[XP] Blizz-ABS

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

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Blizzard

Combo system is already planned for a later version.
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Makasu

December 20, 2008, 10:16:25 am #1281 Last Edit: December 20, 2008, 09:50:35 pm by Makasu
Ahh coolness. :) either ways now I have a grave error!

Whenever I cut the sprite animations on as well as the charge animations using the blizzconfig.exe I get this horrible error that resets all of my weapons and adds a crapload of 3's [[we're talking like 30]] to the animations frames.

Spoiler: ShowHide


Is anyone else getting such an error?

Because if you look you will see that my steel pipe is set up as a shuriken now. :/ when it was set up as a sword. XD

And it sets my charges to like a random number. Because now they're all at like 360 and 140 and all sorts of odd things.

Also I gotta wonder is there a way to configure which weapons have kickback and which don't? Also if there is a way to determine how many tiles it'll knock a person/object back?
As well as make it where enemies can damage other objects. Like just objects there. Because if I'm taking cover behind something and hiding from an enemy they can still fire through the object ignoring it being there and still hit me.

EDIT: Is there a way to check if the player is being hit as well? I want to try to make a hit animation for them. I think that'd make for interesting things. Or could something like this be implemented in a future version? :3

Also I'm not to sure if this is in the manual or you've already answered it or not but is there a way for the system to check if a certain actor is in the lead? IE if there are 4 people in the lead


Arshes, Basil, Other person, Eslie

would it be able to check if the current actor in position 0 is currently Arshes?
Or not?
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legacyblade

I found that error as well. It took me forever to figure out why my sprite animations totally freaked out. Not sure what causes it, but sometimes the config adds a bunch of 3's in the frame animation array. Also, if you click the delete button in the frame delay window, and you don't have a frame selected, you get an unhadeled exception.

Also, when you rename an event to make it an enemy, oftentimes it won't move for awhile. You can hurt it, but otherwise it acts like a lifeless object. Usually fr about 5-6 seconds. (though this probably could be fixed by giving said renamed events a battle flow command)

Another one, that's been around since an early version is this. When you have an event that sets the player move route, it adds to itself whenever you trigger the event. For example. You have an event that makes the player move left twice when you touch it. First time, all is well and good. But, trigger it again, and something strange happens. It will move you FOUR spaces to the left. Touch it again, eight. And so on until you're stuck at the edge of the map. Not sure what causes this error, but it's been around for a long time.

Sorry if this is a disorganized confusing post, but I don't have much time to be on. Sorry.

@blizz, yah, n00bs never read the manual. Just look at all the "How do you make the player teleport with an event" threads on CA, XD Don't let them get to you. Either ignore them, or just say "read the manual, it's explained in there" and if you're feeling nice, give them the section its in. Because that manual is getting really hard to find things in. It took me 20 minutes to find the section that explained events appearing on the map.

elmangakac

i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?

Makasu

December 21, 2008, 09:54:52 am #1284 Last Edit: December 21, 2008, 09:55:55 am by Makasu
Quote from: elmangakac on December 21, 2008, 09:44:49 am
i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?


Yes you're just changing the scripts is all that it is. If you used the config file from the other version then all you have to do is just load them up into the newest version of the config. It'll go as smoothly as that. :) Copy and paste and then congrats you're using BABS 2.x although it took you a while to upgrade. XD
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Blizzard

I noticed the error in the app yesterday already and fixed it. Fixed version will come with v2.21.

Quote from: Makasu on December 20, 2008, 10:16:25 am
Also I gotta wonder is there a way to configure which weapons have kickback and which don't? Also if there is a way to determine how many tiles it'll knock a person/object back?


It's set as one tile, but there is currently a problem with that in the script which I am trying to solve. Basically you would have to edit the script for that.

Quote from: Makasu on December 20, 2008, 10:16:25 am
As well as make it where enemies can damage other objects. Like just objects there. Because if I'm taking cover behind something and hiding from an enemy they can still fire through the object ignoring it being there and still hit me.


As I said, when I release the custom alignment system in Blizz-ABS, you will be able to create groups and how they treat each other yourself. Then you will be able to mark an object as group attackable by enemies.

Quote from: Makasu on December 20, 2008, 10:16:25 am
EDIT: Is there a way to check if the player is being hit as well? I want to try to make a hit animation for them. I think that'd make for interesting things. Or could something like this be implemented in a future version? :3


Basically attack_effect, skill_effect and item_effect are called in Map_Battler when something happens. You can edit those methods and check if "self == $game_player". I'm not sure how much sense it makes to add a specific conditional check for that. But in any case you can check it out with a bit of scripting, as I just said.

Quote from: Makasu on December 20, 2008, 10:16:25 am
Also I'm not to sure if this is in the manual or you've already answered it or not but is there a way for the system to check if a certain actor is in the lead? IE if there are 4 people in the lead


Just check for the first actor in the party. :P "$game_party.actors[0].id == ACTOR_ID"

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
Also, when you rename an event to make it an enemy, oftentimes it won't move for awhile. You can hurt it, but otherwise it acts like a lifeless object. Usually fr about 5-6 seconds. (though this probably could be fixed by giving said renamed events a battle flow command)


Probably the action counter. I'll check on that.

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
Another one, that's been around since an early version is this. When you have an event that sets the player move route, it adds to itself whenever you trigger the event. For example. You have an event that makes the player move left twice when you touch it. First time, all is well and good. But, trigger it again, and something strange happens. It will move you FOUR spaces to the left. Touch it again, eight. And so on until you're stuck at the edge of the map. Not sure what causes this error, but it's been around for a long time.


o.o That's a weird error. Look, I don't think I am able to reproduce that one. Do you think you could put a small demo together with that problem? I'm curious about what's wrong.

Quote from: legacyblade on December 20, 2008, 01:47:25 pm
@blizz, yah, n00bs never read the manual. Just look at all the "How do you make the player teleport with an event" threads on CA, XD Don't let them get to you. Either ignore them, or just say "read the manual, it's explained in there" and if you're feeling nice, give them the section its in. Because that manual is getting really hard to find things in. It took me 20 minutes to find the section that explained events appearing on the map.


I know, I need to add a search index. ._.

Quote from: elmangakac on December 21, 2008, 09:44:49 am
i use the 1.96 version.... exist a way that makes me upgrade to the version 2.2 without lose my game configuration, maps or other things?


You should be able to load the configuration file into the config app and simply regenerate the configuration script for v2.2x.
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Makasu

December 21, 2008, 11:59:41 am #1286 Last Edit: December 21, 2008, 12:02:41 pm by Makasu
Oh yeah! XD I forgot I could do that. :) And can't wait for that then. But I want to check if the player is being hit because I want to make a "_hit" frame be displayed for the character. Since I'm already putting in all of this work for sprites and making them animated I figured at least a hit animation would be there as well. To keep the quality of my game from dropping y'know?

There was something else I was going to ask...?
Ummm. OH yeah! Well it seems that I've hit another snag. See my game only uses mainly the bow/arrow type weapons BUT I can only have one "_atk6.png" spriteset. IE Is it possible that I can have a different spriteset type for the character if they are using a shotgun or would they only be able to have the same for if they were using a handgun? I think because of the way that the new sprites are handled its not possible? Where I think it was in earlier versions? I'm not entirely sure but yes is such a thing possible? Different spritesets for weapon types? I hope this makes sense because I'm rereading it and it doesn't make much sense.

In other words is there a way to make it where I can use a different spriteset for the same type of weapon type?

Also whats the gun configuration in the app used for? I mean I click it but it doesn't require ammo or anything so I'm confused by its purpose. I understand that its a gun. Or maybe it says bow? I can't remember but there's bow and then bow&arrow
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Blizzard

December 21, 2008, 12:07:33 pm #1287 Last Edit: December 21, 2008, 12:08:50 pm by Blizzard
Quote from: Makasu on December 21, 2008, 11:59:41 am
Oh yeah! XD I forgot I could do that. :) And can't wait for that then. But I want to check if the player is being hit because I want to make a "_hit" frame be displayed for the character. Since I'm already putting in all of this work for sprites and making them animated I figured at least a hit animation would be there as well. To keep the quality of my game from dropping y'know?


Right, I forgot to add _hit sprites. It'll come in the next version.

Quote from: Makasu on December 21, 2008, 11:59:41 am
There was something else I was going to ask...?
Ummm. OH yeah! Well it seems that I've hit another snag. See my game only uses mainly the bow/arrow type weapons BUT I can only have one "_atk6.png" spriteset. IE Is it possible that I can have a different spriteset type for the character if they are using a shotgun or would they only be able to have the same for if they were using a handgun? I think because of the way that the new sprites are handled its not possible? Where I think it was in earlier versions? I'm not entirely sure but yes is such a thing possible? Different spritesets for weapon types? I hope this makes sense because I'm rereading it and it doesn't make much sense.

In other words is there a way to make it where I can use a different spriteset for the same type of weapon type?


You can always put the entire sprite into the weapon sprite.

Quote from: Makasu on December 21, 2008, 11:59:41 am
Also whats the gun configuration in the app used for? I mean I click it but it doesn't require ammo or anything so I'm confused by its purpose. I understand that its a gun. Or maybe it says bow? I can't remember but there's bow and then bow&arrow


Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

EDIT: Also, who sent me a project still using v2.0? -_-
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Makasu


Quote from: Blizzard on December 21, 2008, 11:59:41 am
Right, I forgot to add _hit sprites. It'll come in the next version.

Awesome. :)

Quote from: Blizzard on December 21, 2008, 12:07:33 pmYou can always put the entire sprite into the weapon sprite.

But then wouldn't it display two spritesets the normal one and the weapon spriteset?
I guess I'll have to play around and figure it out for the most part.

Quote from: Blizzard on December 21, 2008, 11:59:41 am
Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

XD okay I was curious as to what it was there for. So therefore it would serve as just a gun? It wouldn't have projectile sprites or anything like that? But I'm not going to use it so thats fine.

Quote from: BlizzardEDIT: Also, who sent me a project still using v2.0? -_-

I think I did but I'm not to sure though. :/
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Blizzard

Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: Blizzard on December 21, 2008, 12:07:33 pmYou can always put the entire sprite into the weapon sprite.

But then wouldn't it display two spritesets the normal one and the weapon spriteset?
I guess I'll have to play around and figure it out for the most part.


Just use an empty base sprite (the _atk6 sprite).

Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: Blizzard on December 21, 2008, 11:59:41 am
Bow requires no ammo. Bow & Arrow requires ammo, hence the name.

XD okay I was curious as to what it was there for. So therefore it would serve as just a gun? It wouldn't have projectile sprites or anything like that? But I'm not going to use it so thats fine.


Well, it needs to fire projectiles so you need sprites for the projectiles. It just depends how you need to name them depending on which type you use.

Quote from: Makasu on December 21, 2008, 12:43:13 pm
Quote from: BlizzardEDIT: Also, who sent me a project still using v2.0? -_-

I think I did but I'm not to sure though. :/


No, it wasn't you. You were using v2.2.
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Makasu

December 21, 2008, 01:00:11 pm #1290 Last Edit: December 21, 2008, 01:05:37 pm by Makasu
Ahh You're such a genious! I never would've figured that out for the life of me. XD thank you so much. :) *powers up*

Oh I'll have to test that out as well.

And oh okay. :D thats good then.

EDIT:But one more thing and I know this may seem kinda stupid but would it be possible to make something have like say a rapid fire kinda effect? I've tried taking the wait time down to 1 and or decreasing the wait frames but little to know success. I guess I could just use a common even to see if the key is being held down or not and work around that.
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Blizzard

December 21, 2008, 01:22:25 pm #1291 Last Edit: December 21, 2008, 01:23:40 pm by Blizzard
Quote from: Makasu on December 21, 2008, 01:00:11 pm
Ahh You're such a genious! I never would've figured that out for the life of me. XD thank you so much. :) *powers up*

Oh I'll have to test that out as well.

And oh okay. :D thats good then.

EDIT:But one more thing and I know this may seem kinda stupid but would it be possible to make something have like say a rapid fire kinda effect? I've tried taking the wait time down to 1 and or decreasing the wait frames but little to know success. I guess I could just use a common even to see if the key is being held down or not and work around that.


There is a way. Yes, you first need low frame number and you need a low penalty time. And put this right under Blizz-ABS Part 2 or Part 3:

class BlizzABS::Controls
  def update_attack
    if $game_system.attack_button && Input.press?(Input::Attack)
      unless $game_player.use_attack
        $game_system.se_play($data_system.buzzer_se)
      end
      return true
    end
    return false
  end
end
$BlizzABS = BlizzABS::Processor.new


Just keep in mind that this will make all weapons work like that. If you hold the button, the player will keep using the weapon.
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Shadonking

That would be cool to have in tons of addons, and would look realy cool when using certain guns.





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winkio

um... this is Blizz-ABS specific, so it wouldn't go in ToA.  And I'm sure he will make it an option in future releases or an add-on.

Shadonking

yeah, its just a good idea. its a shame i didnt think of it :(





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Makasu

December 21, 2008, 01:42:05 pm #1295 Last Edit: December 21, 2008, 01:43:59 pm by Makasu
Ahh thats fine. I want it that way. Almost like how it is in Resident Ibol. If you don't know what that is youtube it.

http://www.youtube.com/watch?v=tiKdUJx42DQ

Hopefully thats the right video. :D

Thanks a ton Blizz.

EDIT: This is exactly what I was looking for as well. :D I would power you up again but I have to wait two hours. XD
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Blizzard

December 21, 2008, 01:42:43 pm #1296 Last Edit: December 21, 2008, 01:44:41 pm by Blizzard
Yeah, I'm probably gonna create lots of small plugins for Blizz-ABS.

EDIT: JESUS CHRIST, THAT GAME LOOKS LIKE PURE AWESOMENESS!
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Makasu

[offtopic]XD I know right?!?! I was like HOLY. I would like to be able to do something like that. And it was all done with events. Thats what makes it even crazier.[\offtopic]
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Shadonking

December 21, 2008, 01:47:11 pm #1298 Last Edit: December 21, 2008, 01:48:16 pm by Shadonking
i know, i want it  :haha:

iv seen some res games made but the was the best looking one iv seen by far.





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elmangakac

 :^_^': well!!! and the Mode 7 compatibility its impossible????