[XP] Blizz-ABS

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

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Kagutsuchi

Quote from: Elite Four NAMKCOR on May 11, 2009, 11:31:41 am
Quote from: Kagutsuchi on May 11, 2009, 11:20:41 am
I still get attacked. (It isn't agressive, but it attacks me after I have attacked it without killing it).I want the critters to work like they did before, they are just there moving around not reacting to anything.


that's how critters are supposed to work, and have always worked.
where have you been?

also I don't think you're reading the manual...
here's a quick guide on how to use the manual...a manual for the manual if you will.
manual damnit: ShowHide







Quote3.1.2. Putting an Enemy on the Map
The next step is to create an event on the map and name it correctly. Events can be named freely, it is only important to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.

 
There are additional options for creating enemies such as AI setup. The following additional syntaxes can be used to activate those options:
\ai[X] - AI attribute setup (read What Enemies are capable of for more information)
\g[ID] - different alignment group than the default primary enemy group (read Alignment Groups for more information)
\hide - hides health bar for this enemy if using Enemy Health Bars
\move - disables enemy movement
\immortal - makes enemy immortal
\pass - makes enemy fully passable (i.e. a ghost)

Nothing here helps

Quote3.1.4. Creating a Critter
Same as creating an enemy. A critter is the same as an enemy, only the proper alignment group needs to be set up. That group should have no enemies. Critters can respawn.

Nothing here helps

Quote3.5. Blizz-ABS Alignment Groups
In Blizz-ABS there are no limitations between who is an enemy and who is an ally. You can create various groups that only attack each other or you can create guardian groups that engage into combat against any other group that attacked the group they guard. The possibilities are endless. Read Putting an Enemy on the Map for more information. In the Blizz-ABS module exists a class called Alignments which has several options and various configuration methods included.
3.5.1. Groups
You can change the number of the groups that exist in the game. There is a minimum of 2 and a maximum of 999 groups.
3.5.2. Lifeless
Defines a group that is lifeless. Lifeless groups have no AI and are basically a crossover between events and enemies. They can be attacked and destroyed like enemies, but they don't participate in battles as events don't.
3.5.3. Linked
This option defines enemy group propagation. If the battler of one group is being attacked, it will propagate that the attacker's group is an enemy to all currently existent battlers on the map that consider the attacked battler's group as ally.


example:
Group A thinks of group B as ally. Group A is a linked group. Group C attacks group B. Group C is not the enemy of every battler of group A.

Keep in mind that any new battler of a linked group has the default group setup!
3.5.4. Permanent
Causes group alignment changes to become permanent. The new alignment will be applied to every new battler even in other maps. Using a Call Script Event Command with following code will reset a group's alignment completely:
$BlizzABS.utils.reset_alignment_group(ID)
ID is the group ID of the group that will be reset. This works for Linked as well as Permanent groups.
3.5.5. Primary Actor Group
It is necessary to define one group that is the main group for actors. All actors will automatically have the alignment setup of this group.
3.5.6. Primary Enemy Group
It is necessary to define one group that is the main group for enemies. Every enemy on the map that has no explicit group defined, will automatically have the alignment setup of this group.
3.5.7. Enemies
This setting defines groups that are considered as enemies. All aspects of enemies apply here including immediate attacking on sight and targeting system.
3.5.8. Allies
This setting defines groups that are considered as allies. If another group attacks an allied group, this group will become an enemy. All aspects of allies apply here including targeting system.
3.5.9. Neutral
This setting defines groups that will never become enemies or allies regardless of their actions. The only way to override this is a forceful alignment change directly through a script. Doing so is not recommended.

Nothing here helps.

Anywhere else I should have looked?

Quote
that's how critters are supposed to work, and have always worked.
where have you been?

In v. 2.23 that I have been using up until now, after I have attacked a critter it have just continioued to move about, like nothing have happened.

tSwitch

May 11, 2009, 11:43:18 am #2081 Last Edit: May 11, 2009, 11:48:38 am by Elite Four NAMKCOR
Quote from: Kagutsuchi on May 11, 2009, 11:37:14 am
Quote3.1.2. Putting an Enemy on the Map
The next step is to create an event on the map and name it correctly. Events can be named freely, it is only important to include this syntax in its name:
\e[ID]
ID is the database ID of the enemy. In the example below it would be the Ghost with ID 1.

 
There are additional options for creating enemies such as AI setup. The following additional syntaxes can be used to activate those options:
\ai[X] - AI attribute setup (read What Enemies are capable of for more information)
\g[ID] - different alignment group than the default primary enemy group (read Alignment Groups for more information)
\hide - hides health bar for this enemy if using Enemy Health Bars
\move - disables enemy movement
\immortal - makes enemy immortal
\pass - makes enemy fully passable (i.e. a ghost)

Nothing here helps

Quote3.1.4. Creating a Critter
Same as creating an enemy. A critter is the same as an enemy, only the proper alignment group needs to be set up. That group should have no enemies. Critters can respawn.


Nothing here helps

Quote3.5. Blizz-ABS Alignment Groups
In Blizz-ABS there are no limitations between who is an enemy and who is an ally. You can create various groups that only attack each other or you can create guardian groups that engage into combat against any other group that attacked the group they guard. The possibilities are endless. Read Putting an Enemy on the Map for more information. In the Blizz-ABS module exists a class called Alignments which has several options and various configuration methods included.
3.5.1. Groups
You can change the number of the groups that exist in the game. There is a minimum of 2 and a maximum of 999 groups.
3.5.2. Lifeless
Defines a group that is lifeless. Lifeless groups have no AI and are basically a crossover between events and enemies. They can be attacked and destroyed like enemies, but they don't participate in battles as events don't.
3.5.3. Linked
This option defines enemy group propagation. If the battler of one group is being attacked, it will propagate that the attacker's group is an enemy to all currently existent battlers on the map that consider the attacked battler's group as ally.


example:
Group A thinks of group B as ally. Group A is a linked group. Group C attacks group B. Group C is not the enemy of every battler of group A.

Keep in mind that any new battler of a linked group has the default group setup!
3.5.4. Permanent
Causes group alignment changes to become permanent. The new alignment will be applied to every new battler even in other maps. Using a Call Script Event Command with following code will reset a group's alignment completely:
$BlizzABS.utils.reset_alignment_group(ID)
ID is the group ID of the group that will be reset. This works for Linked as well as Permanent groups.
3.5.5. Primary Actor Group
It is necessary to define one group that is the main group for actors. All actors will automatically have the alignment setup of this group.
3.5.6. Primary Enemy Group
It is necessary to define one group that is the main group for enemies. Every enemy on the map that has no explicit group defined, will automatically have the alignment setup of this group.
3.5.7. Enemies
This setting defines groups that are considered as enemies. All aspects of enemies apply here including immediate attacking on sight and targeting system.
3.5.8. Allies
This setting defines groups that are considered as allies. If another group attacks an allied group, this group will become an enemy. All aspects of allies apply here including targeting system.
3.5.9. Neutral
This setting defines groups that will never become enemies or allies regardless of their actions. The only way to override this is a forceful alignment change directly through a script. Doing so is not recommended.

Nothing here helps.

Anywhere else I should have looked?



I'm sorry, you were saying?

Quote from: Kagutsuchi on May 11, 2009, 11:37:14 am
In v. 2.23 that I have been using up until now, after I have attacked a critter it have just continioued to move about, like nothing have happened.


then your default AI must have been set to run like a coward :D


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Aqua

@LB:  Yeah... animations haven't been reducing for me either.

Blizzard

o.o; I guess I'll have to look into this.
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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.

G_G

Is it possible to change the summons summoned time depending on the summon's level? I finished my skill's level script for Fable and I wanna know if its possible.

And how would I go doing it?

Blizzard

BlizzABS::Processor#summon_pet and BlizzABS::Processor#summon_monster. That's where the summoning (as in: adding the actor on the map and defining time count) is executed. You can simply change @summon_time[pet] = time * 40 to something like @summon_time[pet] = time * 40 * pet.battler.level.
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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.

G_G

May 17, 2009, 11:37:47 am #2086 Last Edit: May 17, 2009, 11:45:32 am by Youngster Gi Gi
Thanks again blizzard!!! You are really helpful and you help me learn alot

EDIT: One problem though its not the summons level its the skills level that I want it based on. The skills summon monsters the non leveble summons. So I want it based on the skill's level.

Aqua


summon_level = $data_skills[ID].level    # Or however you gave skills levels
@summon_time[pet] = time * 40 * summon_level

G_G

how would I know the skill id though?

Blizzard

You can edit the place where it is called, BlizzABS::Processor#skillitem_effect. You can use send object.id into the method. I also recommend that you check whether it's a skill or an item if you have summoning items. If not, you can skip this part.
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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.

enjoto

This battle system is really good.I like it but i can't seem to figure out how to remove the AI Behavior and Ai Trigger thing. And i can't find how to add weapon sprite appear when attacking :^_^':. I'll figure the weapon thing easy if I search a little but can anyone help me about removing the AI Behavior and AI Trigger

Landith

Well the weapon thing, you have to read section: 2.7 : For Sprite control instructions
Blizz-ABS Manual 2.7.2: ShowHide

Quote from: Blizz-ABS Manual Section : 2.7.2
2.7.2. Actor Weapon Sprites
Enables a special sprite for each weapon separately. Usually the weapon is alone on the weapon sprite without the character, but you can alternatively use an empty sprite (with the same dimensions as the original sprite) for the action sprite and put both the character and the weapon on the weapon sprite. Weapon sprites are not displayed like characters sprites, they are centered around the character sprite. The weapon spritesets need to be named exactly the same as the actor's normal sprite with the weapon's icon file name added. If more weapons use the same icon, they will have the same spriteset as well.


example:
normal spriteset - zeriab.png
attack spriteset for spears - zeriab_atk2.png
attack spriteset for flails - zeriab_atk3.png
Thunderspear's icon file name - Tspear.png
weapon sprite add-on of Thunderspear - zeriab_Tspear.png
Thorn Whip's icon file name - thorn whip.png
weapon sprite add-on of Thorn Whip - zeriab_thorn whip.png

Since a separate weapon sprite is used for each actor that uses the weapon, it is possible to let two different actors handle the same weapon differently, i.e. a strong knight would swing a huge sword differently than a little girl would. This feature can increase the quality of the game, but it requires a lot more effort because of the creation of extra spritesets for the characters. If the spritesets are not named correctly, the system will not work! Read Blizz-ABS Weapon Types for more information about weapon types.



For the AI Behavior/Trigger thing, on the bottom of the Pre-Menu : Blizz-ABS Part 3, just hit CRTL+F then type in "Scene_Menu"

Delete lines 6973-6996 (Yes that means delete all those lines)
Change line 6997 to "when 2" (No quotation marks)
Delete lines 8207-9249 (Pretty much just delete down from that)

Okay now to edit the commands:

Go to Part 2
Delete lines 320-323
Change line 324 to "CommandsPreMenu = ['Menu', 'Hotkeys','Cancel']"
Delete lines 325-326

That removes the AI Behavior and AI Trigger from the Premenu and cancels use from it.
So basically if you try to call $scene = Scene_AITrigger.new or whatever it would give you an error.

Hope that's what you wanted, if not tell me and I'll fix it for you.
Also if you get an error I'll go over your script and see if you messed something up or if I messed something up with my instructions and fix it for you :)


(Hope I got everything...)

enjoto

May 19, 2009, 02:51:27 am #2092 Last Edit: May 19, 2009, 03:19:12 am by enjoto
Thanks seems like it was easyer than i expected

Edit:My script was a little modified before that and my lines were diferent but i had to remove "when 2" and "when 3" then rename "when 4" to "when 2" right?

Blizzard

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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.

Kyuzo

Hey can anyone help me with this?

Okay, I've read the entire sprite configuration part in the manual, and have set everything like they said, I have the same dimensions for each spriteset.
Oh yeah example: Blank = character name.

I have the Blank,  Blank_atk1, and Blank_Short Sword
I put the sword in the characters hand in the Blank_Short Sword picture and erased the character in the picture.
But when I get into the game and attack, the sword sprite appears in a place I didn't put it.


I'm using RPG Maker XP and Blizz ABS 2.53 and these are the scripts I'm using incase you need to know. (in that order)

Tax Script,
Quest Log Screen,
Tons of Add-ons v6.88,
Stormtronics CMS v5.36,
Blizz ABS v2.53,
Creation System,
Chaos Rage Limit System v6.12,
CRLS + Blizz-ABS Plugin v1.2, 
Scene_SoulRage v6.1,
Soul Force Combo System v1.2,
Time and Enviroment v.34,
Easy Party Switcher v2.43,
Easy Level UP Notifier,
Stat Distribution,
RO JOB skill.

Thanks.

Blizzard

As I mentioned in the manual, the weapon sprites don't apply to normal positioning. They are rather centered above the character. You can try out these example sprites if you don't understand what I mean.
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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.

legacyblade

Look in my sprite shrine, I have bABS posed sprites and weapons for them.

Kyuzo

Thanks for replying, I tried those sprites out and it worked.
But the thing is I want to have a bigger character spriteset.

If I just doubled the walking spriteset, the attacking spriteset, and the weapon spriteset and tryed to center
the sword in the sword sprite set would it work essentially the same? I just started using RPG Maker XP again
recently, and last time I used Blizz ABS, where you put the weapon on the spriteset was where it was animated.
(I recently updated it to v2.53b so I came here for advice that I couldn't exactly get from the manual.) :P

Or should I try this?
example v

400x400 Walking Spriteset
400x400 Attacking Spriteset
400x400 Sword Spriteset

But in the sword spriteset put the weapon a bit higher then the place I want it?


Thanks again.  :D

Blizzard

I think I made the system work with any size so people could use smaller files when big ones weren't necessary. Just try it out.
In any case the weapon spritesets (in this case the sword) should always assume that the character is in the very center of the frame because that's how it's displayed. In other words, yes, you would need to move the sword spriteset up a bit and increase the distance between the individual frames.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Kyuzo