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Messages - CriticalHit

1
Thanks for the response. I replaced the method with the code you posted and it works fine so far- enemies are not detecting the player on the sections of grass any more.
My plan is to implement this new method into my game and test it more thoroughly over the next couple of days before marking this issue as resolved.

2
Hi,

I am developing a game using RPG Maker XP with Blizz ABS that relies on stealth. I've noticed that enemies see through walls sometimes even though I set up the wall terrain tag on the tile they are seeing through. They only seem to see through walls at certain points which is very odd and I can't account for it.
I made a test project with a clean copy of RMXP and Blizz ABS and experience the same odd seeing through walls issue.I put this project in a Github repository to demonstrate my issue:
https://github.com/antlaw0/Test-Project
The enemy detects the player on the spots on the ground where I put grass.
How can I make the enemy not see through walls?

Thank you
3
Thank you, that solved it. This is my first time using the UMS so I am not that familiar with it yet.
4
I am using RMXP with Blizz ABS. For some reason, I cannot change maps. I activate an event that has the transfer player command and nothing happens. I have isolated the issue to the Blizz ABS scripts as I have removed all three parts and transferring works fine. If I use the transfer player command on a parallel process, it works for what that is worth. I am stumped as to the cause and would greatly appreciate any help in resolving this issue.

Here is the repository with the project that has this issue:

https://github.com/antlaw0/RMXP-Batman-Game


Thank you
5
I was afraid of that. If I were to modify the script to play an animation when the projectile makes contact or "ends", how do you suggest I go about doing it?
6
I'm trying to make a grenade-type item in Blizz ABS for RMXP. I set an item to explode on contact or end but the explosion animation only plays when enemies are within the explosion range, 3 squares in this case. When no enemies are within the explosion range, the grenade just disappears. Is it possible to have the explosion animation play even though there are no targets within the item's explosion range when the item reaches the end of its thrown range? ? It looks weird to throw a grenade that doesn't explode. The item is set to "shooting/thrusting". I've tried setting it to "timed" but same problem, animations only play if enemies are within explosion range. Am I doing something wrong or is this how it is suppose to work? Thank you.
7
I figured it out. It turns out I didn't need the script after all.
I put three comments at the top of the enemy event page.
Trigger:Weapon
Trigger:Skill
Trigger:Item

Then a conditional branch:

$BlizzABS.enemy_has_state?(@SELF, 1)
play death sound
else
play getting hit sound(s)

Thanks for all your help.s
8
That's fine, I understand if you don't want to look through the code. Do you have any suggestions on any scripts that will allow me to play sounds when an enemy is hit and a different sound when they are killed? If I were to modify the default rmxp/Blizz ABS code, how do you suggest I go about editing it to achieve what I want?
9
Here is what I have in the event code of enemy \e[1]:
-----------------------------------------------------
@>Comment: Trigger:Weapon
@>Comment: Trigger:Death

@>Conditional Branch: Script: $game_map.events[@SELF].triggered?(BlizzABS::CETWeapon)
play getting hit sound
Branch end


@>Conditional Branch: Script: $game_map.events[@SELF].triggered?(BlizzABS::CETDeath)
$game_map.events[@SELF].triggered?(BlizzABS::CETDeath)
Play death sound
Branch end
---------------------------------

I want to play a sound when the enemy is hit by any weapon and a different sound when it dies. I got the example from the video to work with the weapon and action button. What happens when I use the code above is the hit sound is played and the enemy disappears. It does not "die" because it drops no gold nor gives no experience which I set it up to do in the database.
Any ideas on what is going wrong?

10
Hi,

I am using RMXP with Blizz ABS. I am having an issue getting the Enemy Event Trigger Condition Checking script to work.
I want to be able to run events for when an enemy is hit by a weapon as well as on enemy death.

Whenever I enter a map with an enemy event, I get this error:

NameError occurred while running script.
Uninitialized constant BlizzABS:CET.

There is no error at line information.

I'm trying to follow the instructions in the script but they are somewhat vague. Do the conditional statements and comment statement all need to be on one page? Am I suppose to put "Trigger:" at the top of the event page as a comment, right? Basically, I've tried everything I can think of and still get this error.
Any assistance is appreciated.
11
RMXP Script Database / Re: [XP] Blizz ABS BattleCry
August 15, 2018, 08:31:43 pm
Thank you! I got the script.  :)
12
RMXP Script Database / Re: [XP] Blizz ABS BattleCry
August 10, 2018, 01:51:46 pm
The link to the script download page gives an error. Could this link be fixed or is there another way to get this script?
13
For some reason the dazzle animation sound wasn't playing. All the other animation sounds work though. Thank you very much for your help. This issue has been holding me up for a while.  :)
14
Script Troubleshooting / Re: Blizz ABS Animation Stack
August 09, 2018, 12:32:11 pm
Thank you! That seems to work. Before I close this topic, I notice that it only cycles through the state animations and does not play the sound associated with each animation. Is there a way to have the sounds played with each animation?
15
Script Troubleshooting / Re: Blizz ABS Animation Stack
August 08, 2018, 11:31:53 am
I added tons of add-ons parts 2 and 3 in the correct order and get an error in Blizz ABS part 2. I posted a new commit in the Github repo I posted above. Any suggestions on what is going on?
16
I am using RMXP with Blizz ABS. I would like to be able to see all the states inflicted on each actor/enemy so I found the Tons of add-ons scripts. Whenever I use the Animation stack script in tons of add-ons, I get a NoMethodError. I can't figure out to get this script to work. It works fine with other non-Blizz ABS projects of mine. I've had trouble getting other scripts in tons of add-ons to work with Blizz ABS as well.
Here is a link to my current project. The error occurs right after selecting new game:
If there is another way (I could event this system, but it would be cumbersome and slow the map down a lot) please let me know.
https://github.com/antlaw0/RMXP-Space-Game-Blizz-ABS
:(
17
Oh duh, that makes sense now. Thank you for your help.  :)
18
Hi,

I keep getting an error with my current project. The project is using a somewhat modified version of the default battle system. You can find my project here: 
https://github.com/antlaw0/RMXP-S.T.A.R-Game
This is the error I get regularly, starting game in starting map, winning a battle, etc:
Script 'Skill Tree' error line 773 noMethodError occured. Undefined method 'size' for nil:NilClass

How can I fix this issue? What is going wrong?

Thanks to anyone who can help.
19
Yes, I don't like how adding new items is handled, or more specifically not handled in this script. It is too bad because otherwise it is a great script I wish I could use. Your suggestion about a global inventory system is beyond my scripting capabilities though. I am also experimenting with the Drago inventory system. It brings up a loot screen when the party inventory is full which is great but my problem with it is the max slots per actor is static, it would be great if it grew dynamically with actor strength like it does in Actor Separate Inventories script.
20
No, that doesn't quite work unless you can check the current actors in the party. So if actor 1 has one slot empty and actor 2 has 2 slots empty, and there are only two actors in the party, the total available inventory slots would be three. If there are four different items in a chest, how would this work? How would I do it so there is still that last item in the chest?
The best I can come up with would be something like this:


a=0
if actor 1 is in the party
a+= $game_party.type_number(1)

if actor 2 is in the party
a+= $game_party.type_number(2)


if actor 3 is in the party
a+= $game_party.type_number(3)




this would repeat for however many actors there are

then I would use 'a' to determine if all the items would fit in the party's inventory.
Also, this wouldn't work for gaining items after battles, would it? This would go in every event that items are gained like a chest.
Any idea what would work best?