[XP] Blizz-ABS

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

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chaucer

March 15, 2014, 03:39:17 pm #5160 Last Edit: March 15, 2014, 03:41:19 pm by chaucer
Game_Battler1
find this line

 #--------------------------------------------------------------------------
 # * Get Attack Power
 #--------------------------------------------------------------------------
 def atk
   n = base_atk
   for i in @states
     n *= $data_states[i].atk_rate / 100.0
   end
   return Integer(n)
 end

replace return Integer(n) with
return Integer(n) + (self.str)

now your attack will be based on the character strength :) 1atk = 1str hope this help
or just change n = base_atk to n = base_str both work, but the first way you can still have weapon for extra damage.

Wolyafa

Quote from: KK20 on March 14, 2014, 07:17:43 pm
Here's the deletion of the homing projectiles. Couldn't figure out how the fade out worked, so I just delete them immediately instead. Can be placed anywhere, so long as it is below BlizzABS.

class Map_Projectile < Map_Remote
  alias delete_homing update
  def update
    if [BlizzABS::REMHomingSkill, BlizzABS::REMHomingItem].include?(@type) &&
    @target != nil && @target.battler.dead?
      @terminate = true
    end
    delete_homing
  end
end

And, unfortunately, no I don't really have an example. Other than pointing you to the manual, I really can't help you out with that one. It's kind of a complicated, and lengthy, procedure.


It worked for some time... but now it isnt working anymore, any ideas how to fix that?

KK20

Oh, I only made it where if the target of the homing projectile was dead, it deletes the projectile. I didn't write it for if the creator is dead.

class Map_Projectile < Map_Remote
  alias delete_homing update
  def update
    if [BlizzABS::REMHomingSkill, BlizzABS::REMHomingItem].include?(@type) &&
    ((@target != nil && @target.battler.dead?) || @creator.battler.dead?)
      @terminate = true
    end
    delete_homing
  end
end

Try that

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Wolyafa

Works like a charm!

Now I only need to get it going for the small pattern shots...

Is there a way/script to make a skill call a script that makes shot in a pattern like,
see this picture...

(this was only edited with an grafik program, but it's how it should work...)

So, is there a way to pull this off?

KK20

I did pull off a sort of similar effect with a combo.

      when 1 #Combo 1
        case com.aid
        when 1 #Action 1
          return [[COMFreeze, true],
                  [COMScript, '$game_player.normal_speed = 8'],
                  [COMSkill, 7],
                  [COMWait, 4],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMMove, DIR90Right, 2],
                  [COMCompletion],
                  [COMSkill, 7],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMScript, '$game_player.normal_speed = 4'],
                  [COMCharacter, CHFix, false],
                  [COMFreeze, false]]
        end

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Wolyafa

Uh... how do I have to insert that?  :???:
as script?

KK20

March 16, 2014, 03:49:11 pm #5166 Last Edit: March 16, 2014, 03:50:45 pm by KK20
I guess you haven't looked into what makes BlizzABS unique yet.
First use the BlizzABS configuration application to set up the skill to how you want it. Most likely a projectile that moves a large number of spaces. Also make it call Combo #1.
After generating the code and pasting it into your Part 1, go to the bottom of the configuration to module Combos and replace it with this.
Spoiler: ShowHide


 module Combos
   
   def self.total_actions(com)
     return 1
   end
   
   def self.commands(com)
     case com.id
     when 1 #Combo 1
       case com.aid
       when 1 #Action 1
         return [[COMFreeze, true],
                 [COMScript, '$game_player.normal_speed = 8'],
                 [COMSkill, 7],
                 [COMWait, 4],
                 [COMCharacter, CHFix, true],
                 [COMMove, DIR90Left, 1],
                 [COMCompletion],
                 [COMSkill, 7],
                 [COMMove, DIR90Right, 2],
                 [COMCompletion],
                 [COMSkill, 7],
                 [COMMove, DIR90Left, 1],
                 [COMCompletion],
                 [COMScript, '$game_player.normal_speed = 4'],
                 [COMCharacter, CHFix, false],
                 [COMFreeze, false]]
       end
     end
     return []
   end
   
   def self.anim_data(com)
     return [0, [3, 3, 3, 3], '', false]
   end
   
 end


Consult the manual for more information.

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Wolyafa

First of, yep! it works sidewas :)



but when looking up/down...



Is there something to do about that?

KK20

I did catch that I was still using UP and DOWN instead of 90-degree directions. Maybe you copied the old code before I edited the post?

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Wolyafa

Yes, uh... I was to fast and got it before you edited it xD

Uh, what do I have to modify to let an enemy use this?
(Or could you send me an screenshot how the script looks in the blizz abs config program?)

KK20

March 16, 2014, 04:47:18 pm #5170 Last Edit: March 16, 2014, 04:50:42 pm by KK20
Replace the $game_players in the combo with @ch instead. If you want the player and the enemy to use this, you'll need to make a copy of the combo with the COMFreeze commands removed.

In the configuration program, just set it so that the enemy's attack calls the combo. Or just teach the enemy the skill in the RMXP database. There's really not much to it.

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Wolyafa

March 16, 2014, 04:53:44 pm #5171 Last Edit: March 16, 2014, 05:12:38 pm by Wolyafa
might be, but im pretty new to this combo thingy...  :^_^':
but im trying my best to understand it!
(syntax errors for the win!)

did I do something wrong?
enemy wont use the skill, (added the @ch what you said...)

      when 3 #3 Shot
        case com.aid
        when 1 #Action 1
          return [[COMScript, '@ch.normal_speed = 8'],
                  [COMSkill, 11],
                  [COMWait, 4],
                  [COMCharacter, CHFix, true],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMSkill, 11],
                  [COMMove, DIR90Right, 2],
                  [COMCompletion],
                  [COMSkill, 11],
                  [COMMove, DIR90Left, 1],
                  [COMCompletion],
                  [COMScript, '@ch.normal_speed = 4'],
                  [COMCharacter, CHFix, false]]
        end

KK20

Do you mean the enemy won't use the combo or the skills in the combo don't work?
If the first, did you give the enemy the ability to use the skill associated with calling the combo?
If the second, SHIFT + CTRL + F for when COMSkill and make sure it looks like this

      when COMSkill # skill [int]
        # use skill
        @ch.use_skill($data_skills[command[1]], true)

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Wolyafa

March 16, 2014, 05:38:08 pm #5173 Last Edit: March 16, 2014, 05:49:47 pm by Wolyafa
ahh.. ok what you said in your last post, yep... everthings fine with the script...
I tried to figure out your script and seem to understand now what to do...

but one thing still bugs me...

and that is that the enemy wont use the skill... hum...

      when COMSkill # skill [int]
       # use skill
       @ch.use_skill($data_skills[command[1]], true)


is there in ABS 1... thats fine so far

edit : ok, I tried something, but now im getting :

ArgumentError occured while running script
bad value for range

edit2 : ok, got rid of the bug by myself  :haha: but the enemy is behaving strange... it runs in one direction and after a while it shoots in that direction (about 3 secs. later or so, lol!)

whitespirits

Though i would just ask what features will be looked at being implemented in the upcoming version of the ABS?

KK20

Not exactly "this is what's going to be in the next update" but a list of what to expect
http://forum.chaos-project.com/index.php/topic,6164.0.html

Expect more than the number keys for hotkeys and multiplayer

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andreadixon

Hi, I'm new to Blizz-ABS, And  have a question. I like the default keys as it is in RMX-OS but when I install the ABS all the keys change, How can I put it back to where it was when you do not add the ABS. Sorry If this has been asked. Thank You. :)

Zexion

Well you can either configure all the keys to be back in their appropriate places, check the box that says [default controls] in the script generator, or remove the abs. Unfortunately, the abs uses a custom input that overrides the default one completely. You're going to have to use it or lose it :P

andreadixon

oh ok thanks for replaying back, but don't I need it for most scripts to work with RMX-OS.

Zexion

You don't need blizz-abs for rmx-os, but then you won't have pvp combat on the maps. Rmx-os is just an online system.