[XP] Blizz-ABS

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

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Tazero

March 16, 2009, 06:31:44 pm #1720 Last Edit: March 16, 2009, 06:32:45 pm by MetaKnight
Search around here www.pcis-studios.com/ccoa
                                                 :roll:

:D

Plus, it does work fine i'm using ccoa's scripts (UMS WEATHER)
and my game worx fine.


If you were a fish...

Blizzard

It doesn't work with Dubealex's and Slipknots's systems to my knowledge.
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Landith

It worked with dubleax's AMS I think, at least that's the one I use in my blizz-abs tutorial

Blizzard

It did? I remember people reporting problems. Maybe it was just Slipknot's.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Landith

Well I'm not sure about it being compatible with all of the features of his AMS, but for the most part, I think so.

At least I didn't have any problems with it.

Makasu

March 17, 2009, 09:50:02 am #1725 Last Edit: March 17, 2009, 09:51:45 am by Makasu
It works fine with Ccoa's UMS and as well as others. Are you putting your scripts in the correct order? That may have a reason or it may actually be conflicting scripts. But BABS should work fine with most if not all UMS' because it doesn't really change anything dealing with the display of messages and such.

You can get the latest build from spongen.com or rrrevolution or whatever its called. I can't remember the exact name.

EDIT: I don't know where the post went that this was addressed too O_o
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RoseSkye

March 17, 2009, 11:34:08 am #1726 Last Edit: March 17, 2009, 11:35:52 am by RoseSkye
Yeah.. I was using the scrolling message system. I noticed after I changed systems ( and removed tons of add ons ) that it worked fine. Thanks.

Quote from: Starrodkirby86 on March 16, 2009, 06:23:52 pm
Hey it's RoseSkye.

Blizz-ABS should be best compatible with a recent version of ccoa's UMS. Good luck finding that in some places...There's actually a link lying around here in the forums...Shdwlink1993 might know of it, so maybe you can stalk some of his posts.


I already have the UMS (I download most of the scripts I see and categorize them in folders)

Another quick question.. anyone know how to use the bow and arrow setting? I'm pretty much addicted to tinkering with this ABS. I know I said that it was kinda complex but I have to admit I never really toyed around with it and it -is- one of the best ABS's I've run across.

I set up a bow and arrow setting to the Bronze - Mythril guns and gave them a range of 10 - 12  tiles I also assigned them to the item 'Ammo' (which is item 34 in my database). However, the A.I. nor I can use the equips. I even hotkey'd the 'ammo'. Is there a glitch or something?

Blizzard

That's weird. What happens when you try to use it?
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Makasu

March 17, 2009, 02:16:39 pm #1728 Last Edit: March 17, 2009, 02:19:48 pm by Makasu
Do you have the weapons set to consume the ammo? That may be the problem.

Its on like line 498

def self.consume(id)
      case id
      when 2 then return [22] # Beretta 92F
      when 3 then return [22] # CZ Mach-9
      when 4 then return [24] # Desert Eliminator
      when 5 then return [24] # Magnum S&W M629C
      when 6 then return [22] # Jerico-41
      when 9 then return [29] # Uzi
      when 10 then return [30] # Tech9
      when 39 then return [26] # RPG
      when 30 then return [23] # Benelli M3S


where the first number is the weapon and the second number is the ammo that it consumes.

And the class would have to be able to use the weapon as well. :p
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fugibo

...is it supposed to be an array?

RoseSkye

  module Weapons
   
    def self.type(id)
      case id
      when 21 then return BOW_ARROW # Bronze Gun
      when 22 then return BOW_ARROW # Iron Gun
      when 23 then return BOW_ARROW # Steel Gun
      when 24 then return BOW_ARROW # Mythril Gun
      end
      return SWORD
    end
   
    def self.range(id)
      case id
      when 21 then return 10.0 # Bronze Gun
      when 22 then return 10.5 # Iron Gun
      when 23 then return 11.0 # Steel Gun
      when 24 then return 12.0 # Mythril Gun
      end
      return 1.5
    end
   
    def self.penalty(id)
      case id
      when 21 then return 22 # Bronze Gun
      when 22 then return 32 # Iron Gun
      when 23 then return 42 # Steel Gun
      when 24 then return 52 # Mythril Gun
      end
      return 16
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.consume(id)
      case id
      when 21 then return [34] # Bronze Gun
      when 22 then return [34] # Iron Gun
      when 23 then return [34] # Steel Gun
      when 24 then return [34] # Mythril Gun
      end
      return []
    end
   
  end
 


What happens is the buzzer goes off and I'm unable to use the skill. (The same buzzer that goes off when I'm not in range of something).

I figured that the ammo needs to be shootable (after it didn't work) so I tried that.

module Items
   
    def self.type(id)
      case id
      when 34 then return [SHOOT, 0.0, 0] # Ammo
      end
      return [DIRECT, 0.0]
    end
   
    def self.range(id)
      case id
      when 34 then return [SHOOT, 0.0, 0] # Ammo
      end
      return 5.5
    end
   
    def self.penalty(id)
      return 24
    end
   
    def self.frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.charge(id)
      return [CHARGENone, 0]
    end
   
    def self.charge_frames(id)
      return [3, 3, 3, 3]
    end
   
    def self.trap(id)
      return 10
    end
   
    def self.summon(id)
      return [SUMMONNone, 0, 0]
    end
   
  end


Nothing..

Aqua

Did you set the ammo as your current item selection?
You can't just hotkey it; you have to press the hotkey and make it your item. :D

Hm... now I'm wondering how Direct Hotkeys handle the ammo since... it doesn't assign the item to the item slot...

Hellfire Dragon

It should be, I use Ccoa's UMS + BlizzABS without any problems ;)

RoseSkye

Quote from: Aqua on March 17, 2009, 03:03:41 pm
Did you set the ammo as your current item selection?
You can't just hotkey it; you have to press the hotkey and make it your item. :D

Hm... now I'm wondering how Direct Hotkeys handle the ammo since... it doesn't assign the item to the item slot...


Oooooooh :O I'll try that.

Btw, nice ava.

Makasu

Aren't they supposed to be in brackets? [] those things?

And they aren't set to consume anything from what I can see. :/
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Blizzard

It's right as it is. It IS an array of item IDs that can be used as ammo.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

RoseSkye

Quick question how do I disable the minimap/hotkey/HUD (even from being pulled up by pressing the respective keys) during cutscenes and such.

Makasu

$game_system.hotkeys = 
true/false

to either cut it on or off and

I don't remember the others. But I think its the same just replace .hotkeys with like hud or minimap.

But you have to use a call script to do so. so it'd be best to set it up in the beginning of the cutscene
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RoseSkye

Quote from: Makasu on March 18, 2009, 09:21:58 am
$game_system.hotkeys = 
true/false

to either cut it on or off and

I don't remember the others. But I think its the same just replace .hotkeys with like hud or minimap.

But you have to use a call script to do so. so it'd be best to set it up in the beginning of the cutscene


I tried that but it can be pulled up again by pressing the respective hotkeys.

Hellfire Dragon

The way Makasu says is right if you only want to stop showing the hud, minimap, or hotkeys, if they already being displayed. If you want to disable the button completely use this,

$game_system.hud_button = true/false
$game_system.hotkey_button = true/false
$game_system.minimap_button = true/false

Just remember to turn them back on after

Also most of this stuff is in the manual under Utilities, which is section 3.2 ;)