets the error message. In "Animations and sprite control", it only comes up if I hit "reset".

Also, when I hit the red X button (to close the config), that message comes up again. I have to click "quit" on the error message, then it comes up again, I have to click quit again, then about a minute later it shuts down, saying there was a problem and it needed to close.


The details in error message:

Quote
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentOutOfRangeException: InvalidArgument=Value of '0' is not valid for 'SelectedIndex'.
Parameter name: SelectedIndex
   at System.Windows.Forms.ComboBox.set_SelectedIndex(Int32 value)
   at BlizzABS.Forms.WinConfig.applyAnimationsConfiguration()
   at BlizzABS.Forms.WinConfig.resetAnimationsConfiguration()
   at BlizzABS.Forms.WinConfig.resetAnimations_Click(Object sender, EventArgs e)
   at System.Windows.Forms.Control.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnClick(EventArgs e)
   at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 1.9.2.0
    Win32 Version: 1.9.2.0
    CodeBase: file:///C:/Documents%20and%20Settings/Compaq_Owner/Desktop/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.42 (RTM.050727-4200)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.




Thanks.


Note: I won't be on all day today (well I'll probably be getting back around 7:00-8:00 PM).
Gonna watch da Dark Knight today too! WEWTY. :roll:  :ninja:
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 26, 2008, 06:27:45 PM
I got my results after step one, moving everything over except my maps and scripts.

I will create a .zip with my game.

EDIT: Blizzard,

I'm compressing it into a .rar if thats alright.

No doubleposting within 24 hours. ^_^ ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 03:43:51 AM
Yes, it's fine. I'll look into it tomorrow.

EDIT: @mojobo1: Are you using Blizz-ABS Config 1.92?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 01:14:35 PM
@TLarch: Yes, I know of your bug and it has been fixed in v1.99. Here's a hotfix for now until v1.99 comes out. Find the line that says:

Code: [Select]
return true if [0, 7].include?($data_skills[act[1]].scope)
and change it to:

Code: [Select]
return true if act[1] > 0 && [0, 7].include?($data_skills[act[1]].scope)
Let me guess, you have the last skill in your database with either scope "None" or "User", right? xD Aqua had the same problem. She sent me her game and I was able to find the cause of the problem that way. It was one of the nastier bugs I encountered. Ironically the fix is trivial.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 27, 2008, 05:31:47 PM
Yeah, I'm using 1.92 Config. (the one in red at the top.)
I'm going to re-install the config program, see if that helps. But again, I'm going to be gone most of today...:<_<:

- :ninja: The Dark Knight was sweet. :ninja:-

Edit: Reinstalling did not work.
I wont be on for a while.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 27, 2008, 05:38:10 PM
Blizz, you are the man  8)

The line of code worked, and you are right about the skills.  When the enemies worked, I had a max of 1 skill, which I was using.  When I needed another skill, I set the max to 30, not using 28 of them, so you are right on.

I wish I could do something for you in return, but my skills are not very good.  Thanks again!

@mojobo1 - Indeed, Dark Knight was awesome.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 27, 2008, 09:16:39 PM
Does anybody else have that problem that mojobo has? Does that error happen when you load a .cfg file or with a fresh configuration? It's possible that your Animations.rxdata file isn't read properly. Have you tried the "Reload Data" option?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 02:29:23 AM
Well, I don't know. Sorry, did I say that the message comes up the second I double click the ABS-config icon? I have to click continue just to get it open. And I haven't been able to load any files. I *can* load sound files, but haven't yet. I don't see any way to load any image files. I've been trying to though. Where is the reload data option? I'm gonna go look, so I'll probably find it by myself.
P.S., I'm back.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 02:33:24 AM
Menu on top; Tools -> Reload Data
If you're getting an error message when your run the app, then it's obvious that something is wrong. Let me guess, it tells you that it couldn't find Animations.rxdata. -_-
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 02:38:51 AM
Em, actually, I'm getting more than one error message. I guess I always did, but I didn't notice. They're each a bit different. Should I post a picture (+ details) of each message?

If you wanted, I have registered Hypercam.. I could take a 2-3 minute long video, opening it, so you can see the message, then show you each thing that gets an error. I could upload it to youtube.. But the quality isn't that great, even with registered hypercam.

Or I could just screenshot them all.


Edit: Ah, almost forgot.... I found the reload data thing (but it says reload game data, same thing, right?)
I get a error message... I can't "open" or "save" anything either, just noticed that. If I try to open its the same message, but instead of not finding animations.rxdata, it says: Object reference not set to an instance of an object.
Does that just mean I haven't finished configuring the script? Because the message looks like the others, just says something different.


Edit again:

The message when I open the app:
(http://i135.photobucket.com/albums/q133/mojobo1/errormsg.png)
(This one says .NET framework, is that the problem?)

When I click on details (I don't know if the details are the same as the other error message's details or not):

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Documents and Settings\Compaq_Owner\Desktop\Data\Actors.rxdata'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileStream.Init(String path, FileMode mode, FileAccess access, Int32 rights, Boolean useRights, FileShare share, Int32 bufferSize, FileOptions options, SECURITY_ATTRIBUTES secAttrs, String msgPath, Boolean bFromProxy)
   at System.IO.FileStream..ctor(String path, FileMode mode, FileAccess access, FileShare share)
   at System.IO.File.Open(String path, FileMode mode)
   at BlizzABS.Forms.WinConfig.reloadData()
   at BlizzABS.Forms.WinConfig.setupDefaultConfiguration()
   at BlizzABS.Forms.WinConfig.completeInit()
   at BlizzABS.Forms.WinConfig.Config_Load(Object sender, EventArgs e)
   at System.Windows.Forms.Form.OnLoad(EventArgs e)
   at System.Windows.Forms.Form.OnCreateControl()
   at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
   at System.Windows.Forms.Control.CreateControl()
   at System.Windows.Forms.Control.WmShowWindow(Message& m)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ContainerControl.WndProc(Message& m)
   at System.Windows.Forms.Form.WmShowWindow(Message& m)
   at System.Windows.Forms.Form.WndProc(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
   at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Blizz-ABS Config
    Assembly Version: 1.9.2.0
    Win32 Version: 1.9.2.0
    CodeBase: file:///C:/Documents%20and%20Settings/Compaq_Owner/Desktop/Blizz-ABS%20Config.exe
----------------------------------------
System.Windows.Forms
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.832 (QFE.050727-8300)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
    <system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Pic of the other error message (the one I posted before... In case you want to compare them):
(http://i135.photobucket.com/albums/q133/mojobo1/BABSERROR.png)


Should I try to download a earlier version, and see if that works?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 02:49:55 AM
That problem with the object reference is because something is wrong with you game data. How is it possible that it can't open your files? Did you put the app in the same folder as your game?
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 03:00:06 AM
Ok, well, first of all... I didn't know I'm supposed to open my game data to configure it, and I haven't. So how can there be a problem with my game data, if I haven't even opened it in the config? (I think I'm understanding correctly?)
No, the script+config are on my desktop. My game data is in like, Documents>something>RPG Maker XP.
I can't even start to open anything. I click the "open" option (in the menu on top), and the message comes up. So I can't even get the window open, to choose a file.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 28, 2008, 03:17:31 AM
The config app is supposed to go in the same folder as your project.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 03:23:53 AM
Ah... That... Might help...
Where does it say that? Because I don't remember reading that... Hehe.
Anyways, should I just copy+paste the config file into my game folder, or should I re-download the whole thing into the folder?

I don't usually say it, because I hate the word, but... Lol.

Thanks for the help.. I'll go do that now.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 28, 2008, 03:27:50 AM
I'm pretty sure you can just copy and paste it without problems.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 03:31:15 AM
Yeah, I just did.. It works perfectly.
Oh my god, I can't believe that. Seriusly, where does it tell you to put it with your project? is that just something everyone should now, and I'm just one of a million that doesn't, or did I just miss it?  :^_^':

Anyways, thanks Blizzard, it works just fine now.  :roll:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 03:32:52 AM
Blizz-ABS Config is supposed to give an error message and notify that it is supposed to be in the game project's folder. Since I restructured the application in v1.9, something went wrong and it doesn't do that now. I have fixed that problem and put up v1.93. You can redownload it, but you don't have to. Except for that error message fix nothing is different. You should have read the error message more closely, maybe you would have noticed that it's trying to open OWNPATH\Data\*.rxdata. :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on July 28, 2008, 03:33:36 AM
(click to show/hide)

The application needs to be put
into the folder where your game is located.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 03:35:28 AM
That, too, yeah. <_<;
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on July 28, 2008, 03:42:13 AM
Ah, thanks. Haha, it works so awesomely now.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 04:32:07 AM
Hey, been awhile since I found an error. I found this error in script 3.

"Script 'blizz 3' line 3658 NoMethodError Occurred

undefined `color' for nil:NilClass"

It happens if you were to set an enemy on a tile and the enemy requires a switch to be activated in order to appear. Here is where the error comes in, it happens if you use a magic skill where you select the target.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 04:36:08 AM
Does it happen with v1.98 as well?
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 04:36:52 AM
Yep, thats the one I'm using. If lets say you have an enemy or several enemies that are not activated by switch and the other one is switch activated and the switch is not yet activated, the error will appear before the target select circle does.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 28, 2008, 08:38:21 AM
Hey bliss i've just played your demo and i totally agree with you that you really pwnd almost all those ABS out there (Except for the brazillian ABS which really kicks ass). anyway i just want to ask if your ABS can be used on a side scrolling type RPG? I have this project for a long time (since .net and asyllum days) that up until now dont have a battle system and a decent movement system. I've tried using ccoa's CBS RTAB version which i think is the best when it comes to turnbased battle system but im not happy with it and ending up my project on deep sleep. But when i saw your ABS recently i think it's perfect for my project it's just that i dont know if it will work with platform based game. Take note that i have no knowledge when it comes to RGSS and a little bit of eventing only.

Hope you have some time to answer some of my question anyway gudluck with the version 2.xx.

Thank you.

note: sorry if i post this first on the resources section that's really stupid of me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 12:23:54 PM
Funny since the ABS version in the demo is very, very old. xD The most recent version of the ABS owns that old version. It even owns XAS (that Brazilian ABS) and NeoABS. And the next version (v1.99) will even feature combos. v2.0 will feature allies and advanced combos (like run, jump, attack, jump back). If you want to use it for a platform game, I'd say it would be enough to get rid of the directions system. Well, it depends on the platform system.

PS: Don't worry, I'll delete that post then. :)
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 28, 2008, 07:10:07 PM
Oh yeah, the error also happens if you do the same thing, but with variables instead of switches. This time it is:

"Script 'blizz 3' line 3661 NoMethodError Occurred

undefined `color' for nil:NilClass"

Also in 1.98.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 28, 2008, 07:12:43 PM
Alright, I'll fix that in v1.99.

EDIT: Lol, I just realized that I fixed that for 1.99 already. xD Here's the hotfix. Just above that line should be a lin saying "def update_select". Just add this line below:

Code: [Select]
return if @sprite == nil
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 29, 2008, 12:29:06 AM
Hey Blizz,

When I have an item that heals One Ally, it works fine.  However, using the item on "The User" gives me this error.

(click to show/hide)

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2008, 01:02:19 AM
That's a new error. Just change the line to this one and it will work fine.

Code: [Select]
ch.item_effect(ch, object)
EDIT: There's one more. Change line 1826 to:

Code: [Select]
targets.each {|target| target.item_effect(ch, object)}
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 29, 2008, 02:12:12 AM
Got another error, this time it is with enemy transform.

Ok, enemy transform normally works fine but if you put in several enemy transforms into one event (such as 2 enemy transforms, one for event 002, the other for event 003), it gives out an error involving syntax. It doesn't say what script the error is located in or anything.


This however, does not happen if you have an enemy that has 3 forms where the there is an enemy transform on the first page or an enemy transform on the second page. It only happens if you got more than one enemy transform on one page.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2008, 02:31:55 AM
I'll check that. And don't forget that you have to leave out the leading zeroes.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 29, 2008, 04:56:00 AM
Yeah, I forgot that you don't need to use the 2 zeros for the events. Because of that, it is fixed but there is another problem.

This time there is no error message but when I place an enemy, I make 2 pages and the smaller enemy is activated by a switch on the 2nd page and whenever I get the big enemy to try to multiply into some smaller enemies by adding a switch onto the big enemy event, the smaller ones do not appear.

Now, the reason why I made a second page on the smaller enemies is there is some sort of glitch if the smaller enemies are single pages where if you were to step onto a tile where the smaller enemies are and use physical attacks or magic, it won't appear because it'll think you killed the enemy. The enemy would suppose to appear after the switch is activated after killing the bigger enemy(that is if you have the switch on the first page) but if you go onto it's tile and attack the tile enough(and in something like that, no attack numbers appear so you won't know for sure until you activate the switch), which is why I made a 2nd page and leave the first page completely blank.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 29, 2008, 05:08:45 AM
Funny since the ABS version in the demo is very, very old. xD The most recent version of the ABS owns that old version. It even owns XAS (that Brazilian ABS) and NeoABS. And the next version (v1.99) will even feature combos. v2.0 will feature allies and advanced combos (like run, jump, attack, jump back). If you want to use it for a platform game, I'd say it would be enough to get rid of the directions system. Well, it depends on the platform system.

PS: Don't worry, I'll delete that post then. :)

Wow cool then maybe ill wait for the Version 2 to come out. (at least i have time to prepare the necessary graphics). Anyway i know that your ABS really owns the XAS ABS which is this one

http://www.youtube.com/watch?v=0QTnqOZZpmI (http://www.youtube.com/watch?v=0QTnqOZZpmI)
but what im talking about is this one

http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related (http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related)

which i think is way different from XAS. Im not sure if he is a brazillian but thats what i heard from other forum.
Anyway thanks again for your time and gudluck with your project.

thanks again.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on July 29, 2008, 06:06:17 AM
Hey Blizzard,

I don't have a problem this time  :^_^':

I was wondering if there was a way to make the characters shield (the act of defending) equal anything other than zero every time.  Maybe instead, changing it to 5-10% of the damage you would have received.  Is this possible?

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on July 29, 2008, 02:06:40 PM
I can make an option that you either take the default damage (50%) or none at all. I think I will do that. BTW, if you want to change how much that is, you have to edit Game_Battler#attack_effect.

@drahc: Except for the super attack animation Blizz-ABS will feature stuff like that in 2.0. As I said, advanced combos. :naughty:

@Sin86: I will check that. Maybe it's a bug in Blizz-ABS.

EDIT: Yes, you are right. I can kill enemies that have not been activated by a switch yet. I will fix that in v1.99.

EDIT: Ok, there's the hotfix. Find "class Map_Enemy", then below find the line "def update". Just below that one "unless self.update?" should be there. Change it to "unless self.update? && @precondition". Before "def update" add this piece of code:

Code: [Select]
  def battler
    return (@precondition ? @battler : nil)
  end

I already did make the preparations to prevent this bug to happen, but I obviously didn't finish it.
Title: Re: [XP] Blizz-ABS
Post by: drahc on July 29, 2008, 04:37:44 PM
Wow Cool. I never liked the Super attack animation anyway but the combos really makes me drool. hehehe.

Anyway you really are the best man coz you provide quick support on your script unlike others.  :evil:

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on July 29, 2008, 06:48:58 PM
The hotfix gave me a new error.

"Script 'blizz 3' line 3786 NoMethodError Occurred

undefined `dead?' for nil:NilClass"

It happens if you have(this is what I got, I put these commands onto the big enemy itself) something like a variable as the first command, followed by a conditional branch using that same variable along with an enemy transform(which is suppose to duplicate into the smaller enemies) along with an enemy recover. The "else" part don't go anything in it though.

This is some of the code in it's current form that I changed to make it look like what you mentioned for the hotfix.

Code: [Select]
def battler
    return (@precondition ? @battler : nil)
  end
  def update
    # if outside of ABSEAL range
    unless self.update? && @precondition
Title: Re: [XP] Blizz-ABS
Post by: Valcos on July 30, 2008, 10:06:08 AM
hey Blizz is it possible to use the abs for like a point and click shooter kinda thing? I havent been able to extract it i keep getting an error  :^_^': so just asking in advance.... not really sure how the abs works  :???:
Title: Re: [XP] Blizz-ABS
Post by: Ryex on July 31, 2008, 06:33:05 PM
Quote
but what im talking about is this one

http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related (http://www.youtube.com/watch?v=R0NDt_gvJ-E&feature=related)

which i think is way different from XAS. Im not sure if he is a brazillian but thats what i heard from other forum.
Anyway thanks again for your time and gudluck with your project.

thanks again.

you do realize that that is a turn based abs you set what they do in the menu in a way it is kinda like FFXII
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 01:03:38 AM
I will post a teaser topic for the release of v1.99 any moment. :3

@Sin86: Then nevermind for now. If it doesn't work, then there must be something else I edited before or a related bug that I fixed in my dev version already.

@Valcos: Maybe in a version after 2.0 because to add this to the current Blizz-ABS can be cvery bothersome and complicated.

@Ryex: Crap, you're right. xD
Title: Re: [XP] Blizz-ABS
Post by: Ryex on August 01, 2008, 01:16:44 AM
@Ryex: Crap, you're right. xD

I know I am and your point is? XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 02:02:15 AM
Blizz-ABS can't be really compared with that system. That's good, I don't want Blizz-ABS to own EVERY battle system out there. :rofl:
Title: Re: [XP] Blizz-ABS
Post by: Ryex on August 01, 2008, 03:32:52 AM
:rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl: :rofl:

I don't think you can escape that Bliz

Turn_Base == Fail
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 01, 2008, 05:14:04 AM
ohh crap i never notice it too until i watch the other video.  :shy:
Well i guess you really practically owned every ABS i have tried Before.  :haha:

Quote
That's good, I don't want Blizz-ABS to own EVERY battle system out there.

I like this one so humble...  :w00t: :clap:
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 01, 2008, 07:34:39 AM
Oh ok, well about that bug that I pointed out with the hotfix. I understand that whatever it was you must of edited, try to see if you can find a way to make it where enemies can be activated by switches(we already got target circle bug down) in the next version. It would be a great feature for the ABS.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 12:42:45 PM
As I said, it was enough for me to change that little bit of code. Most probably there was an edit earlier somewhere which is required as well. In any case 1.99 will have it fixed.
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 01, 2008, 06:53:13 PM
 :^_^': Yet the question lies, how long ti'll 1.99 is out?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 08:45:24 PM
Depends. I might finish it tomorrow or the day after tomorrow. I'm a bit busy these days. If not until sunday, you can expect it until wednesday. I can't wait to finish it already so I can finally continue working on my own game. (._.')
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 08:59:26 PM
Not sure if this bug is being addressed in the 1.99 update (my head's a little slow today, so if it is forgive me) but I noticed a very strange bug.

I had a cutscene all nice and evented out, with graphic changes for poses, move routes, etc. But when I inserted the BlizzABS script, the graphic briefly flickers to the new graphic, then goes back to the event's first sprite. Furthermore, events don't actually move with their event commands, this is regardless of the pixel movement setting, or the repair movement command. Just thought I'd point it out, and I wonder if I'm the only one getting this bug (yes I have the latest version, at least the one linked to in the first post)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 10:12:41 PM
I don't know, I didn't experience such a bug for a long time. I can take a look at it though. I did fix a bug where the set movement route wouldn't work right if there was only one command though. But it rather seemed that it was related to set movement speed than anything else. In any case, I will look into this.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 10:50:05 PM
Alright, thanks. If you can't find a glitch, would you mind checking my project file?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 10:57:54 PM
Sure thing. If you still have that bug yoyu can send me that map and your Scripts.rxdata. Wait first for v1.99, though.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 01, 2008, 11:14:03 PM
Ok, I'll wait for 1.99 then. And I'm not sure if the maps and scripts would do it, simply because the scene utilizes lots of custom sprites for the poses, and voice acting.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 01, 2008, 11:18:39 PM
Hm... You can try to make a little demo instead which features the same bug.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 02, 2008, 05:01:02 AM
I have some ideas for v1.99, they aren't hard but may require damage display add-ons. How about instead of displaying '0' damage on a block, how about it displays block or parry instead? Also if you could this would be really cool, if you could make it where if you gain a state it pops up [], and in the []'s it displays the name of the inflicted state. This would make for some better understanding of combat instead of constantly staring at your HUD. Also if you could as an addition to Soul Rage in Blizz-ABS v1.99, you should make it pop up the ammount of experience gained on a kill/if Blizz-ABS is enabled, this way since you are taking out the EXP bar for SR that it could be displayed easily without having to access the menu, and if you could make it when you use a skill from your equipment in soul rage it displays the name of the group of skills that would involve soul-rage. If you could please do this few damage display add-ons it would make Blizz-ABS so much more simple to use, and make you look at HUD less, and focus on combat more.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 02, 2008, 02:15:40 PM
Why should I display status effects? That's what animations are for. And by using the animation stack from Tons of Add-ons you can display all animations from all inflicted status effects.

You have the option FULL_DEFEND in 1.99 which can make you either block or use the normal damage reduction (only for attacks!) of 50%.

If you want to see what skills you have in SRS, you can just use the Scene_SoulRage plugin, that's what it is for.

About the EXP: Levels and EXP are not even crucial for display. In fact I was pretty much against putting the EXP in the HUD, they take too much of the players' attention since they update after every kill. -_- My original idea was a simple HUD with HP/SP and assigned hotkeys only. I'd actually like to remove the gold, status, name, level and EXP from the HUD, but people would start complaining. -_- Instead of the name I was displaying the "face" of the character by using a piece of the spriteset. But oh well...
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on August 02, 2008, 08:23:33 PM
Quote
I'd actually like to remove the gold, status, name, level and EXP from the HUD, but people would start complaining. -_- Instead of the name I was displaying the "face" of the character by using a piece of the spriteset. But oh well...

If you WILL do it, just in case, I'd totally go with the idea, b/c I feel the present HUD is too much in the way. I'd love it in fact.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 02, 2008, 08:56:56 PM
I just might. I'll see.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 04, 2008, 02:37:32 AM
You have the option FULL_DEFEND in 1.99 which can make you either block or use the normal damage reduction (only for attacks!) of 50%.

Is there somewhere, if not in your script, in the game's scripts where I would be able to change the damage reduction percent?
~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 04, 2008, 03:34:02 AM
in a request i made, Blizzard pointed out to me a place in Game_Battler that you can minipulate that, just need to look at the script a bit to figure out how it get's fixed up, anyway, here's the link

http://forum.chaos-project.com/index.php?topic=1218.0

also while i'm here, i keep getting some strange bug, when i go to use a skill that has a range of 5 (i normaly always use that range for skills) the red circle shows up but it looks as if it's about the range of 1.5, and that's anoying cause i can still target enemies that are within the range i wanted, i'll post up a screenshot if i can find one
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 04, 2008, 12:04:13 PM
That's a very unusual bug. Can you post the range configuration for skills and the skill's ID as well?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 05, 2008, 01:49:46 AM
well to save time, i just chnage the return statement at the end of the list so the if a skill isn't in the list, it's normaly 5, that way i don't have to go though 100+ skills making them the same settings, also, i found another bug, when i have the lates version of tons, with no addons on, i get an error

in part 2 of Blizz-ABS on line 941 there's a ArgumentError
wrong number of arguments(1 for 0)

and on that line i have
          actor.refresh(true)

Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 12:42:37 AM
That's an impossible bug. O_o There is no refedinition of the Map_Actor class anywhere in Tons of Add-ons. Ok, change that line to this here:

Code: [Select]
begin
  actor.refresh(true)
rescue
  file = File.open('trace.txt', 'w')
  file.write(actor)
  file.close
  raise 'Blizz-ABS error found.'
end

Now try to call the bug again. The next time it happens your game will crash but generate a text file called trace.txt before that. Open that file and post the content here. You can change that piece of code back then.

EDIT: FINALLY! v1.99 IS OUT!
Title: Re: [XP] Blizz-ABS
Post by: Diokatsu on August 06, 2008, 01:03:26 AM
god blizz i feel sexier already! congrat to everyone who isn't me and gives a sh*t-doodle j/k
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 06, 2008, 01:29:53 AM
i'm back, here's what was in the trace.txt file

#<Game_Player:0x3c91c38>

EDIT: also, just downloaded and extracted 1.99, like how now the user manual is a help file, problem is that when i opened it, firstly i got a popup saying about an unknown publisher, that's fine (security thing) but when i opened it i get this on the page

  Navigation to the webpage was canceled
   
   What you can try:
     Retype the address.
 
then when i chnage to a differnt topic, it get a blank page, for everything, i checked them all
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 02:44:20 AM
-_- Just great, somehow your Windows is being a total bitch. Anyway, here's the HTML version.

http://www.sendspace.com/file/vnn2zt

I think that error is coming up because you have a script below Blizz-ABS that modifies the Game_Player class. Are your scripts in the right order?
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 03:08:22 AM
Woot, I got mentioned in the special thanks!  lol.  BTW, awesome job so far Blizz, can't wait for the ally AI to be implimented  :haha:

Edit:  By the by, found a minor bug with the Configure, the tooltips to describe the options is showing up as just a blank.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 04:26:45 AM
That's weird. Does it happen with every tooltip?

EDIT: Crap, I think I know what's wrong. I use a different window skin. I must've set the text to a color that is in the original almost or exactly the same as the background. I'll fix that right away.

EDIT: I was right. The fixed version will be up within a minute.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 05:10:17 AM
Got 2 errors, one of them has a message, the other does not.

The one with the message:

"Script 'Game_Party' line 131:TypeError Occurred.

nil can't be coerced into Fixnum"

This is in 1.99 and I did not even touch the Game_Party script at all. It happens when right when an enemy is almost dead and you are about to give it the final blow.

The one without the message:

If you try to walk onto an event thats player touched or event touched, its as if you can't walk on it at all. It's like an invisible wall is there, this is also in 1.99.

I did encounter an error with the config tool but then I reinstalled .net and it was fixed.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 06:18:04 AM
I had a problem like that until I changed around the script order.  Make sure Tons is above Blizz-ABS if you're using, as well as Stormtronics.

I do have to say though, I'm highly impressed with the changes so far Blizz, they're pretty damn amazing.  I'm reworking my database to take advantage of some of the new features.




Also, found an error with opening saved configuration files.  If you have custom commands up, it doesn't change the display to accurately display the right commands.  However it doesn't reset them or anything, just displays them as the defaults.

Edit:  I was also wondering if there was a way for me to check to see if I was in the ABSEAL range of mobs.  I want to be able to set a common event to be able to change the music if there's enemies nearby, with a fade-in, then when the ABSEAL disables I can set up a fade-out with the memorized music.

Also, a suggestion for a possible future change:  Why not make enemy radii? I mean a radius around a monster that you can hit them in, that way you can have large sprites that don't feel awkward when you try to attack them.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 10:03:42 AM
It happens even if you already have Tons in first and the ABS second, you still get that error that I mention.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on August 06, 2008, 12:19:54 PM
hey blizzard i have tested u'r abs with all 3 parts of toon of add-on's as i started the game it all crushed it says (wrong argument (1 for 0)) so i deleted it after i was testing the enemies it crushed again by killing an enemie (Script is hanging)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 12:51:01 PM
Peter, are your scripts in the right order? -_-

http://forum.chaos-project.com/index.php?topic=23.0

"Script 'Game_Party' line 131:TypeError Occurred.

nil can't be coerced into Fixnum"

This is in 1.99 and I did not even touch the Game_Party script at all. It happens when right when an enemy is almost dead and you are about to give it the final blow.

It's a little mistake by me. It happens if your enemy doesn't drop gold. I'll fix that in a few minutes an put up a fixed version.

If you try to walk onto an event thats player touched or event touched, its as if you can't walk on it at all. It's like an invisible wall is there, this is also in 1.99.

I just tried a few things with such events and I had no problems whatsoever. What event commands are you using? What did you set EVENT_LOCK to? And which pixel movement rate are you using?

Also, found an error with opening saved configuration files.  If you have custom commands up, it doesn't change the display to accurately display the right commands.  However it doesn't reset them or anything, just displays them as the defaults.

I'll fix that as well. Yes, the display just doesn't get refreshed, nothing else.

Edit:  I was also wondering if there was a way for me to check to see if I was in the ABSEAL range of mobs.  I want to be able to set a common event to be able to change the music if there's enemies nearby, with a fade-in, then when the ABSEAL disables I can set up a fade-out with the memorized music.

Sure. You can use "$game_map.events[ID].update?" which will return true or false depending on whether you have that event in range or not. But I rather suggest that you set the setting "Disable Blizz-ABS when enemies are out of ABSEAL range" and use "$game_temp.in_battle" because this should work seemlessly.

Also, a suggestion for a possible future change:  Why not make enemy radii? I mean a radius around a monster that you can hit them in, that way you can have large sprites that don't feel awkward when you try to attack them.

I was already asked about that feature and most probably I will not. The problem is that for making that possible I first have to make enemy sizes which could increase lag heavily due to the passability check and most probably render Blizz-ABS incompatible with many other scripts. It's difficult to predict how exactly it would affect the system.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 06, 2008, 01:23:37 PM
I use the "Disable Blizz-ABS when out of ABSEAL range" anyway so that's not a problem.  Thanks for the code Blizzard.

Didn't realize that a request like that was already made, but just playing with ranges seems to work just fine.

Thanks again Blizz, awesome job!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 01:28:26 PM
No problem. The fixed version is up, BTW.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 06, 2008, 05:14:57 PM
Sorry but i got an error Blizz

Script 'Arrow Enemy' line 8:Type error Occurred
Undefined superclass 'arrow base'

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 06:23:14 PM
This has nothing to do with Blizz-ABS as Blizz-ABS doesn't even affect those scripts.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 06, 2008, 06:25:20 PM
I try downloading it and I can't even unzip it because it says it isn't a valid archive this time for some weird reason. Tried downloading the file again and it still didn't unzip.

As for the events. Lets say the player touch is a cave that you go into. You try to enter the cave but you are being blocked off of.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 06:40:51 PM
The uploaded file got corrupted and my host is being a bitch right now so I can't upload it again. -_-
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 06, 2008, 06:49:15 PM
I've played around with the new version of your ABS and it's awesome, the corpse system is very nifty!
I do have a question about it: Would it be possible to make a script, or an event that would allow looting, as in when you press a key and search the corpse a box pops up, showing what items the corpse has and there you can choose what you want to pick up.

Also, if it where possible to prevent corpses and dropped items from blinking that would be super.



I know I must be abnoxious with all my questions. >_>
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 10:38:30 PM
The Morrowind-like box would require a custom extra script. You can get more info on the corpse system in chapter 2.1. I'm not sure which subchapter it was, it should be after 10. Line 3749 in part 3 should be "sprite.select = 2". Remove that line to disable the blinking.
And it's "obnoxious". xD
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on August 06, 2008, 11:00:01 PM
Hey, me again. I almost got it all worked out.. But I'm having problems with adding attack sprites. I added running, sneaking, and jumping sprites just fine, no troubles. But my attack sprite won't work. I read that section in the manual at least 20 times.
I'm using the first default sprite (Arshes). It's named 001-Fighter01. The attack sprite for that same character is 001-Fighter01_atk0. The sprite set for the attack sprite is in Project>graphics>characters. With the _jmp _run and _snk sprites. But it won't work! When I hit the attack button in-game, a message comes up saying "Unable to find file Graphics/Characters/001-Fighter01_atk_." (which is weird, because when that message pops up, it freezes the game, but where my character should be, it shows the whole sprite set of the attack animation.. Meaning, it DID find it) I thought the extra _ on the end wasn't supposed to be there, so I changed the attack sprite set to "001-Fighter01_atk_", like it said, and it just said "Unable to find file Graphics/Characters/001-Fighter01_atk_.". So, I'm not sure what to do next.

My attack sprite set:
(http://i135.photobucket.com/albums/q133/mojobo1/001-Fighter01_atk0.png)

Thanks.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 06, 2008, 11:08:26 PM
All the weapon sprites have been bumped up a digit now.
So the sword was atk0 before and now it should be atk1
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 06, 2008, 11:11:45 PM
And besides: Turn off weapon sprites. They are an enhanced feature of attackiing sprites. BTW, that sprite is awesome even though it is Arshes.
Title: Re: [XP] Blizz-ABS
Post by: mojobo1 on August 06, 2008, 11:17:32 PM
Oh, it probably says that right in the area that talks about the updates? I never read that because I figured it didn't matter if I never used the older versions.. Guess it does -_-.
But... I thought I tried naming it atk1 instead of 0, just to make sure.. Maybe not...
Maybe I'll just go try it out and see -.-

Edit: That isn't it.. It might be part of it, but it still doesn't work. It still gets the same message.
Anyway, it doesn't say its unable to find _atk1, it says its unable to find _atk0. Why?


Edit: Sorry, just saw Blizz's post:
I know, I have had it the other way, but I like it better with the attack sprite.. If I don't do it now, I will eventually. And since I have it almost figured out now, I might as well continue. But yeah, I know I can switch it back to the other way if I want.
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on August 07, 2008, 12:12:09 AM
Found another error. If you remember the time when I set up an add variable and a conditional branch that equals an amount of variables and I said that I got some error after doing that, I get a new one. This time, it's a different error.

"Script 'Blizz 3' line 4534: NoMethodError Occurred.

undefined method `dead?' for nil:NilClass"

Here are the commands for that enemy where you get the error.

control variables [0042: enemy split] += 1
conditional branch: variable [0042: enemy split] = = 1
script: enemy transform(1, 41)
script: enemy_recover_all(1)
else
(nothing here)
branch end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 12:35:54 AM
We'll sort this out. :3

@mojobo1: Then you need extra sprites. You need one sprite per weapon. Have you tried CoSLAL, the example game yet? It uses weapon sprites in order to demonstrate the correct usage.

I'll explain it quickly here.

You need a basic attack sprite for swords to whose filename you add "_atk1". Then you need a weapon-only spriteset where the weapon movement is displayed which you name exactly like the file I just mentioned and add "_ICONNAME" where ICONNAME the filename of the icon for that sword weapon is.

normal = xyz.png
sword attack base = xyz_atk1.png
specific sword = xyz_atk1_sword12.png
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 07, 2008, 03:05:51 AM
This has nothing to do with Blizz-ABS as Blizz-ABS doesn't even affect those scripts.

OK sorry for that one coz i think i screw up my scripts when i try to install the Blizz-ABS 1.99 version. Cant help it im too excited  :^_^':.

Anyway i have 1 more question, is it possible to have a different idle post for the character? Coz i notice when i try to turn on the animate char option on the config it plays the walking animation while the character is idle?

Thanks again blizz and your ABS rocks.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 03:08:47 AM
No, I haven't added idle sprites in this version to release it earlier. Since I doubt that I will include them in 2.0, don't expect them before 2.x.
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 07, 2008, 03:12:48 AM
i fixed up that actor refresh problem i got, it was the order of the script, i had Tons bellow the ABS script.

however i have to ask this, i've looked over the entire manual and i can't find any section on the addions to the event name for \invisible, \hide and \box, infact, i only found out about \box from CoSLAL

also a suggetion for the Config program, maybe set up the skills, items and weapons section so you can select multiple items in the list and chnage them at the same time so if you have 300 skills and 100 of them are going to be the same settings, it'll be a hell lot easier to select the 100 that will be the same and chnage thme all at once than having to do it 100 times
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 03:20:58 AM
I was going to make copy-paste work, but I forgot for 1.99.

\box is mentioned in 1.4.x.x. (the part about the minimap), \hide is mentioned in 2.4.x. Enemy Health Bars and \invisible does not exist.
Title: Re: [XP] Blizz-ABS
Post by: Phasedscar on August 07, 2008, 03:47:43 AM
BTW, would "$game_temp.out_battle" work as a trigger for another conditional branch?
Title: Re: [XP] Blizz-ABS
Post by: Memor-X on August 07, 2008, 04:22:22 AM
whoops, my bad spelling, i ment Invincible, and i though  \h (now \hide) was to make events not show up on the minimap (such as enemies who are invisible)
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 07, 2008, 08:34:28 AM
;;<_< Now to wait for 2.00, for the Ally AI.
Title: Re: [XP] Blizz-ABS
Post by: Peter16321 on August 07, 2008, 11:27:34 AM
hi again

i have downloaded the abs again and my scripts are in right order now but if i kill an enemie game crushed and says : script hanging

i am using default settings and it allso crushed ^^


THATS SO UGLY !!! xD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 01:21:51 PM
whoops, my bad spelling, i ment Invincible, and i though  \h (now \hide) was to make events not show up on the minimap (such as enemies who are invisible)

The command is \immortal and yes, you are right. Except in the version history I haven't mentioned it anywhere else. I'll fix that when I release 2.0. \hide hides the Enemy Health Bar, it doesn't make enemies invisible. If you want invisible enemies, you have to use a dummy spriteset. \nomap is being used to hide them from the minimap.

BTW, would "$game_temp.out_battle" work as a trigger for another conditional branch?

"$game_temp.out_battle" doesn't exist, you have to use either "not $game_temp.in_battle" or "!$game_temp.in_battle". In any case, I posted in your topic about your problem already.

hi again

i have downloaded the abs again and my scripts are in right order now but if i kill an enemie game crushed and says : script hanging

i am using default settings and it allso crushed ^^


THATS SO UGLY !!! xD

I wonder how you always manage to mess it up. :P Try Blizz-ABS only with a new project and see how it works.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 03:43:25 PM
I have an odd bug in V1.99 that you have to jump over parallel process events. By the way, nice job on V1.99, love the new features, such as corpses, and enemy hear radius. Also when disabling the key that activates the skill bar, so that it can't be seen on my cutscenes, it still shows up, but disables the key, I used the code you gave me a while a go for that, and it was working before to erase it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 07, 2008, 03:48:36 PM
I don't. My parallel process events are just fine. They are passable when Through is on and impassable when it isn't.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 03:50:40 PM
Oh, I have to put through, got it.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 07, 2008, 04:02:45 PM
It seems theres a bug when i try to go pass and event. My player cant walk pass that event even thou i set it to auto touch. I've tried using the v1.98 and its working so i think it's the new version that has a problem. BTW i use a new project to test it also and i still cannot pass thru an event.

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 07, 2008, 04:07:56 PM
Drach: Blizzard already awnsered that, you have to make the event through.
Title: Re: [XP] Blizz-ABS
Post by: drahc on August 08, 2008, 03:07:23 AM
Drach: Blizzard already awnsered that, you have to make the event through.

oopps sorry i might have missed it. anyway thanks diablosbud and im gonna try it again after office hours.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 08, 2008, 02:34:56 PM
Perhaps it's just me, but as the monsters respawn everything pauses for a second.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2008, 03:52:31 PM
That is because somebody wanted enemies not to be able to spawn on impassable events which is a major slowdown. >:( I had no idea how big. I will reverse that change now.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 08, 2008, 04:41:15 PM
*cough and shifty eyes*
Sooo is the changed version up now?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 08, 2008, 05:01:36 PM
Yes. I put it up immediately. In fact, I'm no even sure if they will respawn on impassable events due to some earlier changes in the system for v1.99. It might work this way just fine.
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 09, 2008, 03:27:26 AM
Uh, Blizz, ALL the links to the ABS are down... :O.o:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 09, 2008, 03:46:15 AM
They are deleting my files again! I will kill this host! :argh:
Title: Re: [XP] Blizz-ABS
Post by: Caro Ru Lushe on August 09, 2008, 09:45:56 PM
Are the files back on or is it still down?  :^_^;:
Title: Re: [XP] Blizz-ABS
Post by: shdwlink1993 on August 09, 2008, 10:07:03 PM
Unless I'm mistaken 1.99 is still up.

Hopefully :^_^':.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 10, 2008, 04:17:04 AM
Hi there!

I'm new here ^^U as you can imagine I got here because of Blizz ABS script wich is pretty damn awesome, I've tested it and it works near perfectly, however, after reading the manual, there are some things I still don't understand...

Hope I get answered if you could be so kind.

1. Is there a way to move a Monster event or switch it with another? I tried it with conditional branchs and variables, but I can't seem to get them there, like if the script returned the events to their original locations.

2. Can I configure boss fights? Like, the boss (again) moves or does something after He gets 50% damage for example?

Love the forum hope to stay long n.n
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 10, 2008, 04:32:52 AM
You can set a move route to the event of a monster and it'll follow that route.

And do you mean switch the monster with another or switch its location?
Switching the monster requires you to rename the event.  I dunno how to on the top of my head; it's explained in the manual.
I'm pretty sure you can switch its location the same way you switch any event's location:  by using a map X and map Y variable.

Monsters follows the same actions as they are set in the Enemy tab of the database.  If you want a monster to heal itself when it reaches 50% HP, set the precondition of Heal to be 50% HP.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 10, 2008, 05:09:08 AM
Thank you, understood that, I'm gonna give it a try

EDIT: I got another question, I tried making the enemy "talk" after he recieved 75% damage and it worked, then I wanted to move the enemy event to another place of the screen but it didn't work, he just stayed there, fixed

That's what I was talking about, I can't seem to set the event location of an enemy after he uses such an attack
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 10, 2008, 12:15:02 PM
In other words, the "Change Event Location" command doesn't work for enemies? I'll look into that. BTW, does it work if the event is not running (no message box), if the only command is the Change Location command?

There are two way to change the enemy: Either use the transform battleflow command (3.2.1x) or rename the event (3.2.1x, right before the chapter about battleflor commands).
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on August 11, 2008, 09:22:45 PM
Alright, you said to make a demo if the problem persisted, so I did. just watch the cutscene, and you'll notice that pose changes don't work right, and neither does moving the people. Then take out the ABS scripts, and you'll see the cutscene working fine.

http://celenath.com/DR/DR_Ver_Alpha.zip

BTW, in that project, I'm getting another error. Go to the map "Resistance Camp: North" (by setting the start position there), and the game will crash when the enemy is supposed to die.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 13, 2008, 06:02:48 PM
Hey remember me? Hey I wanted to know is it possible to make a skill that would knock back an enemy a certain number of squares. I read the manual but I can't find anything about it :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 13, 2008, 06:44:17 PM
No. Map Battlers are knocked back 1 square after any attack, that's all that there is.
Title: Re: [XP] Blizz-ABS
Post by: Cody64 on August 14, 2008, 02:07:28 AM
Quote
Line 3749 in part 3 should be "sprite.select = 2". Remove that line to disable the blinking.

I've removed that line, but my corpses still blink :S
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 03:14:22 AM
Line 4261:

Code: [Select]
@select = 2 if @character.is_a?(Drop_Event)
Remove it as well.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 03:21:31 AM
Hey Blizz,

As soon as I changed to ABS 1.99, my Transfer Player events don't work, and even without a graphic, they still act solid.

~TLarch

P.S.  I love the new manual setup.

Edit:  I created a new game with ABS and only put into it a transfer to the other side of the map.  Same result.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 12:29:23 PM
Well, I am not.

http://www.sendspace.com/file/6cx4pk
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 03:00:44 PM
Ugh.  Your's works fine of course.  I swapped out my code to make sure I pasted it right.  Then I swapped your game's code with my code.  Same result.   :???:

Here is my test game:  http://people.alfred.edu/~jam/BugProject1.zip (http://people.alfred.edu/~jam/BugProject1.zip)

(Space = Select, Arrows = Movement)

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 03:44:12 PM
How about making the event passable and trigger on touch? -_-
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 14, 2008, 11:00:50 PM
That works, but I've created over an 65 maps, all linked by these teleporting events.  Prior to 1.99, the (None) graphic allows the player to pass through without specifying it.  Why now?  How can I change it back?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 14, 2008, 11:38:39 PM
You'll have to change them all because this is a bug and shouldn't have happened. 65 maps isn't much. You should be done in less than 15 minutes. You can complain when you have over 400 maps to update, because it takes over two hours.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 15, 2008, 12:22:17 AM
 :<_<: okay.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 15, 2008, 01:28:56 AM
Look, every newer version will cause the same issue for you. It's better if you adapt.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 15, 2008, 02:03:46 AM
I know, which is why I'm not going back to 1.98.  Thanks anyway.  At least there is a way around it.  I'll let you know if there are any other problems.  Other than that, it works great.

~TLarch

Edit:  I apologize for posts that seem laced with attitude.  Been a long day, and you don't deserve that.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 16, 2008, 04:36:33 AM
*In a rather sheepish voice :^_^':*  How do I keep an enemy with a bow from firing at point blank?  I changed his range to 5 squares.

~TLarch
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 04:44:24 AM
What do you mean? Can you explain it a bit better?
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 16, 2008, 04:47:30 AM
Will do.

Normally, an enemy stands back at a diagonal position, then comes in to attack, then darts back away.  I changed this one from having the attack of a sword to a bow.  He attacks in the same manner, only if I'm fast enough, I can see the arrow fly out.  I was wondering if I need to do something so the enemy keeps his distance when he fires arrows at me.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 05:04:14 AM
Enemies try to have you in range, but not to go too much away. Usually the stay at the edge of having you in range. As soon as their delay timer has expired, they try to get you in range so they can shoot you. In other words, it can happen that they come too close.
Title: Re: [XP] Blizz-ABS
Post by: TLarch on August 16, 2008, 05:12:04 AM
Okay, that makes sense.

I made the enemy pretty slow, and changed his range to 5.5 with the bow, to see if he would take his shot from 5 or 6 squares away, but at his slow speed, it still must walk up so that I am touching it before it takes a shot.  Made me curious to if I'm doing something wrong, and what other option I overlooked or had to check.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 16, 2008, 09:16:33 AM
I was examining your scripts and noticed that there is a predefined method (or re-defined I guess) for calculating how long or how often states and slip damage should happen... however... I tried setting the duration of Venom to 5 turns (assuming it would deal 5 consecutive damages or stop after 5 seconds or something) however, it continued until I was dead.

I tried assigning the SP Regen skill ID in the Tons of Add-ons script to be a state that would... obviously regenerate SP over time... the game would not even allow my character to gain this status, even when told to by an event.

(By the way we spoke recently in an email about similar issues XD; but I felt it less painful to continue through this glorious place!)

Anyway, I am now(finally having updated my settings) using BlizzABS 1.99.

I suppose I should mention that this is formally a bug-report (or maybe troubleshooting issue?)

To put it simply, here are my problems:
    Status effects never end once gained
    SP Regen (and presumably HP Regen and SP Poison) do not work at all/cannot be gained



Is this a legit bug, or is it user(me XD) error?

EDIT:Oops, sorry, moving this to the proper Bug Report thread...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 01:37:27 PM
First problem: Have you set that status effects are "battle only"? If they are not "battle only", they do not wear off. And have you set the probability that the status effect wears off to 100%?

Second problem: Have you turned on that add-on in Tons of Add-ons and have you configured the script properly?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on August 16, 2008, 07:34:31 PM
i cant pick up weapons when they are droped by an enemy, iv tried every button and looking through the script and i cant spot the problem. before anyone says i have not changed the script in any way and if tried it in two other prodjects and the same happens.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 16, 2008, 08:05:16 PM
i cant pick up weapons when they are droped by an enemy, iv tried every button and looking through the script and i cant spot the problem. before anyone says i have not changed the script in any way and if tried it in two other prodjects and the same happens.

Not my script, but I have an idea... Can you pick up dropped Items? If so, you could make an item that deletes itself and adds a weapon when picked up.... just a thought...


Oh, and Blizzard, you're a genius, I did forget to configure it >.<;


I'm also having trouble with my normal map passability... the game isn't recognizing some squares as solid while others of the same tile are solid... is there a way I need to set things up to fix this? (Right now, some, not all, of my floor tiles are impassable, while some, not all, of my walls are passable. I'm having to use events to make my walls at the moment >.<; )
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 16, 2008, 10:25:48 PM
Have you configured the different terrain tags in Blizz-ABS right? Also, consider that all 3 layers are used for passability. If one of them is impassable, the tile is impassable. Check all 3 layers.

@shadonking: Dropped stuff are normal event except that they blink. Just press the confirm button.
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on August 17, 2008, 03:18:09 AM
34 page of comments to read and I only glanced over 6 of them, supposing that means I could have looked right past it,  :ninja:however:

Its great that my party members can follow me, but fort he life of me I can't make them fight back. The menu has a grayed out option of AI control, but...err, I can't get it to work.
Is this option incomplete? I read that it was in development in like, 1.6 or something, that you expected it to be available in 1.9, and here I have 1.99, and its beyond my level of...figuring out. :'(

Also!

I'm trying to make a this game a blend of action-rpg and also having battles, though I choose to 'size down' my animations, leaving them really tiny INSIDE regular battle. I don't suppose there is a way to size it up for regular battles, to return for field fighting?

Questions questions... :shy:Sorry to pester you about this, mister Blizzard.


--JeR
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 17, 2008, 03:37:06 AM
Ally AI is coming in version 2.0 which won't come out for at least 2 months or so.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 17, 2008, 04:14:05 AM
Just like Aqua said. Also, you can turn off the animations. The problem is that making animations be half-sized on the map and normal size in normal battle would complicate things.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 17, 2008, 06:23:46 AM
Have you configured the different terrain tags in Blizz-ABS right? Also, consider that all 3 layers are used for passability. If one of them is impassable, the tile is impassable. Check all 3 layers.

@shadonking: Dropped stuff are normal event except that they blink. Just press the confirm button.

I'm not sure exactly how to setup the BlizzABS passability... but what's strange is that the passability issues only happen on one map... most of the tiles I'm having issues with are only one layer deep, all from the same square in the tileset, but some of them register as solid and some don't... I'm gonna try remaking the map a second time, just in case its some strange data error on that map...

I don't know if it matters or not, but its a custom tileset... If I still have issues, I'll take a snapshot of it for better illustration.


Also, Suggestion:
      Allowing for multi-hit skills or attacks while using B-ABS...(I noticed it in Tons')
      Not specifically a skill that executes more than once, but more like a single attack that displays 2+ damage counters... (Like for characters that dual-wield, they don't slash just once per attack, but twice.)

(And I am constantly coming up with new things to add, I could probably compile a very large list, but I also understand you have to have time, and you have to get party AI working XD; )
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 17, 2008, 01:42:37 PM
Passability doesn't have to be set up specifically in Blizz-ABS. Have you checked your tileset? Maybe you have a tile that is not passable in one direction. Or maybe you have ane event using a tile as graphic. Try resetting all terrain tags on the tileset and try again.

Multi-Hit is pointless in Blizz-ABS. I mean how is it supposed to work?! The player freezes until he has repeated the move X times? You can just press the button X times. As for the damage display, it would be easier to make an add-on that displays more than one damage number. -_-

Don't bother, I won't add most stuff anyways. ;p
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 18, 2008, 12:54:05 AM
As for the damage display, it would be easier to make an add-on that displays more than one damage number. -_-


I may not have been absolutely clear, but that was what I meant... you press the button once, but the character/enemy/skill can be setup to display damage/ X, X times...

Just an aesthetics thing...

For instance instead of a character with a machinegun doing a solid 200 damage per attack, he could do one attack, but display 10 damage counters worth 20 damage, still the same amount of damage, but it gives more (visual) diversity in the types of characters there are.

And believe me, if I knew any more about ruby scripting than I do, I'd do it myself, along with any number of other things, and submit them here. Unfortunately I still have a long way to go before I can match your scripting efficiency...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 18, 2008, 01:41:35 AM
I know exactly what you mean. It was me who was not perfectly clear. Problem is that something like that would increase lag as well. But oh well, I might just add it anyway. I need to remodel the damage display handling anyway.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on August 18, 2008, 06:20:03 AM
I know exactly what you mean. It was me who was not perfectly clear. Problem is that something like that would increase lag as well. But oh well, I might just add it anyway. I need to remodel the damage display handling anyway.

When you said remodel, it gave me another idea...(in case you haven't noticed that happens to me a lot.)

Anyway, I don't know how practical or difficult it would be, but for the aesthetics, you could add an option for diagonal sprites if the 8 direction movement is flagged ON. (not that it really needs it, but it would make a nice smooth walk/run/etc sequence... aside from the aesthetics though, it would be useless...)

And just so I don't come off wrong, I'm not nitpicking, just making (potentially...?) helpful suggestions.

Also, I'd like to state that almost all I know about ruby, I learned while trying to figure out what your code does. If I ever get a handle on ruby, you can bet I'll release a few expansions to the Blizz-ABS system...

I think it has the potential to be the ultimate add-on for RMXP.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 18, 2008, 11:22:53 AM
No, it's ok. Somebody asked already for 8 direction sprites and I'm not sure how compatible it would be with the other sprite systems. I'll see about that.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 21, 2008, 07:38:20 PM
I set the blizz abs controls so page down is q like it normally is but I'm having a problem. I have a conditional so that if L (Q) is pressed it will call a common event but it won't work when I'm using the blizz abs, but it works fine without the abs :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 21, 2008, 07:40:39 PM
Use this in the conditional:

Code: [Select]
Input.trigger?(Input::Key['Q'])
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 21, 2008, 09:24:09 PM
Thanks, that works perfectly!
Title: Re: [XP] Blizz-ABS
Post by: Jragyn on August 22, 2008, 04:25:25 AM
Maybe these are just configuration problems on my behalf, but I'm having control issues if I switch buttons around with the custom controlling, namely one being that if I move the run button and jump button to something other than their default, I cannot run and jump.

i.e.
I move buttons around so that the 'J' is for jump, and run is 'N' or something, and whenever I run and try to jump, I just come to a complete halt and jump in place.
:P Is this all me? Or something more?

--JeR
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 22, 2008, 04:27:28 AM
Did you check that the keys are not already in use?

And... are you holding the moving keys first before you jump?
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 22, 2008, 05:49:21 AM
Hi again!

Having troubles with set event location again  :'(

I can't seem to make an enemy change it's location, ergo the function isn't working properly...

Edit:

Tried using the battleflow commands, but neither Name change or enemy transform helped me. Kept getting script syntax errors...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 11:40:26 AM
You haven't typed the commands properly. Copy-paste them from the manual and you will see that you will get no syntax error. Then edit the command so it works how you need it to work. I will fix the bug with set event location in the next version.

Maybe these are just configuration problems on my behalf, but I'm having control issues if I switch buttons around with the custom controlling, namely one being that if I move the run button and jump button to something other than their default, I cannot run and jump.

i.e.
I move buttons around so that the 'J' is for jump, and run is 'N' or something, and whenever I run and try to jump, I just come to a complete halt and jump in place.
:P Is this all me? Or something more?

--JeR

Have you set up the "No Jump Terrain Tags" right? Somebody else once had the same issue and it was all his fault. I can't remember what he did wrong, though. You are using v1.99, right?
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 22, 2008, 03:16:35 PM
Quote
I will fix the bug with set event location in the next version.
That would be greeeat n.n

Well I wrote the command just as it was on the manual

$game_map.rename_event(EVENT_ID, 'NEW_NAME')

Event ID- 1
New Name Trax \\e[9] \a[01000001]

$game_map.rename_event(001, 'Trax \\e[9] \a[01000001]')

Works perfectly if I just call for the script.

EDIT:

Seems to work fine, I've been using the "set move route" with no problems it even allows me to do almost every command...but...

 :'(

I get the error whenever I try to change the name and the graphic of an event. (but maybe tha'ts because of the name change), and I still can't change the enemy's location...I get 2 bugs




Oh well, thanx anyway, guess I'll have to figure out what to do till the bug is fixed ^^U, maybe movingthe event for a while and then changing the name.
 [/list]
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 03:53:10 PM
It's probably again the in_battle flag. -_- BTW, the new command for AI is \ai['SETTING'] and not \a['SETTING'] anymore.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 22, 2008, 04:10:22 PM
oh, typho error

¿In_battle_flag? Please forgive me if I don't get it...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 22, 2008, 05:41:19 PM
I will fix the bug with set event location in the next version.

It's probably again the in_battle flag.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 23, 2008, 11:03:00 PM
Hey I have a problem with the jump. It works fine, but is thre a way to stop the player from jumping into the middle of the water say? Like If I have a small, I want the player to be able to jump it, but i don't want to able to jump into an ocean. And also, when you do jump into the middle of something, you're able to jump back out, it kinda looks dumb, jumping in water... :P
(click to show/hide)

^------- I don't want that happening :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 23, 2008, 11:08:51 PM
No Jump Tag will prevent you from landing in the water.

Just add the same tag to every water tile as the one you set up in the config.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 12:14:16 AM
Alright that stopped me from landing on the water but now I can't jump over the smaller parts :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 24, 2008, 01:13:48 AM
Don't add the tag to water tiles, add them to empty impassable tiles which you then scatter over the water tiles. Also, you can't jump into water if it's not passable. O.o;
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 04:04:08 PM
Okay, well, I found this

Code: [Select]
$game_system.caterpillar =
POSSIBLE_VALUE
So, I changed POSSIBLE_VALUE to true and it enabled caterpillar but when I change it to false it disables caterpillar, but freezes the game :( I wanted to disable the HUD for cutscenes as well so I changed it to
Code: [Select]
$game_system.hud =
POSSIBLE_VALUE
Same thing happened again, it will disable the HUD but it freezes the game... :???:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 24, 2008, 04:09:41 PM
Try putting them on one line.

Code: [Select]
$game_system.caterpillar = false
Code: [Select]
$game_system.hud = false
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 05:16:03 PM
They are on the one line in the actual game, I dunno why it came out like that in the post :P
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 24, 2008, 05:23:18 PM
Do you have the script on an autorun event without ending it?

If you do, then that's what is causing the freezing.  Just add an erase event and it should be fine.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 24, 2008, 06:23:49 PM
They are on the one line in the actual game, I dunno why it came out like that in the post :P

And exactly that's what's freezing it. It really should be

Code: [Select]
SETTING =
true/false

and not

Code: [Select]
SETTING = true/false
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 07:33:31 PM
Okay, that's works for the HUD but the caterpillar still freezes up when I disable it :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 24, 2008, 10:45:26 PM
I have no problems when I use

Code: [Select]
$game_system.caterpillar =
true/false
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 24, 2008, 11:19:38 PM
Mmm...the only other script I'm using with the Blizz ABS is Berans' Ipod script... :???:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 26, 2008, 02:41:07 PM
Somebody reported a problem with v1.99.

EDIT: Redownload the fixed version. ;_;
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on August 26, 2008, 06:31:39 PM
SO, um what's this fix?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 27, 2008, 12:06:29 PM
Hey Blizz,

As soon as I changed to ABS 1.99, my Transfer Player events don't work, and even without a graphic, they still act solid.
...
Edit:  I created a new game with ABS and only put into it a transfer to the other side of the map.  Same result.

This has been fixed. I noticed that events without graphic behave differently with 2 different mapping styles. When using Blizz-ABS, it would enforce the standard of the second mapping style which I use and most people don't. Sorry, TLarch. ;_;
I also fixed the "Set Event Location" event command bug. In fact I fixed the problem with any event command not working. I has to reupload it again, because the former bug hasn't been fixed fully yesterday. And I fixed a glitch with item drops, they are now more precise.
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 29, 2008, 09:44:20 PM
Hm, I'm getting an error at line 3611 in part 3. Code:
Code: [Select]
      @id = $game_map.events.keys.max + 1Saying: NoMethodError occured. Undefined method + for NilClass.

Could it be that one of my other scripts are messing something up?

Visible equipment script:
Code: [Select]
#==============================================================================
# ? Visual_Equipment
# Written by Rataime
#
# Edit below
#
# Note : If you have a custom Window_SaveFile, check the one at the end of the scrîpt,
# add the added lines to yours, and delete the whole Window_SaveFile class here
#==============================================================================
def equip_update(light=false)

$visual_equipment=Array.new
$visual_equipment[0]=light
for i in 0..3
  $visual_equipment[i+1]=[]
end

#===================================================
# ? EDIT HERE !
#===================================================   

#If weapon n°33 is equiped, add the charset tpl_helmet_1.png (I don't have a weapon charset ><)
#add_weapon_sprite(33,"tpl_helmet_1")

#If weapon n°6 is equiped, add the charset tpl_helmet_1.png
add_armor_sprite(1,"roguelike Skullcap")

add_armor_sprite(2,"roguelike Vikinghelmet")
add_armor_sprite(3,"roguelike chainmail")
add_armor_sprite(4,"roguelike bluecape")
add_armor_sprite(5,"rogue woodenbuckler")
add_armor_sprite(6,"roguelike steelshield")
add_armor_sprite(7,"rogue studdedbuckler")
add_armor_sprite(8,"roguelike templarshield")
add_armor_sprite(9,"rogue beholdershield")
add_weapon_sprite(1,"roguelike sword")
add_armor_sprite(10,"roguelike redgreenshhield")
add_armor_sprite(11,"rogue goldenshield")
add_armor_sprite(12,"roguelike skullshield")
add_armor_sprite(13,"roguelike dragonscaleshield")
add_armor_sprite(14,"rogue demonshield")
add_armor_sprite(15,"rogue vampireshield")
add_armor_sprite(16,"roguelike mysticshield")
add_armor_sprite(17,"rogue steelbuckler")
add_armor_sprite(18,"rogue orcshield")
add_weapon_sprite(2,"roguelike sabre")
add_weapon_sprite(3,"roguelike bone")
add_weapon_sprite(4,"roguelike mace")
add_weapon_sprite(5,"roguelike axe")
add_weapon_sprite(6,"roguelike waraxe")

#===================================================
# ? Visual_equip functions
#===================================================
RPG::Cache.clear
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  for img in $visual_equipment[i+1]
bitmap = RPG::Cache.character(@game_party.actors[i].character_name, @game_party.actors[i].character_hue)
if img!=true and img!=false
  add_equip(bitmap,img,i)
end
  end
end
end

  def add_equip(sprite,to_add,character)
  @game_party = $game_party
  @game_party = $game_party2 if $visual_equipment[0]
  bmp = Sprite.new
  bmp.visible =false
  bmp.bitmap = RPG::Cache.character(to_add,@game_party.actors[character].character_hue)
  color = bmp.bitmap.get_pixel(0, 0)
  x=sprite.width
  y=sprite.height
  if $visual_equipment[0]
x=x/4
y=y/4
  end
  for i in 0..x
for j in 0..y
  color_get=bmp.bitmap.get_pixel(i, j)
  if color_get!=color
sprite.set_pixel(i, j ,color_get)
  end
end
  end
 
  bmp=nil
 
  end

  def add_weapon_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  if @game_party.actors[i].weapon_id==id
$visual_equipment[i+1].push(sprite)
  end
end
  end

  def add_armor_sprite(id,sprite)
@game_party = $game_party
@game_party = $game_party2 if $visual_equipment[0]
for i in 0...@game_party.actors.size
  if @game_party.actors[i].armor1_id==id or @game_party.actors[i].armor2_id==id or @game_party.actors[i].armor3_id==id or @game_party.actors[i].armor4_id==id
$visual_equipment[i+1].push(sprite)
  end
end
  end

#===================================================
# ? CLASS Scene_Equip edit
#===================================================

class Scene_Equip
 
  alias visual_update_right update_right
 
  def update_right
if Input.trigger?(Input::B)
  equip_update
  $game_system.se_play($data_system.cancel_se)
  $scene = Scene_Menu.new(2)
  return
end
visual_update_right
  end

end

class Interpreter

  alias visual_command_319 command_319
 
  def command_319
actor = $game_actors[@parameters[0]]
if actor != nil
  actor.equip(@parameters[1], @parameters[2])
end
equip_update
return true
  end
 
end

class Game_Character
  attr_accessor :character_hue
end

class Game_Actor < Game_Battler
alias visual_setup setup
  def setup(actor_id)
visual_setup(actor_id)
@character_hue = (@character_hue+1)%256
  end
end

class Scene_Load
  alias visual_read_save_data read_save_data
  alias visual_on_cancel on_cancel
 
  def on_cancel
equip_update
visual_on_cancel
  end
 
  def read_save_data(file)
visual_read_save_data(file)
equip_update
  end
end

class Scene_Save
  alias visual_on_decision on_decision
  alias visual_on_cancel on_cancel
 
  def on_cancel
equip_update
visual_on_cancel
  end
 
  def on_decision(file)
equip_update
visual_on_decision(file)
  end
end

class Scene_Title
  alias visual_command_new_game command_new_game
 
  def command_new_game
visual_command_new_game
equip_update
  end

end

class Window_SaveFile < Window_Base

  def initialize(file_index, filename)
super(0, 64 + file_index % 4 * 104, 640, 104)
self.contents = Bitmap.new(width - 32, height - 32)
self.contents.font.name = $fontface
self.contents.font.size = $fontsize
@file_index = file_index
@filename = "Save#{@file_index + 1}.rxdata"
@time_stamp = Time.at(0)
@file_exist = FileTest.exist?(@filename)
if @file_exist
  file = File.open(@filename, "r")
  @time_stamp = file.mtime
  @characters = Marshal.load(file)
  @frame_count = Marshal.load(file)
  @game_system = Marshal.load(file)
  @game_switches = Marshal.load(file)
  @game_variables = Marshal.load(file)
  @self_variables = Marshal.load(file)#added
  @game_screen = Marshal.load(file)#added
  @game_actors = Marshal.load(file)#added
  $game_party2=@game_party= Marshal.load(file)#added
  @total_sec = @frame_count / Graphics.frame_rate
  file.close
end
equip_update(true)#added
refresh
@selected = false
  end
 
end


Fog of War
Code: [Select]
#==============================================================================
# ** Fog of War
#------------------------------------------------------------------------------
# Version 2.0, 2005-11-21
# by Wachunga
#==============================================================================
=begin
0.8 - original release
0.85
- added colour parameter to map names
- fixed bug where map grids overlapped
0.9
- switched over to a tilemap (from a sprite)
- now more compatible with minimap scripts (but they'll have to take
extra tilemap into account)
1.0
- switched over to an autotile instead of using a custom tileset
* edges looks nicer, but gradual fading had to be removed
* colour parameter no longer possible (set by autotile)
- move event (including jumping and speed changes) bug fixed
- teleportation bug fixed
- some optimization
- made compatible with Cogwheel's Pixel Movement script
(see http://www.rmxp.net/forums/index.php?showtopic=24716 for details)
1.01
- fixed bug when teleporting from map without fow to a map with fow
2.0
- now two independent types of fog of war:
* static, which never returns (i.e. typical RTS "terrain" fog)
* dynamic, which returns once out of visual range and can optionally
hide map events (i.e. typical RTS "unit" fog)
- now using a compact version of Near's Dynamic Maps script
- fog of war is now above weather and normal fog
- added support for much larger visual ranges (0 - 9)
- added support for option to set up fog of war from a call script event
command
- optimization

A map specified as having "fog of war" (fow) has tiles that are (fully or
partially) obscured until the player gets within visual range. The amount of
fow to disappear as the player moves depends on the visual range specified.
Gamers with experience playing Real Time Strategy games like Warcraft, Age of
Empires, etc. should be quite familiar with the concept.

This script supports two kinds of fog of war: static and dynamic.

Static fow is the kind that typically hides terrain in RTS games. It covers
the entire map until the player explores the area, discovering the underlying
terrain. Once static fow disappears from an area of the map, it stays gone
indefinitely (even if loading a saved game, leaving the map and returning
later, going to the menu, etc).

Dynamic fow is identical to the static kind except that it doesn't stay gone
forever: as soon as the player leaves visual range of an explored tile,
dynamic fow covers it again. This kind of fow is typically used to hide enemy
units in RTS games.

SETUP:

There's no need to add the autotile via the database. Just place the
file in the autotile folder, import it, and change the FOW_AT_NAME constant
to the appropriate filename. To change the colour of the fog of war you must
create a new autotile. (However, opacity is customizable by constants below.)

To indicate a map is to have either (or both) of these kinds of fog of war,
include <fow> in its name (via "Map properties"). To enable both static and
dynamic fow, you can either add nothing more (since it's the default), or
add <s><d> (or <d><s>). To enable one or the other, just add the appropriate
one (e.g. <s> for static, <d> for dynamic). You may also optionally specify a
visual range between 0 and 9 in the map name (e.g. <5>), noting that 3 is
the default. Here are some example map names:
"your-map-name <fow><2>" (defaults to static&dynamic on; range specified as 2)
"your-map-name <fow><s>" (only static fow is on; range defaults to 3)
"your-map-name <fow><d><8>" (only dynamic fow is on; range specified as 8)

Alternatively, fog of war can be setup via a call script event command using
the fog_of_war global method. Detailed instructions are just before
the method itself.

Finally, an edited version of Near Fantastica's Dynamic Maps script needs
to be below this one. You may find it at the following URL:
http://www.rmxp.net/forums/index.php?showtopic=24716

The ranges work as follows:
range = 0 reveals just the square on which the player stands

range = 1 is the same as range 0 plus four adjacent tiles
i.e. @
@P@
@

range = 2 is the same as range 1 plus eight additional tiles
i.e. @
@@@
@@P@@
@@@
@

range = 3 (default) is the same as range 2 plus twelve additional tiles
i.e. @
@@@
@@@@@
@@@P@@@
@@@@@
@@@
@

etc.

Note: I've taken great pains to optimize this script as much as possible
(which unfortunately reduces the readability of the code). There shouldn't be
much visible effect on frame rate.

=end

#------------------------------------------------------------------------------
# filename of the fog of war autotile (used for both):
FOW_AT_NAME = 'FOG'
# the opacity of static (non-returning) and dynamic (returning) fog of war
# (value between 0 and 255)
# note that static fow appears on top of its dynamic counterpart (if both on)
FOW_STATIC_OPACITY = 255
FOW_DYNAMIC_OPACITY = 100
# whether or not dynamic fow hides map events
FOW_DYNAMIC_HIDES_EVENTS = true
# default range of fog of war (if not specified in map name)
FOW_RANGE_DEFAULT = 3
#------------------------------------------------------------------------------
# internal constants - no need to edit
FOW = 0b00
REVEALED = 0b01
# tiles with no surrounding fog are flagged "SKIP" for efficiency
SKIP = 0b10
#------------------------------------------------------------------------------

=begin
Setup fog of war.

This method is an alternative to using the default map name method, and
is designed to be called from a call script event command. This allows
fog of war to be dynamically enabled or disabled during gameplay.

Parameters:
static - if true, static fow enabled
dynamic - if true, dynamic fow enabled
(if both of the above are false, fow is totally disabled)
range (optional) - the visual range of the player
* default is FOW_RANGE_DEFAULT
reset (optional) - if true, fow for this map resets entirely (i.e. previously
explored areas are covered again)
* default is false

Sample calls:
fog_of_war(true,true,5) - enable both static and dynamic fow with range of 5
fog_of_war(false,false,3,true) - disable and reset both types of fow
=end
def fog_of_war(static, dynamic, range = FOW_RANGE_DEFAULT, reset = false)
if static == nil or dynamic == nil
print 'Two true/false parameters are required in call to fog_of_war.'
exit
elsif range < 0 or range > 9
print 'Invalid range in call to fog_of_war (only 0-9 is valid).'
exit
end
$game_map.fow_static = static
$game_map.fow_dynamic = dynamic
$game_map.fow_range = range
if reset
$game_map.fow_grid = nil
end
if not $game_map.fow_static and not $game_map.fow_dynamic
$game_map.fow = false
$scene.spriteset.fow_tilemap.dispose
# set all events back to visible
for i in $game_map.events.keys
$game_map.events[i].transparent = false
end
else
# static or dynamic fow (or both) are on
$game_map.fow = true
if $game_map.fow_grid == nil # only if not already defined
$game_map.fow_grid = Table.new($game_map.width, $game_map.height, 2)
for i in 0...$game_map.fow_grid.xsize
for j in 0...$game_map.fow_grid.ysize
$game_map.fow_grid[i,j,1] = $game_map.fow_grid[i,j,0] = FOW
end
end
end
if $game_map.fow_dynamic
$game_map.fow_revealed = $game_map.fow_last_revealed = []
end
$scene.spriteset.initialize_fow
end
end

class Game_Map
attr_accessor :fow
attr_accessor :fow_static
attr_accessor :fow_dynamic
attr_accessor :fow_grid
attr_accessor :fow_range
attr_accessor :fow_revealed
attr_accessor :fow_last_revealed

alias wachunga_fow_gm_setup setup
def setup(map_id)
wachunga_fow_gm_setup(map_id)
@fow = false
@fow_dynamic = false
@fow_static = false
@fow_grid = nil
@fow_range = nil
# get any tags from the map name
tags = $game_map.map_name.delete(' ').scan(/<[A-Za-z0-9_.,]+>/)
if not tags.empty? and tags[0].upcase == ('<FOW>')
tags.shift # remove FOW tag
@fow = true
if @fow_grid == nil # only if not already defined
@fow_grid = Table.new(@map.width, @map.height, 2)
for i in 0...@fow_grid.xsize
for j in 0...@fow_grid.ysize
@fow_grid[i,j,1] = @fow_grid[i,j,0] = FOW
end
end
end
# check if types of fog of war specified
while not tags.empty?
case tags[0].upcase
when '<S>'
@fow_static = true
when '<D>'
@fow_dynamic = true
else
x = tags[0].delete('<>').to_i
@fow_range = x if x >= 0 and x <= 9
end
tags.shift
end
# if <FOW> tag found but neither static nor dynamic specified, assume both
if @fow and not @fow_static and not @fow_dynamic
@fow_static = true
@fow_dynamic = true
end
# if no range specified, set to default
if @fow_range == nil
@fow_range = FOW_RANGE_DEFAULT
end
@fow_revealed = @fow_last_revealed = [] if @fow_dynamic
end
end

def map_name
return load_data('Data/MapInfos.rxdata')[@map_id].name
end

=begin
Updates the map's grid which keeps track of one or both of the following
(depending on what is enabled for the current map):
1) which tiles have been "discovered" (i.e. no static fog of war) based on
where the player has already explored
2) which tiles are currently not covered by dynamic fog of war (i.e. not in
visual range)
=end
def update_fow_grid
px = $game_player.x
py = $game_player.y
x = px - @fow_range
start_y = py
y = start_y
count = 1
mod = 1
# loop through all tiles in visible range
until x == (px + @fow_range+1)
i = count
while i > 0
if valid?(x,y)
if @fow_static
@fow_grid[x,y,1] |= REVEALED
end
if @fow_dynamic
@fow_grid[x,y,0] = REVEALED if @fow_grid[x,y,0] == FOW
@fow_revealed.push([x,y])
end
end
y -= 1
i -= 1
end
if x == px
mod = -1
end
x += 1
start_y += 1*mod
y = start_y
count += 2*mod
end
if @fow_dynamic
if @fow_last_revealed != []
# make dynamic fog return once out of visual range
for t in @fow_last_revealed - @fow_revealed
@fow_grid[t[0],t[1],0] = FOW
end
end
@fow_last_revealed = @fow_revealed
@fow_revealed = []
end
end

end

#------------------------------------------------------------------------------

class Spriteset_Map

attr_reader :fow_tilemap

alias wachunga_fow_ssm_initialize initialize
def initialize
initialize_fow if $game_map.fow
wachunga_fow_ssm_initialize
end

=begin
Initializes fog of war.
=end
def initialize_fow
@fow_tilemap = Tilemap.new
@fow_tilemap.map_data = Table.new($game_map.width, $game_map.height, 3)
@fow_tilemap.priorities = Table.new(144)
@fow_autotiles = Hash.new(0)
j = 48 # starting autotile index
for i in Autotile_Keys
@fow_autotiles[i] = j
j += 1
end
# add duplicates
for i in Duplicate_Keys.keys
@fow_autotiles[i] = @fow_autotiles[Duplicate_Keys[i]]
end
if $game_map.fow_static
for m in 0...$game_map.fow_grid.xsize
for n in 0...$game_map.fow_grid.ysize
# reset SKIP flag
$game_map.fow_grid[m,n,1] &= ~SKIP
end
end
at = Bitmap.new(96,128)
at.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_STATIC_OPACITY)
@fow_tilemap.autotiles[0] = at
# set everything to fog
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,2] = 48 # fog
end
end
# set to highest priority
for i in 48...96
@fow_tilemap.priorities[i] = 5
end
end
if $game_map.fow_dynamic
bm = Bitmap.new(96,128)
bm.blt(0,0,RPG::Cache.autotile(FOW_AT_NAME),\
Rect.new(0,0,96,128),FOW_DYNAMIC_OPACITY)
@fow_tilemap.autotiles[1] = bm
# unlike tilemap for static, set everything to clear
for x in 0...$game_map.width
for y in 0...$game_map.height
@fow_tilemap.map_data[x,y,1] = 0
end
end
# set to highest priority
for i in 96...144
@fow_tilemap.priorities[i] = 5
end
end
$game_map.update_fow_grid
update_fow_tilemap
update_event_transparency if $game_map.fow_dynamic
end


=begin
Updates the (static and/or dynamic) fog of war tilemap based on the map's
underlying grid.
=end
def update_fow_tilemap
if $game_map.fow_static
checked = Table.new($game_map.width,$game_map.height)
for j in 0...$game_map.width
for k in 0...$game_map.height
checked[j,k] = 0
end
end
end
dx = ($game_map.display_x/128).round
dy = ($game_map.display_y/128).round
# to increase performance, only process fow currently on the screen
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# check boundaries
if not $game_map.valid?(x,y) then next end
if $game_map.fow_dynamic
if $game_map.fow_grid[x,y,0] == REVEALED
@fow_tilemap.map_data[x,y,1] = 0 if @fow_tilemap.map_data[x,y,1]!=0
else
@fow_tilemap.map_data[x,y,1]=96 if @fow_tilemap.map_data[x,y,1]!=96
end
end
if $game_map.fow_static
if $game_map.fow_grid[x,y,1] == REVEALED # (but not SKIP)
others = false;
@fow_tilemap.map_data[x,y,2] = 0 if @fow_tilemap.map_data[x,y,2]!=0
for i in x-1 .. x+1
for j in y-1 .. y+1
# check new boundaries
if not $game_map.valid?(i,j) then next end
if $game_map.fow_grid[i,j,1] == FOW
others = true # can't flag as SKIP because there's nearby fog
if checked[i,j] == 0
checked[i,j] = 1
# only fill if not already revealed
if @fow_tilemap.map_data[i,j,2] != 0
adj = check_adjacent(i,j,1,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[i,j,2] =
eval '@fow_autotiles[adj.to_i]'
end
end
end
end
end
end
if not others
# no adjacent static fog found, so flag tile to avoid reprocessing
$game_map.fow_grid[x,y,1] |= SKIP
end
end
end # fow_static
end # for
end # for
if $game_map.fow_dynamic
if $game_map.fow_static
for x in dx-1 .. dx+21
for y in dy-1 .. dy+16
# erase dynamic fow if static fow is above it anyway
if @fow_tilemap.map_data[x,y,2] == 48
@fow_tilemap.map_data[x,y,1]=0 if @fow_tilemap.map_data[x,y,1]!=0
end
end
end
end
# calculate autotiles for dynamic fow (around player)
px = $game_player.x
py = $game_player.y
tiles = []
x = px - ($game_map.fow_range+1)
y_top = py
mod_top = -1
y_bot = py
mod_bot = 1
until x == px + ($game_map.fow_range+2)
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
if x == px
mod_top = 1
mod_bot = -1
x+=1
next
end
y_top+=1*mod_top
y_bot+=1*mod_bot
tiles.push([x,y_top]) if $game_map.valid?(x,y_top)
tiles.push([x,y_bot]) if $game_map.valid?(x,y_bot)
x+=1
end
tiles.uniq.each do |t|
adj = check_adjacent(t[0],t[1],0,$game_map.fow_grid,REVEALED)
if adj != nil
@fow_tilemap.map_data[t[0],t[1],1] =
(eval '@fow_autotiles[adj.to_i]') + 48
end
end
end
end

=begin
Update event transparency based on dynamic fog.

Note that if a specific character is passed as a parameter then only
its transparency is updated; otherwise, all events are processed.
=end
def update_event_transparency(pChar = nil)
return if not FOW_DYNAMIC_HIDES_EVENTS
if pChar == nil
# check them all
for i in $game_map.events.keys
event = $game_map.events[i]
if $game_map.fow_grid[event.x,event.y,0] == FOW
event.transparent = true
else
event.transparent = false
end
end
else
# just check the one
pChar.transparent=($game_map.fow_grid[pChar.x,pChar.y,0]==FOW) ?true:false
end
end

# create a list of tiles adjacent to a specific tile that don't match a flag
# (used for calculating tiles within an autotile)
def check_adjacent(i,j,k,grid,flag)
return if not $game_map.valid?(i,j) or grid == nil or flag == nil
adj = ''
if (i == 0)
adj << '147'
else
if (j == 0) then adj << '1'
else
if (grid[i-1,j-1,k] != flag) then adj << '1' end
end
if (grid[i-1,j,k] != flag) then adj << '4' end
if (j == $game_map.height-1) then adj << '7'
else
if (grid[i-1,j+1,k] != flag) then adj << '7' end
end
end
if (i == $game_map.width-1)
adj << '369'
else
if (j == 0) then adj << '3'
else
if (grid[i+1,j-1,k] != flag) then adj << '3' end
end
if (grid[i+1,j,k] != flag) then adj << '6' end
if (j == $game_map.height-1) then adj << '9'
else
if (grid[i+1,j+1,k] != flag) then adj << '9' end
end
end
if (j == 0)
adj << '2'
else
if (grid[i,j-1,k] != flag) then adj << '2' end
end
if (j == $game_map.height-1)
adj << '8'
else
if (grid[i,j+1,k] != flag) then adj << '8' end
end
# if no adjacent fog, set it as 0
if (adj == '') then adj = '0' end
# convert to an array, sort, and then back to a string
return adj.split(//).sort.join
end

alias wachunga_fow_ssm_dispose dispose
def dispose
@fow_tilemap.dispose if @fow_tilemap != nil
wachunga_fow_ssm_dispose
end

alias wachunga_fow_ssm_update update
def update
if $game_map.fow
@fow_tilemap.ox = $game_map.display_x / 4
@fow_tilemap.oy = $game_map.display_y / 4
@fow_tilemap.update
end
wachunga_fow_ssm_update
end
end

#------------------------------------------------------------------------------

class Game_Character
alias wachunga_fow_gch_initialize initialize
def initialize
wachunga_fow_gch_initialize
@last_x = @x
@last_y = @y
end

alias wachunga_fow_gch_update_move update_move
def update_move
wachunga_fow_gch_update_move
if $game_map.fow
if $game_map.fow_dynamic and (@x != @last_x or @y != @last_y)\
and self != $game_player
# check if character entered/left player's visual range
$scene.spriteset.update_event_transparency(self)
end
end
@last_x = @x
@last_y = @y
end
end

#------------------------------------------------------------------------------

class Game_Player

def update_jump
super
# only update when about to land, not revealing anything jumped over
if $game_map.fow and @jump_count == 0
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end

def update_move
if $game_map.fow and (@x != @last_x or @y != @last_y)
unless jumping?
$game_map.update_fow_grid
$scene.spriteset.update_event_transparency if $game_map.fow_dynamic
$scene.spriteset.update_fow_tilemap
end
end
super
end

end

#------------------------------------------------------------------------------

class Scene_Map
attr_reader :spriteset
end

=begin
Autotile in column 2:

row\col| 1 2 3 4 5 6 7 8
---------------------------
1 | 48 49 50 51 52 53 54 55
2 | 56 57 58 59 60 61 62 63
3 | 64 65 66 67 68 69 70 71
4 | 72 73 74 75 76 77 78 79
5 | 80 81 82 83 84 85 86 87
6 | 88 89 90 91 92 93 94 95

The function to return the index of a single tile within an autotile
(given by at_index) is (at_index-1)*48 + col-1 + (row-1)*8
(where row, col, and at_index are again NOT zero-indexed)
=end

=begin
The following array lists systematic keys which are based on adjacent
walls (where 'W' is the wall itself):
1 2 3
4 W 6
7 8 9
e.g. 268 is the key that will be used to refer to the autotile
which has adjacent walls north, east, and south. For the Castle Prison
tileset (autotile #1), this is 67.

(It's a bit unwieldy, but it works.)
=end

Autotile_Keys = [
12346789,
2346789,
1246789,
246789,
1234678,
234678,
124678,
24678,

1234689,
234689,
124689,
24689,
123468,
23468,
12468,
2468,

23689,
2689,
2368,
268,
46789,
4678,
4689,
468,

12478,
1248,
2478,
248,
12346,
2346,
1246,
246,

28,
46,
689,
68,
478,
48,
124,
24,

236,
26,
8,
6,
2,
4,
0 ]

# many autotiles handle multiple situations
# this hash keeps track of which keys are identical
# to ones already defined above
Duplicate_Keys = {
123689 => 23689,
236789 => 23689,
1236789 => 23689,
34689 => 4689,
14689 => 4689,
134689 => 4689,
14678 => 4678,
34678 => 4678,
134678 => 4678,
146789 => 46789,
346789 => 46789,
1346789 => 46789,
23467 => 2346,
23469 => 2346,
234679 => 2346,
123467 => 12346,
123469 => 12346,
1234679 => 12346,
12467 => 1246,
12469 => 1246,
124679 => 1246,
124789 => 12478,
123478 => 12478,
1234789 => 12478,
146 => 46,
346 => 46,
467 => 46,
469 => 46,
1346 => 46,
1467 => 46,
1469 => 46,
3467 => 46,
3469 => 46,
4679 => 46,
13467 => 46,
13469 => 46,
14679 => 46,
34679 => 46,
134679 => 46,
128 => 28,
238 => 28,
278 => 28,
289 => 28,
1238 => 28,
1278 => 28,
1289 => 28,
2378 => 28,
2389 => 28,
2789 => 28,
12378 => 28,
12389 => 28,
12789 => 28,
23789 => 28,
123789 => 28,

1247 => 124,
2369 => 236,
147 => 4,
247 => 24,
14 => 4,
47 => 4,
1478 => 478,
3478 => 478,
4789 => 478,
134789 => 478,
14789 => 478,
13478 => 478,
34789 => 478,
1234 => 124,
1247 => 124,
1249 => 124,
12347 => 124,
12349 => 124,
12479 => 124,
123479 => 124,
1236 => 236,
2367 => 236,
2369 => 236,
12367 => 236,
12369 => 236,
23679 => 236,
123679 => 236,
12368 => 2368,
23678 => 2368,
123678 => 2368,
12348 => 1248,
12489 => 1248,
123489 => 1248,
1689 => 689,
3689 => 689,
6789 => 689,
13689 => 689,
16789 => 689,
36789 => 689,
136789 => 689,
12689 => 2689,
26789 => 2689,
126789 => 2689,
23478 => 2478,
24789 => 2478,
234789 => 2478,

12 => 2,
23 => 2,
27 => 2,
29 => 2,
123 => 2,
127 => 2,
129 => 2,
237 => 2,
239 => 2,
279 => 2,
1237 => 2,
1239 => 2,
1279 => 2,
2379 => 2,
12379 => 2,


14 => 4,
47 => 4,
34 => 4,
49 => 4,
147 => 4,
134 => 4,
347 => 4,
349 => 4,
149 => 4,
479 => 4,
1347 => 4,
1479 => 4,
1349 => 4,
3479 => 4,
13479 => 4,

16 => 6,
36 => 6,
67 => 6,
69 => 6,
136 => 6,
167 => 6,
169 => 6,
367 => 6,
369 => 6,
679 => 6,
1369 => 6,
3679 => 6,
1367 => 6,
1679 => 6,
13679 => 6,

78 => 8,
89 => 8,
18 => 8,
38 => 8,
138 => 8,
789 => 8,
178 => 8,
189 => 8,
378 => 8,
389 => 8,
1789 => 8,
3789 => 8,
1378 => 8,
1389 => 8,
13789 => 8,

1468 => 468,
3468 => 468,
13468 => 468,

2467 => 246,
2469 => 246,
24679 => 246,

2348 => 248,
2489 => 248,
23489 => 248,

1268 => 268,
2678 => 268,
12678 => 268,

148 => 48,
348 => 48,
489 => 48,
1348 => 48,
1489 => 48,
3489 => 48,
13489 => 48,

168 => 68,
368 => 68,
678 => 68,
1368 => 68,
1678 => 68,
3678 => 68,
13678 => 68,

234 => 24,
247 => 24,
249 => 24,
2347 => 24,
2349 => 24,
2479 => 24,
23479 => 24,

126 => 26,
267 => 26,
269 => 26,
1267 => 26,
1269 => 26,
2679 => 26,
12679 => 26,
}


Dynamic Map
Code: [Select]
#================================
# ? Dynamic Maps
#================================
# ?By: Near Fantastica
# Date: 05.09.05
# Version: 1
#================================

# updated 2005-11-07 by Wachunga
# generalized to work for modified versions of Game_Map,
# e.g. even if more instance variables are added

module Map
#--------------------------------------------------------------
@map_data = {}
#--------------------------------------------------------------------------
def Map.set_map(map, map_id)
@map_data[map_id] = map
end
#--------------------------------------------------------------------------
def Map.data(map_id)
return @map_data[map_id]
end
end

class Game_Map
#--------------------------------------------------------------
alias dm_orig_setup setup
def setup(map_id)
save_map(@map_id)
if Map.data(map_id) == nil
dm_orig_setup(map_id)
else
load_map(map_id)
end
end
#-----------------------------------------------------------
def load_map(map_id)
$game_map = Map.data(map_id)
end
#--------------------------------------------------------------
def save_map(map_id)
return if map_id == 0
Map.set_map(self.dup, map_id)
end
end
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 29, 2008, 10:32:29 PM
Hm, I'm getting an error at line 3611 in part 3. Code:
Code: [Select]
      @id = $game_map.events.keys.max + 1Saying: NoMethodError occured. Undefined method + for NilClass.

I don't see that line anywhere in any of the Blizz-ABS scripts...
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on August 29, 2008, 10:53:15 PM
Humm, odd.


Edit:
I downloaded the scripts again, got rid of mine and now it works..How very odd.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2008, 12:26:18 AM
I did a few updates and critical big fixes on v1.99. The last update was 2 days ago. BTW, Aqua, the item drop is now more precise. :P

EDIT: Just say the Visual Equipment script works with Blizz-ABS. O_O
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 30, 2008, 12:30:39 AM
Yeah, I know.  :)

Hehe... I'm having a little bit of trouble with some Blizz-abs stuff with my plug-in like... how when I use
Code: [Select]
actor.damage = 'Text Here'it displays twice...

But other than that and a few small~ish things...  I'll be able to release this plug-in soon on here :P
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2008, 12:39:05 AM
When I remodel the damage display in v2.x, this shouldn't be happening anymore. There's also a glitch which will disappear as well. >:3 Creating a custom damage display (i.e. numbers fyling around) will be very easy then.
Title: Re: [XP] Blizz-ABS
Post by: Kukulkan on August 30, 2008, 07:37:27 AM
Thanx for fixing the "set event location" bug ^^


You are teh awesomenes blizz!
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on August 30, 2008, 11:15:52 PM
Blizzard: I am getting an error with the latest version of 1.99 (just downloaded it now), here is my configuration:
(click to show/hide)
I haven't changed anything in Part 2, or 3 so it has to be an error that was caused by my configuration conflicting with the other scripts. The error occurs everytime I kill an enemy, and the error message is "Script 'Blizz-ABS Part1' 3640: NoMethodError occurred. undefined method 'size' for #<RPG::Weapon:0xa89d538>". Could you please help me solve this error?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on August 30, 2008, 11:22:25 PM
There's no line 3640 in part 1... o.o
Also, what other scripts are you using?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on August 30, 2008, 11:29:23 PM
The error happens because instead of an array of items only one item is passed onto the dropped item event. I can't think of a script possibly making this error except if you use part 2 from an older version because in older versions there was really only one item passed to the dropped item event. All I can do is ask you if you have the scripts in the right order and if you REALLY have copied both parts and are not using any older pieces of the script because you didn't even say which other scripts you are using. -_- Or you put them all into one slot.

EDIT: Beat me to it, Aqua. xD It's part 3, BTW.
Title: Re: [XP] Blizz-ABS
Post by: diablosbud on September 01, 2008, 02:18:56 AM
I don't have them all in one slot, and this is the order they are in inside the script editor.

Part1
Part2
Part3

Is that the proper order? Also you were saying that it was because one item was being dropped, what do you mean do I have to use a multi-item dropper because I am planning on using the one from tons of addons because I need one for my game anyway?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 01, 2008, 02:24:14 AM
That seems to be the proper order...Now the only problem may be if the script has some version inconsistencies. Now, I just peeped in to say that...I feel so naughty. ;_;

The Multi-Item dropper from TOA "probably" only works for the Battle_Scene (aka DBS and etc.) and not the ABS. That's what I'm assuming...just an assumption.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 01, 2008, 02:31:23 AM
http://forum.chaos-project.com/index.php?topic=23.0 (http://forum.chaos-project.com/index.php?topic=23.0)
Make sure your scripts are in the right order ^^^^

And multi-drop from Tons works with Blizz-ABS flawlessly... :)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 01, 2008, 02:33:41 AM
I second Aqua on that. It even works flawlessly with the corpse system. :D

@diablosbud: Upload your Scripts.rxdata and I will take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 04:28:09 PM
Hey, this ABS is great, but for some reason when my game starts my guy can't move and I can't access the menu.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 01, 2008, 05:52:13 PM
Custom controls overridden the default controls for RMXP. Try WASD as your arrow keys and H as the selection button. Now, you can config this using the B-ABS Config application so then you can make it to your liking. Config the controls, save the configuration, generate the configuration script from the .exe, and paste that into Part 1. This is probably the case...D:
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 06:08:44 PM
I don't think so. I did all you told me to do prior to replying. He still won't move.

EDIT: I fixed it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 01, 2008, 06:11:12 PM
Part 1 lines 34-55
What do you have...?

This is mine:
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 01, 2008, 06:48:47 PM
for some reason i cant pick up items any more, i even have pick up on touch on but that doesnt work.

this happend last time and then after about 2 weeks it fixed itself.

wierd :huh:
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 01, 2008, 07:07:18 PM
How would I go about editing the HUD? I would go into the script and do it from what I see, but I don't want to screw the script up. There is just somethings I want added and removed, and some picture support as well.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 01, 2008, 07:12:41 PM
for some reason i cant pick up items any more, i even have pick up on touch on but that doesnt work.

this happend last time and then after about 2 weeks it fixed itself.

wierd :huh:

That happened to me before but I'm not exactly sure how I fixed it... sorry

How would I go about editing the HUD? I would go into the script and do it from what I see, but I don't want to screw the script up. There is just somethings I want added and removed, and some picture support as well.

Part 3, line 4811

That's where the HUD class is
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 01, 2008, 07:33:58 PM
what did you want to do with the HUD.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 02, 2008, 04:43:56 PM
Your best bet is to find a scripter that can make you a custom HUD or create a script that alters Blizz-ABS HUD to your likings.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 02, 2008, 08:40:23 PM
Well I am a novice scripter and can probably interpret it enough to do some editing.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 02, 2008, 09:03:20 PM
i wouldent, it would be safer and easyer to disable it and script a different one. that way you cant ruin the abs script.

just ask for a script request for a HUD script and there are good scripters that will make what you need.

this is an incredbly helpful site dont be scared of asking.

Fantasist made me a HUD script and its great, you should ask him.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 02, 2008, 11:27:55 PM
That's true, you should copy-paste the class in a new slot and start editing. You could also take the slight HUD edit that I did in the CRLS compatibility plugin to see how you can do it the best way.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 03, 2008, 11:51:54 PM
Well, because I am a risk taker, I did. I was successful. All I did was add a bar that runs off two variables Energy and MaxEnergy. The only thing, is that this number cannot exceed 100. I have a common event set to set it back to 100 if it ever goes over and back to 0 if ever goes under, yah dah yah dah. However when I go over to test if it works right, the bar I have set for EN extends out of it's reach. So I was just wondering if their is a way to prohibit this.  :haha:
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 04, 2008, 12:03:58 AM
Code: [Select]
self.bitmap.gradient_bar(x+40, y, w, c1[0], c1[1], c1[2], rate/100.0)

I'm assuming that your bar code looks something like that.  You just need to add a /100.0 after the rate so it'll draw the bar correctly.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 04, 2008, 12:06:30 AM
That didn't quite do it. That just removed the fill. Here is my bar code:
Code: [Select]
  #----------------------------------------------------------------------------
  # draw_en
  #  Draws the Energy display.
  #----------------------------------------------------------------------------
  def draw_en
    # set current variables
    @en, @maxen = $game_variables[1], $game_variables[2]
    # set fill rate
    rate = (@maxen > 0 ? @en.to_f / @maxen : 0)
    # draw gradient bar
    self.bitmap.gradient_bar_hud(@en_x+32, @en_y+3, 114, rate/100.0, 1)
    # set font color depending on how many HP left
    self.bitmap.font.color = @en == 0 ? knockout_color :
        @en <= @maxen / 4 ? crisis_color : normal_color
    # draw HP
    self.bitmap.draw_text_full(@en_x+38, @en_y, 48, 20, $game_variables[1].to_s, 2)
    # set color
    self.bitmap.font.color = normal_color
    # draw "/"
    self.bitmap.draw_text_full(@en_x+86, @en_y, 12, 20, '/', 1)
    # draw max HP
    self.bitmap.draw_text_full(@en_x+98, @en_y, 48, 20, $game_variables[2].to_s)
  end
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 04, 2008, 01:04:59 AM
You don't need the "/100.0" if you already used @en.to_f / @maxen.
Let's see, @en is the current energy, @maxen the maximum. It's drawing a gradient bar width 144, color type 1 at position @en_x+32, @en_y+3. I don't see anything wrong. Are you sure that you have limited those variables right? Also, if you are using a common event parallel process, have you turned on the precondition switch for it?
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 12:17:17 AM
The variables are working fine, I can't see anything wrong with them.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 12:35:56 AM
Then add this line just before the line with the gradient drawing call
Code: [Select]
p [@en, @maxen].inspectand tell me what you get in the window.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 12:56:43 AM
"[100,100]"
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 01:08:26 AM
Then the drawing should make a bar that is filled up to 100% if you use "rate = @en.to_f / @maxen" and then just "rate" in the gradient bar call. :uhm:

EDIT: I just tried it and I have no problems with it. O_o Can you give me a screenshot of your problem? (Press PrintScreen during the game, open Paint and paste the image into it, then upload it on imageshack.us and post the image link you get here in spoilers).
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 01:40:27 AM
Ok, here is the screenie:
CLICK ME! (http://img139.imageshack.us/my.php?image=barproblemeb1.jpg)

I have another question, or questions rather, but how would I go about disabling sprint/jump/sneak through a script call in an event. I need it so that if the Stamina(SP) is too low that the player cannot perform those actions. Thanks for your help thus far, Blizz, I appreciate it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 05, 2008, 02:03:33 AM
*cough*

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 03:12:43 AM
If I see right, the color of the bar extra is slightly different... Try adding a "return" right at the start of your method and look if something else draws a bar. You might have another script part messing with yours.

If you still can't make it work, make a short demo, upload it on sendspace and post the download link here, I'll fix the problem.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 08:52:36 PM
Where do I put 'return'?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 09:09:33 PM
Right under "def whatever".
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 09:17:58 PM
That got rid off the bar and left the white background.  :O.o:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 09:23:39 PM
I know. And that extra piece of bar that's going out of the white bar rectangle is gone as well? Alright, can you make a short demo? Upload it on sendspace.com and post a download link here, I'll try to find the problem.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 10:16:43 PM
Here is a demo for you:
CLICKY (http://cid-859703fd91aa6af4.skydrive.live.com/self.aspx/Public/MirageXP.exe)

Talking to the soldiers near the fire will delete HP, stamina, energy, etc. and one guy gives you energy, and another gives items. Standard test map.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 10:38:41 PM
As I thought, it's your event. -_- It doesn't update before the script draws the bar. Just add "@en = @maxen if @en > @maxen" right under "def draw_en". -_- And next time please a SMALL demo.

It also seems that you haven't read this topic yet: http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 10:54:28 PM
Ok, now for some reason the bar is fixed but the value doesn't return to 100.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 10:55:53 PM
Err, my bad. Put it under the first line in the method.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 05, 2008, 11:32:11 PM
Code: [Select]
  def draw_en
    # set current variables
    @en = 100 if @en > @maxen

This gives me a method '>' error.

Edit: When I enter and exit a menu it goes back too 100.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 05, 2008, 11:37:59 PM
1. Not
Code: [Select]
@en = 100 if @en > @maxenbut
Code: [Select]
@en = @maxen if @en > @maxen
2. Under the first line in the method, the first line being:

Code: [Select]
@en, @maxen = $game_variables[1], $game_variables[2]which results in
Code: [Select]
@en, @maxen = $game_variables[1], $game_variables[2]
@en = @maxen if @en > @maxen

3. http://forum.chaos-project.com/index.php?topic=23.0
Your scripts are not in an order that is considered safe.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 06, 2008, 12:09:53 AM
That is exactly what I have. :huh:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 12:48:34 AM
Actually your scripts are not in the right order because I saw tons of scripts that are not mine below Blizz-ABS.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 06, 2008, 12:56:39 AM
Talking about that line in Sprite_HUD. And it doesn't really matter anymore because I removed the text, which was what was fucked up. So thanks for your help, I fixed the script order and stuff too.
Title: Re: [XP] Blizz-ABS
Post by: lynchking on September 06, 2008, 04:19:28 AM
Hey, just wondering if there is a way to make your level up's more detailed. Like having it say what stats/skills you learn?  If anyone would have the propecr scripts to fit in with my current ABS Set up, that would be awesome. Any help eppreciated.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 11:26:13 AM
You need custom script for that. And there was a discussion why this is a very bad idea: http://forum.chaos-project.com/index.php?topic=117.msg33635#msg33635
Title: Re: [XP] Blizz-ABS
Post by: Rymdpotatis on September 06, 2008, 03:03:52 PM
I've read the user manual but I still don't quite understand skills. I understand what the different def self's do, but I can't seem to link it to my skills nor give them graphics.

Code: [Select]
  module Skills
   
    def self.type(id)
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      return 1.0
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.charge(id)
      return [0, 0]
    end
   
    def self.trap(id)
      return 10
    end
   
  end


An example would be nice so that I could see how I should set things up, for example a classic magic missile that basically just shoots in the direction your looking.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 06, 2008, 03:12:52 PM
3.6. of the manual.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 07, 2008, 12:44:58 AM
Hey, just wondering if there is a way to make your level up's more detailed. Like having it say what stats/skills you learn?  If anyone would have the propecr scripts to fit in with my current ABS Set up, that would be awesome. Any help eppreciated.

iv only got one character in my game would it still bad to have this.

i dont want the stats shown but just the new skills that have just been learnt. is that possible.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 07, 2008, 12:54:50 AM
It is possible, but I am not making it.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 07, 2008, 12:58:18 AM
ok i'll post a request.
Title: Re: [XP] Blizz-ABS
Post by: Morality on September 07, 2008, 02:29:37 AM
When my character shoots I get an error that says I don't have a character named 'item_044'. What's that?

EDIT: Fixed it.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 04:28:49 PM
Not to rush anything or anything like that but I'm curious as to how progress towards 2.0 is going Blizz? Just out of curiosity.

And also I was wondering if there is a different way to have an animation for unarmed than 'spriteblah_atk1.png'? because I've noticed that atk1 is for sword and unarmed as well.  :???: just curious. Love this ABS. It easily trumps mo's. Hands down.

Keep it up and I'm anxiously await 2.0 +
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 04:48:55 PM
2.0 will hopefully come out in 2 months or so...
Blizz is gonna finish up CP first before he works on it.

Now about the unarmed animation...
Quote from: Blizz-ABS Manual
3.5.1. self.type
In this method you can define which type your weapons will be. The options you have are:
1. sword / axe / claws / unarmed / etc. (damages in close front)
2. spear / lance (damages only in front)
3. flail (distant weapon, does not damage close enemies, front)
4. boomerang (returning projectile weapon, front)
5. bow and arrow / gun / shuriken (non-returning projectile, NO consumption)
6. bow and arrow / gun (non-returning projectile, consumes AMMUNITION)
7. shuriken (non-returning projectile, consumes ITSELF)

No, sword and unarmed (along with axe, claws, and etc.) count as weapons that damage in close front so they use the same animation.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 04:53:54 PM
Whoa thats a long time.  :P guess I'll just have to wait until then.

And grr I was wondering about that because what if unarmed has no weapon equipped but I don't have weapon sprites on either y'know? Then it just looks rather foolish to be swinging around a sword [[for example]] and it not do any damage.
:/

Thank you for the info! greatly appreciated. :D
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 07, 2008, 05:05:11 PM
If the 0 damage is really being an issue, you can always change the default battle algorithms to make it so there's actually damage inflicting with your weapons...Here's a link:

http://forum.chaos-project.com/index.php?topic=1754.0

I'm a giant mundane on this subject and it's not really helping at all, but oh well, least I can do I suppose.

And :welcome: by the way.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 05:29:30 PM
No hahah  :^_^': I've already changed the algorithm for the damage. I was just curious as to wondering if there was a way to have a seperate animation.

Lets say like when I'm unarmed I have a kick animation
'spriteblah_atk0' [[0 for like unarmed animations or whatever]]

but when I have lets say Broad sword equipped it'd be
'spriteblah_atk1'

I was curious as to if I could do that but seeing as how its not possible then well grr.
Lol

Because yeah it just looks foolish to me to have a sword swinging animation [[I'm not using the default RTP]] and it be the same for an unarmed animation as well y'know?

Oh and thank you. :) I've lurked around here for quite a while now I was just to shy to register I guess?  :shy: I like this community it seems very mellow and helpful.

Greatly appreciated. I think I'll like it here.

Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 05:35:13 PM
Well, you could turn on weapon sprites on, make char_atk1.png a blank png, and have the character sprite using weapons/kicking in char_atk1_weapon/kicking.png
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 05:55:23 PM
Y'know that just might work! :) I never thought about that.

Thank you so much! Greatly appreciated.

But if I don't have a weapon equipped wouldn't it still search for a weapon no?

because I think I may have tried this and it was like "unable to find spriteblah_atk1_" and thats it. :/ I'll check it out though!

EDIT: oh and while this may seem rather stupid of me I was wondering what the Animated player thing does. I've read the manual about 6 times to figure it out but nothing immediately comes to mind.

Would it be like an idle animation for if the player isn't moving or is it just like say I have misc sprites in my party. Like they're there for a rescue kinda mission would that mean that I wouldn't have to make like a 'civ_jmp' spriteset for them or what? I'm kinda confused by that.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 07, 2008, 06:05:33 PM
Quote from: Blizz-ABS Manual:  2.1. Basic Configuration
2.1.3. Animated Actors
When a party member is standing, his spriteset will be animated if he was added to the list of animated actors (i.e. a floating party member). This mainly applies and makes sense if the Caterpillar option is turned on, but it can also just animate the party leader.

Yeah, it's basically idle animation.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 07, 2008, 06:41:32 PM
lol damn I missed that completely. Hahaha :D thank you. I'd be completely lost I think.

Another question on this though. I'm looking at the guide but its not saying anything about how I'd switch what I'd want it to do. So like if i'd want my character to breathe instead of constantly walk how would I go about changing that?

Would it be like 'spriteblah_idle' Or something like that?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 02:38:04 PM
I haven't implemented "sprite_idl" yet. For now it only animates the character. i.e. if you have a floating character, it would look pretty stupid if he suddenly would stop in the air. As Aqua said, it's basically "Stop Animation" like in the events turned on for party members.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 08, 2008, 02:50:44 PM
Ahhh very good. :]

So I have no real need for this as of yet?

Thanks so much Blizzard! Greatly appreciated.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 05:14:06 PM
iv just got the visiual equipmet script and it looks great but there is one or two little problem.

it looks wierd with the blizz abs becuase when you run it just doent look right and when you make the amour look like running but then it always swiches armour when running, the attack sprites also do not look good when attacking etc etc.

is there a way to mod this script to fit with the sprites that blizz abs uses.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 06:13:57 PM
Don't ask me, you should ask the maker of the script.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 06:25:26 PM
Rataime made it.

here is the script

(click to show/hide)

do you know where to find him
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 06:54:17 PM
Nope. I think he's hanging out at rmxp.org, though.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 07:43:14 PM
k, thanks

i'll place a post for him there
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 08, 2008, 07:52:33 PM
Hey wasn't there a way to change an events name with the call script with the blizz abs? i can't find anything about it...there's also no search function in the html help manual... :(
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 08, 2008, 08:07:02 PM
I know, I know. I wasn't able to add a search index yet. It's somewhere in chapter 3.2..
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 08, 2008, 08:13:19 PM
i nether spotted that, thaks

that will be really really useful
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 08, 2008, 08:23:58 PM
Yay I found it :haha:
Code: [Select]
$game_map.rename_event(EVENT_ID, 'NEW_NAME')
So where it says EVENT_ID, do you mean the name of the event or it's actual ID? Like if I named an event 'chicken'(it's actual event ID being 001) and wanted to change it to \e[4], would I use 001 (or just 1) or 'chicken'?

EDIT: NVM I got it 8)
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 09, 2008, 07:51:06 AM
Quote
$game_map.rename_event(EVENT_ID, 'NEW_NAME')

Would I be correct in assuming that this follows general programming conventions where a string [which is usually used for the letters that make up a name] is always enclosed in single or double quotes while a number variable name is not enclosed in quotes which usually indicates that it represents or stores a numeric value? Thus EVENT_ID can be seen to be a variable name representing a numeric value while 'NEW_NAME' can be seen to be an actual string.

Another question if I am on the right track here. Is the above line of code considered a Function in RGSS? Could the syntax be defined thus: functionName(argument1, argument2)? Is $game_map the class of the object from which the function rename_event inherits certain values to be used by it's predefined methods acting upon whatever is passed to it in parenthesis?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 10, 2008, 09:56:25 PM
is it coming up with any error message
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 10, 2008, 10:45:05 PM
Nope, it just simly does nothing, but the delay after attacking skill seems to be taking affect :uhm:
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 10, 2008, 11:42:12 PM
that is odd, looks like blizz will have to help you here
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 10, 2008, 11:43:17 PM
Do you have action/weapon sprites enabled?

Animations != weapon/skill/action sprites...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 09:48:46 AM
Just like Aqua said. You need to turn on Actor Action Sprites so sprites are even used and Weapon Srpites to use the same unique extra sprites like CoSLAL does.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 05:35:50 PM
Isn't there a way to do it so that you don't need to have guy_atk1 etc? I just want the charset for the weapon to shoot out, not to animate the charset. I would if I could sprite or had someone who was wiling to do them for me cause I really don't have time or the ability to do it, well no time to learn to do it anyway...yeah, so is it possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 06:05:50 PM
Obviously turn off the option for Actor Action Sprites. :P
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 06:47:09 PM
In the abs config it doesn't let you use weapons sprites unless you have actor action animations enabled :huh: Well I guess I'm going manual config then :haha:

EDIT: Still not working...
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 07:36:06 PM
I have a question about setting up a Critter's AI system. I have read the manual tons of times but I need help setting up this scenario:

Joe is a Critter
The Bear is an Enemy
Billy is our actor

I would like to have Joe mess with the Bear and only the Bear.
But when Billy comes to help Joe as long as Billy doesn't not hurt Joe. Then Joe will not attack Billy but only the Bear. Finally once Billy and/or Joe defeat the Bear, Joe goes back to a neutral state, and leaves Billy alone. How would I go about setting this up?

Joe is set up like this.

Joe\c[4]\[10000000]
The Bear works fine it's just Joe's crazy ass.

Also is there a way to remove the name, hp bar, and sp bar from the HUD? I only want to see the current item and skill equipped because I'm using another HUD. Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 07:40:57 PM
By default, you as player can attack enemies and critters. Line 236 in Part 2 should be:
Code: [Select]
PlayerNegative = [2, 3, 4, 5]Change it to:
Code: [Select]
PlayerNegative = [2, 4, 5]Now the player shouldn't be able to attack passive critters.

I suggest that you rather edit your custom HUD as it would unconsistent if you were using two HUDs. Best is you ask somebody to add the hotkey information to your HUD.

@HD: Obviously you can't use Weapon Sprites if you have no Action Sprites. What do you want?! Weapons that swing around while the actor doesn't move at all?! Well, that won't work.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 07:43:27 PM
While thats greatly appreciated [[thank you!]] I would like for passive critters to not attack the player unless the player attacks them first.

Is there a way to not have the critter go all crazy? Because it switches to attack mode whenever I'm even near it. I just want to talk to it and its like, "Grahhh you're an enemy DIE!" not really but you get what I'm saying?

Oh and at the HUD is there a way that I could simply just move the location of that part?
I'll have to look into it and see. I'm not a scripter though. :[
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 07:45:09 PM
@Blizz no you see I want, like an arrow to shoot out but I don't want the characters to animate... for now anyway until I get some charset for that, but that won't be for a while...

EDIT: I just realized, arrows/other trowing weapons don't have anything to do with those animations setting do they?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 07:52:56 PM
Since when are projectile sprites action sprites? :P EDIT: Correct. :P

@Makasu: Yeah, I know. But you can't separate the attack on critters and enemies. You have to be able to either attack critters along with enemies or not at all. Removing the 3 from that array will make the player unable to attack passive critters.
The positions of the HUD elements are defined in the method "create_positions" (part 3, line 4850). The "draw_SOMETHING" methods handle the drawing of those elements. The main calls for those methods are in the method "update". There are also a few minor calls like "draw_basic" which draw the static template on the sprite first.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 08:12:42 PM
Okay I get what you're saying now. But lets say there is text on the critter. How would I go about making it work so that if I press the action button it would display the text? Or is that not possible?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 08:21:22 PM
Not yet. So far enemies and critter's event codes are run upon death. I will add custom triggers in Blizz-ABS v2.0. Then you will be able to use any of the 5 default triggers and additional triggers like "on death", "on weapon (ID) use", "on skill (ID) use", "on item (ID) use", "on status (ID) inflict" and a few others if more come to my mind.

I'm also playing with the idea to implement a full custom alignment system which can be configured by the user. i.e. you can create "guards" which will attack you if you attack "NPCs". Or "Defenders" which will attack enemies on sight. In fact this would open a big range of possibilities like creating 3 (or even more) differently aligned groups which attack each other one of them being the player and his party. The main problem here is not the system itself but how to make it work in the configuration application so it can be configured with maximum ease. I would, of course, leave the currently existing 5 groups (party, enemies, critters, aggressive critters, lifeless objects) as default configuration.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 11, 2008, 08:24:25 PM
Alrighty! Thanks for the response. Greatly appreciated. But is it true that we have to wait two months for 2.0 to release? :[ but I guess great things take time eh? Hah.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 08:28:11 PM
I have to find a new flat right now and right after a job. I also want to finish the beta of my game, the new skin for the forum and the homepage. In around 4 weeks I have college exams again which is practically the time where I never do anything besides college. So yes, don't expect anything within the next 2 (probably 3? >.< ) months.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 09:14:46 PM
Quote
Since when are projectile sprites action sprites? :P EDIT: Correct. :P
...

Well I'm getting confused. Okay, the projectiles aren't showing up, that's what I meant in the first place... :roll:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 11, 2008, 10:13:42 PM
Have you tried the example game yet? It has normally working projectile sprites.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 11, 2008, 10:40:38 PM
(click to show/hide)

Are you sure you have them named like that?
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on September 11, 2008, 11:28:17 PM
@Blizz&Aqua
Yes :ninja:
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 12, 2008, 01:51:36 AM
Okay one more question is there a way to slow down the enemy speed?

I mean I don't want them to have the same speed as the player for like a zombie I'm making. Is this a possible feature?

EDIT:
Nevermind I got it. My mistake.
Title: Re: [XP] Blizz-ABS
Post by: winkio on September 14, 2008, 03:06:03 PM
I'm getting an error when my enemies have the Action's attribute enabled.  it says:

In Blizz ABS v1.99 Part 2: line 3151(may not be the same line as the original, because I've done a ton of edits, although not with the AI)

undefined method 'hp' for nil:NilClass

For reference, here are lines around 3151:
Code: [Select]
# find all allies in memory
      ai.mem.each {|a| allies.push(a[0]) if positive.include?(a[0].AI_data.basic)}
      # find all enemies in memory
      ai.mem.each {|a| enemies.push(a[0]) if negative.include?(a[0].AI_data.basic)}
      # find all allies who need healing
      to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}
      # if decided to heal
      if (heal.size > 0 && to_heal.size > 0 && (ai.healer || rand(3) == 0) &&
          rand(5) == 0)

line 3151 is:     to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}

I get this error when I am fighting a group of 2 or more enemies, and one of them dies.  this happens about 70% of the time.
So basically, the update of you AI is trying to see if it can heal any allies, then crashes when it finds a dead ally.


Also, I tried redownloading to see if I had the latest fix, but the file is corrupted again :/
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 15, 2008, 02:44:35 PM
I will look into that. It's possible that the enemy AI doesn't remove dead allies when the player kills them.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 16, 2008, 07:13:07 AM
Great ideas Blizz - I can already think of tons of killer uses for those features. Have you ever played any of the Fallout games? I really liked the Karma/Reputation system they used. Karma was similar to Alignment except it was measured more like hit points which could be lost or gained.

Characters started at zero which is neither positive nor negative - i,e, neutral. When the character does something that could be considered unlawful or evil Karma points are extracted. When Karma goes below zero and becomes a negative number this effects how various NPCs react. Townsfolk tend to have more positive Karma and thus react negatively to negative Karma while Raiders, Slavers and Criminal elements tend to have more negative Karma and thus react negatively to a positive Karma.

Then there is Reputation which is more specific. Naturally the stigma of negative reputations are nearly impossible to get rid of. For example if the character kills a child in a town he earns the reputation as a child-killer and the extreme hatred that reputation carries with it follows the character everywhere he or she goes like a curse. There are positive reputations as well like Heavy Weight champion of the New Reno boxing circuit or Saviour of the wasteland.

Word of the character's celebrity or heroic status travels fast. But while it can open many doors for the character that would otherwise remain closed it too can also be a curse as the character's anonymity is comprimised thus making it much harder to blend in to a crowd or go unnoticed when situations demand a low profile. I never tried to lose a good reputation so I don't know if that is possible or how difficult it would be. But that is of course up to the game designer in this case.

Obviously Critters or creatures of extremely low intelligence would remain neutral as far as Karma is concerned and the character's karma or rep would have no effect on the critter's reaction no matter how positive or negative.

Not yet. So far enemies and critter's event codes are run upon death. I will add custom triggers in Blizz-ABS v2.0. Then you will be able to use any of the 5 default triggers and additional triggers like "on death", "on weapon (ID) use", "on skill (ID) use", "on item (ID) use", "on status (ID) inflict" and a few others if more come to my mind.

I'm also playing with the idea to implement a full custom alignment system which can be configured by the user. i.e. you can create "guards" which will attack you if you attack "NPCs". Or "Defenders" which will attack enemies on sight. In fact this would open a big range of possibilities like creating 3 (or even more) differently aligned groups which attack each other one of them being the player and his party. The main problem here is not the system itself but how to make it work in the configuration application so it can be configured with maximum ease. I would, of course, leave the currently existing 5 groups (party, enemies, critters, aggressive critters, lifeless objects) as default configuration.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 16, 2008, 01:49:24 PM
My system would actually be more advanced and different. It would feature more than just "good and evil" as you can make 10 different groups hating each other. But on the other side you wouldn't have stuff like reputation, although I think the system could be enhanced in some way to support it. In any case if I ever make this, it will be after v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Makasu on September 23, 2008, 12:23:00 AM
Just out of curiosity [[off topic]] have you happened to glance at the newest version of XAS 3.0 ? I figured it would give you some ideas of things you could add in 2.0 if possible. So just a heads up you should look into it!

http://www.atelier-rgss.com/Index.html

I'm not sure how links work here.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 12:05:52 PM
I am stuck. I've been trying to do something using Blizz-enabled events [enemies] that normally would be a simple matter in RMXP. All I want to do is have an event using the Blizz /e[ID] syntax but somehow keep Blizz from activatating it until another event turns a certain trigger on. For the trigger I need to use a non-Blizz event that only looks like the enemy but its really just to hold some text and some conditional q&a stuff before triggering the enemy to appear and self-destructing.

My attempts so far have failed. Seems like I tried everything but every time Blizz seems to override the condition I set on an enemy and goes ahead and gives it life before the trigger event has a chance to be triggered. I must be missing something. Probably something really simple right under my nose I'm sure.

Also when you set an event to erase itself at the end of its processing does any triggers it turned on before that stay turned on?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 23, 2008, 02:51:59 PM
do not give the event an id of an enemy, just call it some thing else and in the manual you can find a extra feature there to change names of events in game.

you can use this to rename the event into an enemy within the game.

i havnt got the manual on me at the moment but im sure you can find it in there if you look.

example of how it wounld work.

you have named an event statue so it will not be an enemy but if you click it you can have messages and all the other things events do but at the end of the event proccess there could be a call script part in there (i think that is what it uses) to run the part of blizzards script that changes a certian events name from statue to monster/e[ID] making it into an enemy.

i hope that made sense.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 05:12:48 PM
Awesome! Yep, made perfect sense. I was certain there was something like that in there I just needed to know what to look for. Thank you so much.  :D
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 23, 2008, 05:37:40 PM
Aha! There it is. It's in section 3.2.12. Renaming Events
(click to show/hide)

A search tool built into the HTML Help File would be nice. I didn't think of looking under Utilities for it until it was the last place to look.  :<_<:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 23, 2008, 07:21:10 PM
I know, I know. I'm sorry, but I didn't have time to create a search index in the manual yet. I was trying to get v1.99 out as soon as possible so I could finally continue working on my game. I will most probably add a search index with v2.0 or even before that.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on September 23, 2008, 08:41:02 PM
@joe

no prob im glad i was able to help.
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 24, 2008, 02:02:17 AM
No worries Boris - I was only teasing  :evil:. I remember you mentioning something about adding it a while back.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on September 28, 2008, 05:09:55 AM
Hey Blizz, after i download the Blizz-ABS 1.99 everytime i
unzip it,it triggers an error. i think the zipped file has a problem?  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on September 28, 2008, 05:43:09 AM
Chances are the host is being an arsefrookle when it's coming to the Blizz-ABS v1.99 files, corrupt downloads everywhere...

Here, try this alternate link for Blizz-ABS; I'm sure it will work...Unless the file I uploaded is corrupt or your thing is jacked up.

By the way, welcome back Galatea. o.o

http://www.sendspace.com/file/tsskes
Title: Re: [XP] Blizz-ABS
Post by: Galatea on September 28, 2008, 07:21:58 AM
Oh my, thank you Mr.starrodkirby86,(whew, thats a long name) i got 1.99 now!
yeah i am kinda old member haha you should not call me a senior. haha btw
thx again dude!  :D
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 29, 2008, 12:06:11 AM
I hate to ask this cause I know I read about it somewhere here before. I was wondering what would be the best way to change the main Player Char's sprite set to coincide with something like the effects of time, physical growth and experience. I'd like to show for example a slightly bulkier sprite for a character that increases to higher levels as a fighter. If anyone has ever played the old arcade game Altered Beast you'll understand what I am visualizing.

And also I'd like to show when a player becomes physically disabled or maimed, such as losing arms or legs or walking with a limp, or a glowing green aura after becoming overexposed to radiation or gamma rays. Or maybe even use a 50% transparent copy of the original sprite to indicate an invisibility spell or predator-like camouflage technology. Or we could have a fat char lose weight and become slim and fit like one of the early Leisure Suit Larry games when Larry works out enough times.

I was thinking of permanent or semi-permanent change of all the character's relevent spritesets at once. So that the change is reflected in the idle/walking sprite, the attack sprites, the item sprite, the skill sprites, the jumping sprite, the sneaking sprite, etc. At first I thought something like the name change thing might work, but it isn't that simple with the main character is it?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 29, 2008, 12:50:33 AM
Eventing
3rd Page
1st Column, Last option
Change Actor Graphic
Title: Re: [XP] Blizz-ABS
Post by: Joe Rockhead on September 29, 2008, 01:34:59 AM
Damn!  Thanks :bow: Aqua. I thought I might be overlooking  :_): something that simple. I do tend to over complicate things.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 29, 2008, 03:48:32 AM
Hello everyone. I come with a question. I recently got my hands on this script and implimented it in my game, its amazing by the way, but I think I've encountered a problem. I set up all my enemies and whatnot and when I run the game and go near one it runs away without trying to attack. I don't have any of the enemies set to passive and the default attributes for them are Action and Observer. Is there a particular code I need to add to event names apart from the \e[ID]? Or do the enemies just sense my level 1 character's might and tremble in fear? Note: They do attack back from time to time, and they're all set to the sword attack style so they should be able to attack me when I'm right next to them, right?

Also, for the other member's in my party, is there any way to set it so that they will attack enemies when I'm attacking one too? I've got caterpillar activated and I read about when they're in follow mode and assumed you could switch them out of follow mode into attack mode perhaps.

Thanks in advance.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 29, 2008, 04:03:12 AM
Add full power to enemies and they should be more vicious.

And the Ally AI is coming out in 2.0 so you just gotta wait.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 29, 2008, 04:12:11 AM
I'll try out the full power attribute. And that's good to know about the Ally thing, still have a lot to make in my game anyway.

EDIT: The Full power attribute seems to be working.

I've got another question. Is there \ command that you can add to events to disable jumping over them? I'm sure it's probably listed in the help file somewhere, but there's a lot to read. This was the only problem I encountered when using the jump function, and I'd like to still be able to use it.

Welcome to the forums, Lost King. Now I just have to tell you there's a double posting rule (No double posting within 24 hours)...So yeah. Have fun, good luck with B-ABS. ~Love, Starrodkirby86
Title: Re: [XP] Blizz-ABS
Post by: Aqua on September 29, 2008, 04:40:08 AM
Lol someone asked this on the IRC yesterday and this is my answer...

Best way to do it is to add a NoJump tile under the event(s) you wish to not be able to jump over.
Title: Re: [XP] Blizz-ABS
Post by: Lost King on September 29, 2008, 05:24:37 AM
I'll see what I can do with it. Thanks for all the help so far, very appreciated.

And sorry about the double post thing, wasn't sure if it was a rule.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on September 29, 2008, 02:59:03 PM
No problem. Now you know so don't repeat the mistake. :)

Also, regarding the enemies' attack delay: Enemies have a delay counter which can be set up globally or for each enemy (by database ID) individually. It's the "AI Delay Time" option (2.5.2. in the manual) where it is explained in general. You can find out more about enemy ID specific setup under 3.8.6. (which is merely a redirection to a few other chapters that explain it all including 2.5.2.). The full power attribute generally forces the AI Delay Time to 0 for that enemy.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 07, 2008, 05:46:35 PM
i was just wondering if we could get an update on how2.0 is coming
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 07, 2008, 07:46:42 PM
Right now not at all. I'm a bit busy with life. I just got a job and I have exams next week. Also, I plan on continuing the work on my own game to finally release the first beta before working on 2.0. But after I am done with CP, I'll get to work on 2.0 right away.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 07, 2008, 11:32:34 PM
Great. About how long do you think this finishing of CP will take?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 08, 2008, 12:31:50 AM
Have you been not reading the forum content around here lately!? D: Just kidding.

I'm believing CP would be finished within the next two months or so. Expect a 2008 release lodged, unless Blizzard is extremely busy or something unexpected happens (DART HACKS BLIZZARD'S COMPUTER).

I would also expect a 2008-2009 release of Blizz-ABS 2.0 . This is all assumption and theory...So yeah.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 08, 2008, 11:42:35 AM
That's about the same time I expect it all. CP Beta 1 needs another 15-20 days of intensive work, but since I rarely have a full day of free time at my disposal, IDK how long it will take. Blizz-ABS 2.0 should be out around Christmas or New Year since I have loads of free time during that time.
Title: Re: [XP] Blizz-ABS
Post by: nathmatt on October 08, 2008, 03:26:30 PM
oh lol i was just wondering school & jobs more important lol need the mula
Title: Re: [XP] Blizz-ABS
Post by: Musicmuse on October 11, 2008, 11:16:31 PM
So...

I'm not sure if this is common knowledge or not, and I've read through the manual to try to find the answers.

I'm using the latest version of BlizzABS (1.99), and I'd like to integrate my own battle spritesets to spice things up a bit.  However, I'm just unsure of how a battle spriteset is layed out.  Is it 4X4 frames like a normal sprite except with battle "poses"?  This is what I'm guessing, but I'm not sure.

Thanks in advance for the help.  This forum is amazingly welcoming, I can already tell.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 11, 2008, 11:19:25 PM
The easiest way to see the correct format on how to do the battle sprites is to look in the Blizz-ABS demonstration game, Chronicles of Sir-Lag-a-Lot. As I mentioned in earlier posts, I'm a mundane at Blizz-ABS related situations, so this may not be the best piece of advice, but I'm sure it'll help you definitely to view the resources used in Lag-a-Lot.

It should be 4x4 though. Don't jump head first in without a little research (Like, do what I said above first :P)

And indeed this place is welcoming. XD
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 01:17:31 PM
I haven't added custom numbers of frames or diagonal movement so far. I might never add them. But I will add idle sprites.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 01:57:43 PM
Is there any way for an event to be executed upon the death of the enemy?

I'm trying to have a switch be set off when all of the enemies within a square are killed >__<
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 02:26:30 PM
The enemy's own event code is executed when you kill it. :P You could use a variables which you reset to 0 (with a parallel process that deletes itself right after) when you enter the map. Each enemy increases the variable upon death. The use an auto-start event that has the number of enemy and that variable as precondition. That should do it.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 02:31:27 PM
Gah, apologies for this, but I'm a little new to RPG Maker XP, could you outline that in a more simplified way?

Do you mean, that whatever is inside the event data is executed upon the death of the enemy, or is there more to it?

And also, many thanks for the quick reply!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 12, 2008, 02:41:12 PM
Quote
whatever is inside the event data is executed upon the death of the enemy

Yes, that's what I meant. Maybe it was me who misunderstood you, though. If you have more questions, just ask.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 12, 2008, 05:37:58 PM
Slight problem, my current situation is this:

When you enter the arena, blockages come around the area, forcing you to fight the boss, and once the boss is beaten, the event inside of it is supposed to lower the bars. Except, when I beat the boss, the game just freezes. It might be because I'm using lots of events, I don't know.

Have any ideas?
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on October 12, 2008, 05:41:48 PM
How does the game freeze? It may be because a stray Autostart Event hasn't been erased completely yet. It shouldn't be the fact that there are lots of events, if you have below 100 or even 50 I'm sure nothing should malfunction.

You can always do a switch function in relations to the blockages, and when the boss is defeated, the switch changes and the blockages disappear, or something like that. You need multiple event pages for those blockages though.

Sorry for any bad wording or misunderstandings put here, I'm not in an RMXP mood right now, I'm in a Pokemon mood. :P I know you're a newbie in RPG Maker XP or at least you claim to be so, but you're not that ignorant compared to many other users. XD
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 12, 2008, 07:09:13 PM
i had this problem for a while, check if the enemy has a second page. that sometimes causes problems if not create a new enemy thats the identical (not not copy and paste) then delete the old enemy event. then try agian. this fixed my game.

if not, SRK is right about it being the blockages making it freeze.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 13, 2008, 10:53:26 AM
O.o; Can you give me more details on that? It might be a bug in Blizz-ABS. Best would be if you can put together a small demo with a few maps that simulate that problem.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 13, 2008, 05:58:14 PM
if that message is aimed at me, i have no idea what happend when it did start freezing so i have no clue to create that problem agian to show it.
but at least its easy to fix and iv only had the problem once.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 13, 2008, 06:03:23 PM
It was aimed at both of you, but mainly at you, DL. It's probably something related to RMXP. Whenever I find a problem in Blizz-ABS, I try the same thing in a project without Blizz-ABS to see what's really the cause of it.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 13, 2008, 09:41:59 PM
http://www.megaupload.com/?d=GMYHF4GV

one map demo, of my actual boss room, excuse the terrible mapping and possibly terrible events, but this is the one that freezes.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 13, 2008, 10:38:15 PM
@ blizzard to be honest i think it was an error on my part becuase it was just that event that was making it freeze as soon as i got rid of it it worked great.

by the way i cant wait till v2.0 comes out. it sounds great.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 14, 2008, 09:58:25 AM
http://www.megaupload.com/?d=GMYHF4GV

one map demo, of my actual boss room, excuse the terrible mapping and possibly terrible events, but this is the one that freezes.

You only put up the Game.exe file. O_o
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 14, 2008, 07:25:58 PM
Apologies, is this (http://vortecks.co.cc/nazurin/Freeze%20Test.rar) better?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 14, 2008, 07:41:20 PM
there is a bit of a problem with it, the audio files are empty and the graphic files to. so they wont play becuase there is so much stuff missing.

but from what i can see without testing it is that the dragon is on auto start, that might cuase the problem you have.
Title: Re: [XP] Blizz-ABS
Post by: Nazurin on October 14, 2008, 08:07:59 PM
Without Autorun/Parallel Process on, it wont change the switch, and with them on, it will freeze. What can I do?
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 14, 2008, 09:10:34 PM
Parallel Process wont make it freeze, have you tried using it.

ok parallel process will make it freeze. i got test play working now and it is that thats making it freeze, you have to find some other way of making the switch change without using auto start or parallel process. i havent got much time to help any more but im sure some one else will help you find a way.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 15, 2008, 12:07:05 AM
I don't think using parallel process or autorun makes the game freeze, as I use them in my game (which uses the Babs) quite a bit.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 15, 2008, 12:23:46 AM
Autorun will make it freeze because it'll keep autorunning...  They are usually used for cutscenes to prevent the player from moving.

Parallel process should NOT make it freeze unless you're doing something totally wrong.  They are usually used for background events.

Lemme look at the demo and I'll get back on your problem.

Edit:

Okay event ID 1,
page 1 Move Player Up once, turn on switch 48,
delete page 2,
page 3 with condition of switch 48 action button

Have the dragon on action button as the event code will activate when it dies.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 15, 2008, 12:25:45 AM
well for some reason in his demo it does freeze, weird i know. :wacko:

i think the way that he has made the blockage is what is causing it to freeze
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 02:38:22 PM
Your enemy is on autorun. -_-
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 04:34:11 PM
Hey, having a problem here...
Every time I put your script in one of my projects (no matter with release) the game keeps pressing the debug key, I still can work in the title menu (with the SE of button press all the time), but when I get in the map the menu window open.

My dll is RGSS102J.dll, could it be a incompatibility with the 102J too?
I have no other custom scripts in my project...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 04:45:25 PM
Hm... Yes, it's possible that it doesn't work with RGSS102J.dll either.
But I have experienced the same problem without Blizz-ABS in my own game. I have a laptop and F9 is the play/pause function key so when I press Fn+F9 it sometimes happens that F9 gets locked and keeps calling the debug menu. I can usually fix it by either closing the project and reopening it or by pressing F9 during the game. Try that. If it doesn't work, you might wanna try it with RGSS102E.dll instead.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 04:51:54 PM
What the ...
I've tried:
Pressing F9: didn't work
Pressing all from F1 to F12 (who knows? x.x): Didn't work
Downloaded the rgss102e.dll from http://www.dll-files.com: after all, didn't work x.x
Shall I try installing the English version of RMXP?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 04:55:53 PM
O_O Maybe it's your Windows... Do you have by any chance a program that could be doing this? if not, yes, try installing the English version even though this should make no difference. Sounds to me a bit like the walking bug where the player would always keep walking into one direction.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 04:59:33 PM
I'll try the script in another computer...

EDIT: By the way, while I try it in my coal-powered computer can you tell me how did you combined many charsets into one (like in the attack animation, where you put char and weapon togeter)? I tried to find the exact lines, but seems kinda large script to seek in x.x
Note: I need this command 'coz I'm trying to make a script for char customizing, like in these mmorpg's, where the player could build up his own char choosing like, skin tone, gender, hair, and also, would be easy to display the equips this way...
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 05:14:43 PM
Should be in Sprite_Character where I analyze and compare the @current_sprite and @weapon_sprite variables. Then I create a copy of the original bitmap (important!) and load the other bitmaps which I pasete onto it using the blt (short name for blocktransfer) command from the Bitmap class.
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 05:17:14 PM
-Well, the problem happens in this my computer only, I don't know why coz my other computer has the same version and RMXP there runs under 102J.dll also...



-I'll look further in Sprite_Character to see how it works, but seems wonderfull...

EDIT: HAHA, got the problem causer, was my anti-virus... running very well at the moment
I'd like to say... NICE SCRIPT MAN!
Really wonderful, I think I'll spend these days gathering resources while I wait for the 2.0, is is coming soon?
What will be new?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 05:48:09 PM
For 2.0 I am only planning to add the new Ally AI and some minor extras which are missing. I also want to update the documentation properly. Other extra features will come in future versions.
v2.0 won't be out for some time. I'm currently busy with college, life, job and the beta version of my own game. I think I should be able to pull it off around the holidays around New year. I have to see yet.

BTW, you can use the "Modify" option to edit your post, you don't have to multi-post. :)
Title: Re: [XP] Blizz-ABS
Post by: Tery Buster on October 15, 2008, 05:53:23 PM
 :^_^':
Orkut's fault...
x.x
sorry.

Edit:
hey, when you do "RPG::Cache.character(@character_name + @weapon_sprite, 0)", this do something like... 001-Fighter01.png + axe.png?
so if I did something like... @char_bitmap = RPG::Cache.character(@character_name + @chest_sprite + @weapon_sprite + @helmet_sprite + @boots_stripe, 0) would give me all sprites together?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 15, 2008, 08:42:18 PM
Yes.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 03:13:01 PM
im getting an error when i try using a trap as an explosion.

the error is

spright character ? 72 ??? type error

no implicit conversion from nil to integer
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 16, 2008, 04:45:31 PM
Wow, the first bug after quite some time. I'll look into it when I work on v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 05:55:42 PM
ok, i'll wait.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 06:14:27 PM
That happens when you don't specify what the explosion animation is
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 07:03:12 PM
i know i can change the victim animation but where is the exposion animation
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 09:35:22 PM
In the range...

RANGE, EXPLOSION RADIUS, EXPLOSION ANIMATION

I might be totally wrong... because I don't have access to RMXP right now, but I think that's what it is...

I'll edit this post when I do have access if I /am/ wrong.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 16, 2008, 09:46:24 PM
it goes range, victim animation,trap time.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 16, 2008, 09:49:17 PM
Oh wait... it's in skill type

    def self.type(id)
      return [DIRECT, 1.0, explosion id]
    end
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 16, 2008, 11:21:16 PM
you do it in RMXP, I think
Title: Re: [XP] Blizz-ABS
Post by: Zeldaknight on October 17, 2008, 06:05:43 AM
No, sorry, had a problem but it was just me being dumb lol!
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 17, 2008, 09:02:43 AM
hi guys, I was just wondering... Does this scripts give you the avalibility to use the self switch on enemies (If they die a switch\self switch opens??? If yes how can I do it? If no when is Blizz doing?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 10:14:52 AM
Event code of enemies is executed upon their death. Just add a command to trigger the switch in the the enemy's event command window and it will be triggered when you kill him. If you want to use enemy transformations, I suggest that you rather use the transformation battleflow command. Should be chapter 3.2.12 or somewhere close to that in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 17, 2008, 10:48:50 AM
I got a problem here.
(click to show/hide)
everytime i use a Skill that is A Shooting/Trust a error pops up.
I dunno whats the problem.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 10:55:26 AM
Same as shadonking on the last page. You have specified an explosion range but not an animation ID.
Title: Re: [XP] Blizz-ABS
Post by: fugibo on October 17, 2008, 01:34:13 PM
Hey Blizz,

If you'd give me some explanation of the layout of the config file, I can make a Gtk+2 Ruby script for it, which will make it more portable, if you'd like. Also makes for a nice RAD tool, Ruby does.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 17, 2008, 01:48:13 PM
thanks Aqua, its working now.

i just need some good charsets of things to use as bombs. any one got any ideas where to find some
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 17, 2008, 02:55:37 PM
Hey Blizz,

If you'd give me some explanation of the layout of the config file, I can make a Gtk+2 Ruby script for it, which will make it more portable, if you'd like. Also makes for a nice RAD tool, Ruby does.

There is no real fixed format for the file and the order of the data is important so you would have to update it with each version. I didn't have time to implement an actual dynamic format. I might revamp it so it fully works with Marshal format later.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 17, 2008, 11:55:22 PM
where in the manual is the bit that tells you about beams as skills. iv looked through it but i cant find the section (if there is one)
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 18, 2008, 09:19:15 AM
hi again... Sorry blizzard but I didn't get it! Maybe making a tutorial with some screenshots  will make it easier for me and any body have the same question! And may I have the updated version of the manual? :???:

(Sorry for all of these question but, it's the first time to me to use (Blizz-ABS)...) :shy:
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 18, 2008, 01:35:40 PM
I'm sorry, but I completely fail to understand what's so complicated in reading.

Event code of enemies is executed upon their death. Just add a command to trigger the switch in the the enemy's event command window and it will be triggered when you kill him.

(http://img370.imageshack.us/img370/9609/snap251cv7.th.png) (http://img370.imageshack.us/img370/9609/snap251cv7.png) (http://img48.imageshack.us/img48/1449/snap252im3.th.png) (http://img48.imageshack.us/img48/1449/snap252im3.png)

You can get the newest version from the first post which has the newest version of the manual included. The post was damaged during the move as it seems so I restored it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 18, 2008, 09:51:01 PM
Ok, i'm a 100% noob to scripting and I decided to try some ABS out and I hear you're the best abs scripter and i was shown this thread, i've downloaded the 1.99 ver that comes with the 3 part script.  Can you give me the break down on how i go about makeing the scripts work and where in the heck i put them in the script window of my game?  Thanks
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 18, 2008, 10:14:54 PM
Read the manual.

Section 1 will tell you where to put it along with this thread (http://forum.chaos-project.com/index.php?topic=23.0)

The other sections will teach you how to do stuff.

Also, you might wanna use the config app to generate a part 1 with all the settings you want.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 19, 2008, 12:27:13 PM
Also, follow the link in the first post leading to the thread of the example game. It is easier to see how everything works on an entire game. Just keep in mind that the example game uses an outdated version of the script which means that the most recent version is capable of much more.
Title: Re: [XP] Blizz-ABS
Post by: ali madan on October 19, 2008, 02:29:29 PM
thanks alot!!! It's the best and the easiest abs in the whole world
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 19, 2008, 02:46:48 PM
Exactly that is what I am trying to make this ABS be like. :)
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 20, 2008, 04:15:23 AM
Ok its working now.
thx aqua and blizz!  :haha:
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 23, 2008, 05:37:58 PM
hiya,
this is a great script but im gettin an error randomly after using a skill
heres the error
(http://img390.imageshack.us/img390/2118/40082434zf8.png)

and heres the section of code it refers to

Code: [Select]
        # if instant skill
        if ai.act[2] == SUMMON || ai.act[2] != SHOOT &&
            (skill.scope == 0 || skill.scope == 2 || skill.scope == 4 ||
            skill.scope == 6 || skill.scope == 7)
          # instant execution

im not using any other scripts that could confilct with BABS.
does any1 know why im gettin this error, if its a stupid mistake on my behalf sorry.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 23, 2008, 05:57:28 PM
What action are you taking immediately before the error appears?

It could simply be an undocumented error, or something that only happens when specific conditions are met...
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 23, 2008, 06:03:12 PM
nothing realy. i can play through a little test and not use a skill and its fine, but then if i use a skill, at some point after using it i get the error.

EDIT
it only happens when i change the skills in the database, im probably just editing the skills wrong. (new to rmxp)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 23, 2008, 09:56:14 PM
You must be using an older version of Blizz-ABS since this seems to me as the bug I fixed a couple of versions before. Try upgrading to the most recent version frist.

EDIT:

If you are using Blizz-ABS v1.99, then Tons of Add-ons v6.6 and higher will not work properly! Put this code RIGHT BELOW PART 3 of Blizz-ABS to prevent a crash. Since Tons of Add-ons v6.6. and higher doesn't have Death Roulette anymore, Blizz-ABS v1.99 will not be able to use it.

(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 24, 2008, 12:38:42 AM
This is a question I'd ask on IRC, but it's down right now sooo...

Just to refresh my memory...

Would lots of dropped items on the map add to lag?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2008, 01:25:33 AM
Yes.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 24, 2008, 01:32:09 AM
it was somet to do with the way i setup the skill, i reset the skills database and remade the skills and it works fine now.
as for the death roulette thing in tons 6.6 i just went through the roulette skill and deleted all the parts that said death and didnt get the problem for that any more. dont know if that will cause a problem with that skill if it was turned on but idont plan on using that one anyway.

thanks for the reply's though
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2008, 01:38:20 AM
Yeah, that's basically what I did in that patch, I removed the Death Roulette conditions.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 24, 2008, 06:57:52 PM
iv added that extra bit under part 3 and the skills are working now but it lags really bad when there are more then three enemies on the screen and it also lags when using skills. will Blizz 2.0 have this problem? if not it doesnt matter about the lag.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 24, 2008, 07:26:44 PM
No, it won't since I will test everything properly.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 25, 2008, 03:09:55 AM
i found out what was causing me to get my error, just incase anybody else gets it it was cus of a mobs skill not mine. in the enemy databse i didnt notice that one of mobs had like a blank skill, the mob was trying to use it but it wasnt there.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 25, 2008, 04:02:35 AM
Lol I did that too with the amount of EXP given...
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 02:10:11 AM
Ok here's what i did.  I downloaded your sample game and just copied the added on scripts you had on it into my game.  Then when I went and downloaded the 1.99 ver, I simply highlighted everything in "(Blizz-ABS) DEMO CONFIG" and deleted it.  I then inserted parts 1,2, & 3 one after the other.

Did i do something wrong? Cause now i get some message after i try to start the game that says about line 4608: SystemStackError occured

Stack level too deep
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 27, 2008, 02:12:21 AM
Um... get rid of ANY trace of the old version of Blizz-ABS from the sample game.

Only use the 3 parts from 1.99 and it should work fine.  (as long as the scripts are in the right order)
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 02:32:32 AM
Um... get rid of ANY trace of the old version of Blizz-ABS from the sample game.

Only use the 3 parts from 1.99 and it should work fine.  (as long as the scripts are in the right order)

YAY that's what was wrong...OMG I'm like super happy now! Thank YOU!

I want to make my character able to switch from rod to gun or vice versa during battle, how do i do that?

And how do i go about making the gun shoot distant targets instead of me having to get close?
Title: Re: [XP] Blizz-ABS
Post by: ozoke on October 27, 2008, 01:16:08 PM
using the config tool, go to the weapons option and change the range map squares to a higher figure than 1.5 for the weapon you want to increase the range for.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 03:44:25 PM
Also, for quick switching weapons on the map, you can get ANY script that does that (Blizz-ABS doesn't support it on the map). Blizz-ABS should work fine with it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 09:30:44 PM
Lol thanks and one last thing then i'll stop bugging yall lol.....but how do i make the sprites i've made for my character that show her holding a shield....I noticed when i push defend with Sir-Lag-A-Lot he holds up a shield, so i made a sprite of my char similar to that, but i don't know how to get it to show the sprite when i push block.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 10:07:18 PM
Name the defending spriteset the same as the original and add "_def" (without the double quotes) at the end. Also, turn on "Actor Action Sprites". This is all basically written in the manual.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 10:24:42 PM
Name the defending spriteset the same as the original and add "_def" (without the double quotes) at the end. Also, turn on "Actor Action Sprites". This is all basically written in the manual.

And how do i turn it on?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 27, 2008, 10:25:43 PM
Part 1 of Blizz-ABS...

Last part of the Config section.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 27, 2008, 10:56:40 PM
Either use the configuration application and turn it on there (Animations & Sprites tab) or set the variables ACTOR_ACTION_SPRITES to true.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 27, 2008, 11:09:46 PM
Either use the configuration application and turn it on there (Animations & Sprites tab) or set the variables ACTOR_ACTION_SPRITES to true.
Ok thanks.  i set the ACTOR_ACTION_SPRITES to true.

I got everything ready that i can think of.  And i've basically got a good idea on how this script works.  Thank You.  ^^
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 29, 2008, 03:05:53 AM
hmm, hey Blizz i have a question ((yea another one))

How come when a character swings their weapon while facing down, they seem to like jump 3 or 4 blocks towards the top and then return to the normal spot O.o?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 29, 2008, 03:12:49 AM
You have to set the Y-Offset for Actors.  When the weapon reaches veeeery far, this is used to make the sprites work.

The Y-Offset of the weapon template from CoSLAL is 112.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 29, 2008, 03:21:49 AM
You have to set the Y-Offset for Actors.  When the weapon reaches veeeery far, this is used to make the sprites work.

The Y-Offset of the weapon template from CoSLAL is 112.

ahh, ok thank you
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on October 29, 2008, 05:56:25 AM
Hey Blizz, it's been awhile since I last posted here. I found a new error in Blizz ABS part 2 version 1.99.

"Script 'Blizz 2' line 3143: NoMethodError occurred.

undefined method `hp' for nil:NilClass"

I believe this happens if you kill one enemy and that enemy is in the process of disappearing from the map while another enemy attacks you at the same time. Last time I got it was on an enemy that had an add variable event onto it.

UPDATE: In the new version of 1.99, replace 3143 with 3115.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 03:39:43 PM
Change the error giving line:

Code: [Select]
      to_heal = allies.find_all {|b| b.battler.hp < b.battler.maxhp}
to this one:

Code: [Select]
      to_heal = allies.find_all {|b| !b.dead? && b.battler.hp < b.battler.maxhp}
I'll add a full fix in the next version.
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 29, 2008, 03:58:31 PM
Hey Blizz, I looked through the manuals (I have 2 PDF's and a Word Document..) and didn't see anything pertaining to this... I hate to seem like a nublet if I've missed something, but is it possible to make NPC characters that can both be talked to and can still fight monters?

I tried creating a critter with an action button trigger to 'display text' but upon prodding said critter with my action button several times... I couldn't illicit a response from the apparent deaf-mute NPC.... >.>

Is it impossible or am I just doing something wrong?

Events are replaced when they are defined as enemies aren't they...? Which is why my event trigger didn't work? Is there a way to use the 'Monster Action' in the mob DB to make text? (as opposed to defining it in the event...)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 04:00:42 PM
Yeah, you technically can't speak to critters. You have the either transform them from event to critter or a more complicated way if you want to do vice versa. >_> I will fix this by adding custom triggers right after 2.0. I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*
Title: Re: [XP] Blizz-ABS
Post by: Satoh on October 29, 2008, 05:46:00 PM
*is immune due to already being mostly insane*

But that's awesome still. I can't wait to have party members that are more useful than cancerous lumps!
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 06:32:38 PM
SOON!!!!!!! HOW SOON IS SOON? AHAHAHAAHAH, V2.0 WILL BE OUT SOON!!! AHAHHAHAHAHHA! (is that crazy enough? XD)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 29, 2008, 06:52:00 PM
Depens on how long it takes for me to make it work. :P I'll skip CP Beta 1 for now since it shouldn't take long. I will promise nothing, though. Just wait and you will be surpised. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 29, 2008, 08:09:47 PM
Yes, I can't wait to have party AI ^_^ Then blizzABS will pwn.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 29, 2008, 09:31:11 PM
so what new features will v2.0 have, i know there will be ally AI but what else will it have.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 29, 2008, 10:36:37 PM
I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*
Shadon:  Read ^ quote...


*goes crazy*  OMA!!! 2.0!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on October 29, 2008, 11:10:43 PM
 :oops:  thanks.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 29, 2008, 11:12:54 PM
How do you make an intro with Abs?  I usually make my intros by making the char transparent and using a series of pictures on a black tileset.  But when I just tried that, the bar with the characters health and the clock for my environment system just blinked and nothing happened.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 30, 2008, 12:20:55 AM
On the starting map, make a parallel process event with the following script call

Code: [Select]
$game_system.hud = false
$game_system.hotkeys = false
$game_system.minimap = 0
$game_system.hud_button = false
$game_system.hotkey_button = false
$game_system.minimap_button = false

That will hide everything in the hud, and make it so the player can't turn them on. Make sure to, when you want the hud to function normally, execute the following code in a script call


Code: [Select]
$game_system.hud = true
$game_system.hotkeys = true
$game_system.minimap = 1
$game_system.hud_button = true
$game_system.hotkey_button = true
$game_system.minimap_button = true

If you want a list of all these functions, look in 3.2 utilities in the blizzABS user manual.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2008, 12:33:28 AM
since you are updating now, let me drop my suggestions in here:

Bugfixes:
1.  Fix the passability check for jumping diagonally.  Run-jumping diagonally always jumps over those un-jumpable tiles and such.
2.  Fix the enemy hp bars:  When an enemy is removed from the map at the start from an erase event command or abs autokill, the hp bar stays.
3.  Fix the enemy attack update:  if i kill an enemy right before it is about to attack me, it dies, is removed from the map(visually), but the attack still hits me up to half a second later.
4.  This one is kinda a bug and kinda a suggestion, but if we mark enemies as through, then can you keep them that way (such as for flying enemies that can traverse water and cliffs)?

Suggestions (they can wait for a future release):
1.  Give each party member their own hotkey bar, because 10 slots shared by 4 people is not enough.  Or, just add more bars and switch between with Page up and Page down.
2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.
3.  Being able to move while attacking/defending would be nice.

Well, theres my first round of stuff.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on October 30, 2008, 12:36:59 AM
I think that in 2.0 I will add ONLY the basic Ally AI. I will add the extra stuff regarding the AI later. And that means that 2.0 will be out soon. *waits for people going crazy after reading the last sentence*

I don't think he's going to update the features yet. Like he said, he's only adding ally AI on this release. (though he might do that thing with the hotkeys)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 30, 2008, 12:49:28 AM
1.  Fix the passability check for jumping diagonally.  Run-jumping diagonally always jumps over those un-jumpable tiles and such.

I'll look into it.

2.  Fix the enemy hp bars:  When an enemy is removed from the map at the start from an erase event command or abs autokill, the hp bar stays.

Could've reported that earlier. :P

3.  Fix the enemy attack update:  if i kill an enemy right before it is about to attack me, it dies, is removed from the map(visually), but the attack still hits me up to half a second later.

Actually a killed enemy gets removed, he CAN'T harm you anymore after that. He doesn't update at all anymore. I'll look into it anyway.

4.  This one is kinda a bug and kinda a suggestion, but if we mark enemies as through, then can you keep them that way (such as for flying enemies that can traverse water and cliffs)?

I can only make two: non-passable, passable on the map or passable everywhere. -_- I'll see what I can do.

1.  Give each party member their own hotkey bar, because 10 slots shared by 4 people is not enough.  Or, just add more bars and switch between with Page up and Page down.

I'll think about it. This is an easy edit, I would add it in 2.0.

2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.

Might be in 2.0 already.

3.  Being able to move while attacking/defending would be nice.

Same as above.


The main problem with adding new features and stuff is that I could be overcomplicating the system. I want to keep is simple, yet powerful.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 30, 2008, 04:54:26 AM
agreed about the simple power.  One of my final projects before I release the demo of my game is going to be to gut your AI to my liking so that it will handle more enemies at once without lag (my game now involves MOBS of enemies).  On the down side of that, they will lose some depth, but oh well.  I definitely agree with not overcomplicating the system.

And killed enemies have harmed me consistently, sometimes even kill me.  i know this because I have done a test where the killed enemy flips a switch on when it executes its death code, I kill it, it kills me, but when I respawn (in my game, you can do that), the switch is on.  So yes, please look into that.

Oh, and by the one about the through enemies, I only meant for everywhere.  Don't need partial passabbility check.  If that's what you were saying.

Quote
Quote from: winkio on Today at 03:33:28 PM
2.  I think we would all like to see the ability for enemy event code to be activated at different times in 2.01 if it won't be too much trouble.

Might be in 2.0 already.

Quote from: winkio on Today at 03:33:28 PM
3.  Being able to move while attacking/defending would be nice.

Same as above.

nice.

I just didn't want to report those bugs earlier because you were already at 1.99, and you had made enough fixes, and you were working intently on your game beta.  And they weren't really urgent.

Thanks for all your effort. :)
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 31, 2008, 12:22:50 AM
OK i have this event that's supposed to move two sprites left 13 squares, but before it activates I have an event that pans the teh screen 32 squares up.  Now after the 32 squares and the wait timer ends the two sprites is supposed to move left, but for some reason they won't move.  They just stand still like something ubber stupid.  But strangely if I set the player start position in front of the sprites, the MOVE! So idk if this has something to do with the ABS, but could you guys telll me what's wrong.  I've been playing with Rpg Maker since 2000 version and I'm good at switches and events, but something is def wrong here.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on October 31, 2008, 12:35:46 AM
What kind of events are you trying to move?
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 31, 2008, 01:09:18 AM
If the events you are trying to move are not parallel process or autostart (which I assume they aren't either of those), then it is ABSEAL, the anti-lag system, that is deactivating those events until the player gets within range of them.  Try turning ABSEAL off for that map.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 01:56:38 AM
Either that or disable ABSEAL for those events only by using \eal in their name. Also, if they are in the screen, they should be able to move. ABSEAL does not use the player's position as reference but the screen's position.
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 31, 2008, 02:46:48 AM
But if they are outside of processing range, then an autostart event happens and puts them in range, wouldn't they technically not have time to be re-enabled until the autostart event finishes?  Because autostart freezes everything else, right?

Also, there is still something I'm not quite understanding.  Maybe I'm just reading the manual wrong, but it seems that you can only make custom move routes and actions for enemies when they die or before they engage in battle.  is that correct?  If not, how do you set that up in battle?  If I am correct, then you definitely need to add that in battle.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 03:19:41 AM
Just use custom move routes like for an NPC or whatever.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 11:17:03 AM
I have a suggestion, is it possible that the Shields cant block 100% damage?
Example,
Wooden Shield = 50% Block
Silver Shied = 80% Block
Oricancon Shield = Perfect Block

Is it possible, and is it possible to implement in Blizz 2.0?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 01:17:08 PM
No, because that has nothing to do with the ABS. You need a custom script. The script should simply change the battle algorithms to change the damage factor, it will be applied to Blizz-ABS automatically.
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 01:24:36 PM
Ohh, that means its more suited for Tons of Add-ons?
And, is that idea possible?
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 31, 2008, 03:56:34 PM
Also, my switches aren't working right. 

i.e.

Lets say i do a long convo and then a switch is supposed to activate after that convo that allows another event to be possible.

The other event even if i set it's conditions to that switch and set it to autorun, it still plays the event on it's prev page.

Idk what to do about that.


ok...here's another example.

Lets say that on a solid black screen there's supposed to be some text centered....after that text your teleported to another location (another map) where another event sets into motion and after that event a switch it triggered so that when you're sent back to the previous map, the same event that activated all that text...should now play it's second page.  But it doesn't and instead only plays it's first page.

Both events are all set to autorun.

also, what does \spc and \box do?
Title: Re: [XP] Blizz-ABS
Post by: winkio on October 31, 2008, 04:51:28 PM
@Galatea - yes, it is very possible.  Already been done in fact.  just put up a customized script request and I'll have one up for you.

EDIT: and here it is: http://forum.chaos-project.com/index.php?topic=2106.0 (http://forum.chaos-project.com/index.php?topic=2106.0)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on October 31, 2008, 04:56:06 PM
@Vein: Are you sure that it's a problem with Blizz-ABS? Events are affected by Blizz-ABS in no way. The only way Blizz-ABS affects events is when marking them as respawn points, but that doesn't affect their behavior or their already existing information. Are you sure that you have used a switch and not a self switch? Have you tried the same event system without Blizz-ABS?

\spc and \box are for the minimap. \spc will make any event appear as marked red and box will force the square display in the minimap. i.e. an enemy with \box won't be displayed as arrow but as square.

@Galatea: Don't forget to put that script ABOVE Blizz-ABS then.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on October 31, 2008, 06:56:12 PM
I was just asking really, cause I remember you guys saying the anti lag will do something to the events.  I was just wandering if when my character leaves the screen is it like reseting them in some odd way or something.

i.e. tell me if i'm wrong here...

Event 001- Map 1 (Intro)

Page 1-
Teleport to Castle

Page 2- (Activated by Switch 1)


Event 001 - Map 2 (Castle)

Page 1-
Activate Switch 1
Teleport (Intro)

At this point page 2 should take affect, but it doesn't....page 1 repeats itself
Title: Re: [XP] Blizz-ABS
Post by: Galatea on October 31, 2008, 08:14:27 PM
I dont know if somebody reported this,
Im using blizzABS 1.99,

Re-enactment:
- I killed a enemy (at Map 1)
- It dropped a money of gold/item/etc (at Map 1)
- i didnt loot the drop (at Map 1)
- i proceed to the next map (Map 2)
- i go back to Map 1
- bump a error, (Map 1)

(click to show/hide)

 :^_^': sorry :n00b: here.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2008, 03:09:10 PM
I'll look into that, Galatea.

@Vein:

Quote from: me
Have you tried the same event system without Blizz-ABS?
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on November 01, 2008, 07:35:21 PM
@Vein:

Have you tried the same event system without Blizz-ABS?

I just tried that and the event worked fine on another project

Ok you know what blizz? I'm lost....cause that same project that i told you worked without blizz, well i first inserted the time environment script and it worked..

then after that, I inserted the ABS system into that project and the events worked....what is it about my original project that isn't working? it's really weird
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 01, 2008, 09:56:50 PM
Maybe it some other event that's interfering or some other script. Make a small demo of your game with the problematic maps, upload them at sendspace.com and post a download link here. I'll take a look at it.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 03, 2008, 02:28:21 AM
Bug:  Hotkey 0 doesn't show the icon of the equipped skill/item.

Also...
Would it be possible to have

explosions to not affect the type of battler that used it (Player can't hit self or allies)
exploding projectiles explode when the max ranged is reached even if it hit no target
user-influenced projectile (projectile goes basically straight, but can swerve off its course with the user's input [like Din's Fire from Smash/Brawl])
have projectiles freeze the user until it either hits something or ends
sword type area of effect of projectiles (battler would shoot X arrows that would each hit each of the X squares of the end of the sword range)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2008, 01:17:42 PM
I know and I fixed it long ago. This fix will be in 2.0.

Everything else is, of course, possible.

1. I wanted to avoid making that. It's an explosion after all.
2. Will see, because traps have that already.
3. User controlled projectiles, anyone? Do I REALLY have to repeat myself so often?
4. That's dumb and unreal.
5. No. Use a custom animation, that's all you get from me.

Ok, now seriously. There is AT LEAST a trillion of possible combinations of projectiles, affection areas, types, delays, freezing moments and everything else. I am NOT going to implement them. Especially not since not even 1% of the people would use them. Period. I can't possibly implement every stupid idea somebody has. This is a generic ABS. If you want extra mega super duper fancy customized features, make them yourself.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 03, 2008, 04:18:20 PM
i like the idea of the explosions not damaging the hero, and exploding projectiles would be really cool.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 03, 2008, 04:37:12 PM
ANY skill can explode. And explosions are EXPLOSIONS. They explode. Imagine an explosion hurting just enemies. I mean WTF?! Reality, anybody? Explosions are an EXTRA feature that I added. It was an ADDITION. NOT necessary. Skills can work WITHOUT IT JUST FINE. Now I remember again why I wanted to retire from RMXP.
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 03, 2008, 06:58:54 PM
Seriously people, he is updating to 2.0 just to put in the BASIC ALLY AI.  Don't bother him with extra stuff.  Bugs you can post, but don't ask him to revamp the system!  If you want extra features, add them yourself.  If you can't, ask someone else to make an add-on, but NOT BLIZZARD.  Do you even want him to release the next version soon or not?  The more crap you pile up on him, the longer its gonna take.  And I for one really want 2.0, so stop being so bothersome. >:(
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 03, 2008, 07:10:35 PM
i was just saying :<_<:

and i wasnt saying that he should put them into v2.0 just that i think they would be good to have.


any way sorry blizz if i annoyed you.
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 03, 2008, 11:56:18 PM
(click to show/hide)

I know that 2.0 was just basic ally AI and that other new features were gonna be implemented in 2.X.  I was just suggesting some features
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 04, 2008, 12:37:35 AM
3. I'm not gonna add it.

4. Charging skill, frame penalty, anyone?
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 04, 2008, 01:02:51 AM
*face palm*
And here... I always thought frame penalty only affected the time that the skill could be used again.  Oops
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 04, 2008, 01:31:35 AM
Oh noes, all the requests have angered the blizz. I noticed one thing, though. If you learn to work with the system, just like in other ABS's, you can do just about anything with blizzABS. There is one thing that I found: common events and animations. If you know how to make animations, you could theoretically stick a bunch of sprite poses in it. I haven't experimented much, but if you combine that with the delay time for a spell, you could make a charging pose via animation, then a sequence of poses within the animation. Using this strategy, you could get all the graphic immersion you need!

That's more than any other ABS. The sheer functionality of blizzABS' system can easily pwn any ABS out there without lag. And with some intuition on our parts, we can match the graphical immersion of the rival ABS (you all know which one I mean).

Anyways, let's leave off the feature requests, lest we scare blizz away before he finishes the ally AI!
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 04, 2008, 02:00:13 AM
ah yes, good old common events.  Easiest way to customize every last piece of the battle system you will ever want.  You could make the hero do backflips in between shooting user-controlled fireballs of increasing size and power if you wanted. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 04, 2008, 02:03:11 AM
Exactly. Though the sprite handling does get in your way, at least it HAS advanced sprite handling, and you can just get away with animations (and possibly giving the actor a dummy graphic)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 04, 2008, 02:02:23 PM
Finally somebody figured it out. xD To tell the truth, I'd love to create a generic sprite handling system that can easily support visual equipment, generic projectiles which can have custom movement routes, custom affection areas which you can put together yourself and custom alignment allowing you to create different groups ranging from enemy over neutral and ally to guard and NPC. And all you need is the config app where you have a nice interface provided for that. But to make this work is complicated. Not the generic system is, a good interface in the config app and a well thought presentation of the configuration in the script.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 04, 2008, 06:34:55 PM
I think that the best thing to do would be a "custom sprite handeling button" wherein it'll call a common event when activated. So that multiple actors can use the same sprite, provide script utilities to make use of your sprite handling in it (aka, a script call that will change to (character_name)_Dark_Flame_Charge.png, but not animate unless commanded to change poses with other commands (maybe add an argument so we can specify exactly which pose in the sprite to switch to). True, that wouldn't be as easy as all the other configs, but just think about it as a system overide with a few utilities for advanced users.

But I want ally AI first :P
Title: Re: [XP] Blizz-ABS
Post by: Galatea on November 05, 2008, 06:57:21 PM
Thats all we want. 2.0  :evil:
Title: Re: [XP] Blizz-ABS
Post by: Sin86 on November 09, 2008, 05:32:12 AM
I noticed something very strange. This isn't an error message but it's very weird. On my computer, I can use the ABS quite well but on my friend's laptop, I was using the ABS there and things lag alot. Like for example, the K button is the main attack button and usually when I press it, it works very well but on that laptop it took me 3 presses to execute that move. Same goes with the Enter button, the J, the I and so on. I mean, I can hold them down for 3 seconds but thats pretty much it.
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 09, 2008, 05:47:08 AM
Oh, I found a very minor bug. Actors that are animated (you know, the animated actors array) don't animate when you're using the turn button. Very MINOR bug, but since I found it, might as well point it out.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 04:02:02 PM
I'll fix it.

@Sin86: That's weird... In any case in 2.0 I will try to reduce the lag created by character sprites of enemies. There was an issue with animations and I had to avoid it by adding a second sprite for each character. =/ I will try to find a more sofisticated solution with offsets if anyhow possible. This will cut the required CPU time for the sprites in half.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 09, 2008, 04:25:37 PM
Some people said that Blizz is working on a basic ally AI but I was looking through the help file for BABS and it says some stuff about allys, 'what allies are capable of' and stuff, but are allies set up for the abs yet? I couldn't see a way to set allies. And on the premenu what does AI Setup do? So can you use allies yet? And if so how do you set them up?
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 05:28:42 PM
They can follow you around, can't they? That's considered game AI. :P
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 09, 2008, 05:46:33 PM
Oh right, I thought it meant like they could attack on they're own on stuff, maybe a bit advanced yet? Oh well.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 09, 2008, 05:53:23 PM
As I said, not until v2.0.
Title: Re: [XP] Blizz-ABS
Post by: Oskaliber on November 10, 2008, 06:01:30 PM
Nice to see that Blizz-ABS is still updated. I had almost 2 years break with rmxp and wanted to try it again.

Got just one problem, when i put script and trying to run game there is:

"script 'abs3' line 4017: NoMethodError occurred.

undefined method `draw_text_shader_later' for #<Bitmap:0x41b9060>"

Sorry if this problem was already mentioned, i'm to tired to read all these stuff. Perhaps im doing something stupid, but i need to remind myself everything about rmxp.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2008, 06:46:39 PM
You need to use the newest versions of my scripts. That error specifically is caused by an older version of Tons of Add-ons.
Title: Re: [XP] Blizz-ABS
Post by: Hellfire Dragon on November 10, 2008, 10:16:34 PM
Hey blizz I think I found a bug. I have a skill set on 'Only In Battle' have it set to charge. It works fine but when it's used and there is no enemies around the game just freezes up, you can't do anything. Also is that 'not available' sound thing supposed to play when you use a charged skill? The only other scripts I'm using are the StormTronics CMS - Hybrid Edition, UMS and ccoa's better weather script. I made a new project and tried with just the blizz abs and got the same bug
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 10, 2008, 11:19:17 PM
It's possible that it is a bug in Blizz-ABS. I'll look into it.
Title: Re: [XP] Blizz-ABS
Post by: Vein Pyroclasm on November 12, 2008, 04:51:01 PM
Blizz you're amazing dude.  Scripts are like super complicated and you understand them like they're a primary language.
Title: Re: [XP] Blizz-ABS
Post by: filosofem on November 14, 2008, 05:11:19 AM
 Olá ...  alguem pode posta o link  do  ABS atual do Blizz ..  eu baixei , mas sempre da como esta conrupido
...... se alguen pude colocar um  Link do ABS dele aqui fico agradecido , ou até mesmo o proprio criador posta o link aqui  .. Obrigado





GopGlo translation
   
Hello ... Anybody can put a link on ABS current [/ b] of Blizz .. I downloaded, but as always in this conrupido
...... Algueña if I could put a Link of the ABS [/ b] I thanked him here, or even the creators themselves put the link here .. Thanks [/ b]
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 14, 2008, 05:21:51 AM
Clear your cache and redownload from the first page; it shouldn't be corrupted...

If it still is corrupted... then...
HERE (http://starrodkirby86.web44.net/Blizz-ABS_1.99.zip)
is a mirror.


Auto-translate:

Cancele seus esconderijo e redownload da primeira página; não deve corrupted… 
Se ainda corrupted… então…
AQUI (http://starrodkirby86.web44.net/Blizz-ABS_1.99.zip)
é um espelho.
Title: Re: [XP] Blizz-ABS
Post by: filosofem on November 14, 2008, 06:00:32 AM
   
Hi .. Now I can. download
but it has one, however. I did not see the demo, but some elements of configuration ... may min becomes Demo Game ready ??? :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on November 14, 2008, 06:14:22 AM
The demo does not come with the script, unfortunately. It is simply too much space.

However, you can download the demo here:

http://forum.chaos-project.com/index.php?topic=75.0

I hope you don't get a file corruption thing. XD

Just note that the demo is outdated and old. It does not have some of the new features in Blizz-ABS V. 1.99.
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 20, 2008, 10:09:06 AM
JUst wondering is joystick compatibility going to be in 2.0? I want my game to be more of "Hey this is Jstick compatible and i just so fortunatly have YAY me"
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 11:00:22 AM
Joystick compatibility would be a problem I think. Get a gamepad emulation software. I highly suggest XPadder. Just google it. The file is near 37MB, but that's because all fancy stuff like joypad bitmaps, themes and previous versions are included. The actual file is 700-800 KB.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 20, 2008, 12:49:43 PM
I can't make it with RMXP's default gamepad compatible since it has too many buttons anyway.
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 01:17:33 PM
Hey, many games have the same buttons for different actions right? They take care of themselves according to the situation. Also, instead of mapping every action to all keys, how about some toggle keys being used with common buttons? Like, there's a 'toggle' key and an 'action' key. Pressing the toggle key changes modes b/w skill and attack. Something like that. BABS has too many buttons but what about a new control system, or at least a provision for something like that? Is it practical?
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 20, 2008, 01:48:21 PM
+ The xbox 360 controller has z axis x,y, and joystick click compatibility
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: ozoke on November 20, 2008, 02:03:22 PM
i noticed while playing around with the custom stat system(ff2 style) that blizz-abs was able to show a text string instead of damage after a parameter leveled up.
is it possible to use a script call after an enemy is defeated to show a text string.

what i was lookng to do was after an enemy has died display a text string that says somet like "+1 buzz", so the player knows they have added 1 buzz to a quest count.

i know it can be done with show text, but the player cant move until they have pressed confirm and it takes you away from the action

thanks
Title: Re: [XP] Blizz-ABS
Post by: Fantasist on November 20, 2008, 02:52:46 PM
Quote
+ The xbox 360 controller has z axis x,y, and joystick click compatibility. So why wouldnt it work or is rgss not compatible with axis rotations and pressures meters?
If someone takes the pain to find out the right dlls and API calls, it's possible, but even then, imagine assigning functions to the analogs... at least I think it won't be pretty ^_^'
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 21, 2008, 11:13:55 AM
@ozoke: You can use the battleflow command to deal damage, but it only supports numbers since they are subtracted from the HP. I'll make it work with anything in v2.0.
Title: Re: [XP] Blizz-ABS
Post by: ozoke on November 21, 2008, 01:12:58 PM
alright then, ill just use numbers for now, cant wait for v2.0.

thanks blizz
Title: Re: [XP] Blizz-ABS
Post by: Valcos on November 21, 2008, 06:14:22 PM
...yeah edited that out. xD

  Blizz should I use the v1.99 now cause im thinking by the time v2 comes out i wont be done anyways... so should i just wait or it wont really make a difference? O.o
Title: Re: [XP] Blizz-ABS
Post by: Tazero on November 21, 2008, 10:38:03 PM
so it is possible?


Xbox 360 controller properties
just in Case :)
Axis list
(click to show/hide)
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 23, 2008, 03:58:33 PM
@Valcos: v2.0 shouldn't have any compatibility problems with earlier versions. In other words when you upgrade to v2.0 after v1.99, you will only need to add the additional configuration constants or simple regenerate the configration script with the v2.0 application. You can use v1.99 and upgrade to v2.0 when it's out without problems.
Title: Re: [XP] Blizz-ABS
Post by: ramonbastos on November 23, 2008, 07:14:55 PM
Hey blizz  just to let you know, i still check this post everyday, i cant wait for v2, good work man
Title: Re: [XP] Blizz-ABS
Post by: winkio on November 23, 2008, 07:52:39 PM
Hey Blizz, once you release 2.0, I'll probably start working on some addons for public use so that you don't have to stick every single request into the script! (Especially all those projectile ones)

Keep working!
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2008, 12:08:09 PM
v2.0 might be out tomorrow. :X

BTW, update the CRLS plugin if you want to use CRLS in v2.0. o.o
Title: Re: [XP] Blizz-ABS
Post by: Aqua on November 24, 2008, 03:42:08 PM
*eyes pop out*

TOMORROW!?!?!?!?!?!

Gives me the whole week to test it :D (since I have Thanksgiving Break)
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on November 24, 2008, 04:58:09 PM
now now Blizz dont tease us on this or i may be forced to smack yeh a good one eh :haha:
no seriously i will (but not likely)

but mmmm if it does that mean i can make my game closer for the finish
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 24, 2008, 06:18:24 PM
I'm serious. It will be out in the next few days. Maybe tomorrow, maybe the day after tomorrow. It should be done within the next 4 days. I'm working on it now, but I have an exam tomorrow and I should learn a bit as well. That means that I might not get it done today.
Title: Re: [XP] Blizz-ABS
Post by: Spoofus on November 24, 2008, 10:19:07 PM
eh whatever works for ya i guess :) i mean how could i ever smack teh Blizzard..and i know how exams can be rough i wish yeh teh best of luck on it tomorrow
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 03:52:22 PM
blizz in v2.0 is there going to be a sub menu, becuase i cant test out skills.

if there is one then i think StormTronics CMS is stopping it.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 04:19:59 PM
http://forum.chaos-project.com/index.php?topic=23.0
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 05:02:13 PM
yeh i have them in order.

v1.99 worked but v2.0 doesnt.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 05:22:52 PM
v2.0 is not out yet. :P
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 05:42:57 PM
true but i have the alpha
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 05:56:08 PM
My point is still valid. :P
Title: Re: [XP] Blizz-ABS
Post by: legacyblade on November 26, 2008, 07:33:27 PM
OMG, there is an alpha version!! I can't wait until there is a version released to the general public.
Title: Re: [XP] Blizz-ABS
Post by: Starrodkirby86 on November 26, 2008, 07:45:27 PM
OMG, there is an alpha version!! I can't wait until there is a version released to the general public.
The Alpha Version though is privately distributed on the IRC...The biggest change I noticed was the awesome Ally AI.

Just wondering though Blizzard, with the Alpha...You never answered the question back on IRC. But then again, I barely brought it up...You know, the Pre-Menu doesn't launch when I press F...it skips it and goes to the Default Menu...was that intentional?  :^_^':
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 26, 2008, 08:05:39 PM
No it wasn't. I might have forgotten the code for it or I did something wrong while copy-pasting the script, IDK. Just wait for v2.0 or use the scene from v1.99 and simply enable the AI Setup command to call the Scene_AI_Setup.
Title: Re: [XP] Blizz-ABS
Post by: Shadonking on November 26, 2008, 10:50:04 PM
i have the peice of missing text (for the sub menu) but i get an error.

@SRK  i could pm you the missing text if you want and see what the problem was.
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 27, 2008, 05:18:23 AM
if  i have an enemy that is set with a battle evet/skill will it still exucute that skill. Aka enemy id 1 is ghost, on first turn it's supposed to activate a sklill that changes(battleback if in normal sequance)/takes you into a regular battle(if in ABS/RTS mode) is this possible? Because I need to set the stragitegic strenghts and have them modifyable. Aka allied troop1 is a swordsman troop which is strong againts ghosts but weak against bats you as the leader if the army give them an anti-bat shield which increases their effectiveness against bats. I know this can be done by mass editing of the enimies and mass maping to acount for modifications to the troop is there some other more streamlined way to event this so that theres not so much data because i plan to include a fair amount of enhancements for both the allied and the enemy troops(which already requires some troop editing). I thinnk what im basicaly asking is if its possiable for enimies to have"prebattle"? skills. OK this is exactally what im trying to do. Atroop1 gets close to Etroop1, then Et1 (Etroop1) activates a skill checking the strenght and upgrades that At1 (Atroop1) has equipped and comparing them to its own strenght and upgrades, then the player loses control of At1 as it and Et1 begin battle(because when have you ever directly controled every attack or defend of a troop in an RTS) of course because of troop strenghts and weaknesses the outcome has been predecided by the same skill/event that analyzed their strenghts and upgrades and so, for our purposes we'll say At1 won the fight but barely, the troop gains exp and lvls up increasing strength and enabling them access to better upgrades meaning you have to keep your troopsalive longer to ensure that they get better and can continue.

thx for any help on this
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2008, 05:09:02 PM
You definitely need a script for that. You can't make Blizz-ABS enemies use actions automatically how you want them. Enemies decide actions on their own. If you wanted to be in control of every action they do, you have to use massive eventing with loads of scripted conditional branches to make enemies do something else than they normally would decide to do. Or you would need a custom AI which renders Blizz-ABS Enemy AI obsolete and thus Blizz-ABS more or less useless. -_-

EDIT: I was going to finish Blizz-ABS 2 tomorrow, but looks like it will have to wait until saturday. The birthday party that was supposed to be on saturday night will be tomorrow night instead so I am likely not going to be able to finish it tomorrow. At least you have now a definite date: 29.11.2008. Somewhere during saturday I will have it finished. All I have to implement is the execution of Trigger AI and summons/pets. Trigger AI setup is done and all the documentation is done as well. ^_^
Title: Re: [XP] Blizz-ABS
Post by: scoace13 on November 27, 2008, 05:34:24 PM
i just need control of the one action on the enimies side and then i want ally ai to tak over for the player so the he cant directly control the fight anymore.
Title: Re: [XP] Blizz-ABS
Post by: Blizzard on November 27, 2008, 05:36:47 PM
Use "$game_player = nil" to disable the controller from controlling one of the allies. I'm not sure if this will cause problems, it pro