[XP] Blizz-ABS

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

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Blizzard

If you use the same icon, everybody will use the same spriteset. I'm not changing that since it will overcomplicate the system. And I want to avoid changing the way sprites work again.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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fugibo

[NOT SARCASM, HONEST SUGGESTION]
Blizz, I honestly believe you need to spend a little time redesigning the default HUD for this thing. It's the one thing I _never_ liked (no offense, but it's just kinda ugly in parts) about this, and I know that if you put just a little more polish into it this thing would be great. The other ABS-es wouldn't even look like they stood a chance, which is all they do right now.

Blizzard

I would love to find the two posts where one says that this HUD is just for minimum basic that everybody can use and the other where I said that I will make a better HUD as plugin, but I don't have time right now.

*slaps WcW*
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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.

fugibo

I don't mean that it should be a *better* HUD, per se, just a less graphically-challenged one.

Read: my eyes bleed every once in a while when I look at it >_< But heck, its your script, so carry on.

Blizzard

Are you saying my HUD is retarded? :V:
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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.

Hellfire Dragon

How hard (if possible yet) would it be to make a skill that duplicates the user, player, ally or enemy? Like make a clone, only weaker say 1 or 2 hits and it dies.

Calintz

June 06, 2009, 04:51:20 pm #2146 Last Edit: June 06, 2009, 04:53:08 pm by Calintz16438
That would be neat, even if the clone wasn't interactive. Something where the character summons an identical puppet that doesn't move or anything, but all of the map's enemies gather around it and attack it. That would be beneficial in it's own ways also ...

**It could give the player time to heal or cast supportive status ailments ...

Hellfire Dragon

That'd be cool too, but still wondering if a proper clone, that attack etc, is possible

fugibo

Quote from: Hellfire Dragon on June 06, 2009, 04:53:22 pm
That'd be cool too, but still wondering if a proper clone, that attack etc, is possible


Almost definitely possible. Very not-easy, though. If Blizz uses the actor class instance directly as opposed to referencing an ID, it would be a lot easier, though.

G_G

You could use a summon for now I dunno try using a summon but make the summon clone the actor by having the same character set.

wolfspirit

Hey, is it possible to create an enemy with blizz abs that only attacks if you are person 'a' and do not attacks if you are person 'b'?

Blizzard

Yes, read about the Alignment System in the manual.

@HD: I think you could do it with a literal clone. In BlizzABS::Processor#skillitem_process find this line:

new_battler = Map_Actor.new(summon[1])


Below it add this line:

new_battler.battler = ch.battler.clone if skill && [X, Y, Z].include?(object.id)


This should create a copy for the summoned battler. Remember to substitute X, Y, Z with skills IDs that can clone the summoner. You can add below it something like "new_battler.battler.hp = 1" so it dies by one hit.
I'm not sure how (well) this will work, but you can give it a try.
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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.

Kagutsuchi

June 08, 2009, 04:46:47 pm #2152 Last Edit: June 08, 2009, 04:47:54 pm by Kagutsuchi
Timed trap bugs:
-If set to "Scope: All Enemies" in the database, it still only affects one.
-The actual time it takes for the trap to go off, is half of what you set the time to in the database.

(I used v. 2.54, which also was the newest one I could find in the first post)

Nazz X

what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?

feandrad

I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??

Aqua

Quote from: Nazz X on June 08, 2009, 05:21:43 pm
what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?

1st:  There already is one.
2nd: This might not be too hard...  It seems like an edit of the returning projectile picking up items would work.  Not sure though XD

Quote from: feandrad on June 08, 2009, 05:29:57 pm
I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??

What's the error message when the game crashes?

Blizzard

June 09, 2009, 03:15:15 am #2156 Last Edit: June 09, 2009, 03:17:31 am by Blizzard
Quote from: Nazz X on June 08, 2009, 05:21:43 pm
what about primary and secondary attack buttons?
what about a returning projectile that pulls an enemy closer?


1. As Aqua said, there's a plugin for that.
2. A weapon is a weapon. And weapons hurt enemies. Understand? Changing the entire system for just one stupid feature (no offense) that most people wouldn't even use is kind of pointless.

Quote from: feandrad on June 08, 2009, 05:29:57 pm
I need a help with something. When a enemy receive damage from one skill, he'll receive damage from another skill.

I tried this using common events, but the game crashes.

On the common event I use a call script:

$BlizzABS.enemy_force_action(@SELF, ENEMIES, @SELF, SKILL, 11)

Can anyone help me??


Spoiler: ShowHide


Is "@SELF" an allowed parameter for target? No. Problem solved. Now you wanna ask how the skill should target the user?

Spoiler: ShowHide


Duh.
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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

June 09, 2009, 10:48:22 am #2157 Last Edit: June 09, 2009, 10:53:41 am by legacyblade
Is there a way to make Autoruns and parallel process events check if their conditions are met more often? Using the script snippet you gave me, I was able to successfully get a switch to flip whenever I should get a game over. However, the autorun event that is supposed to activate whenever the switch is flipped sometimes stays unactive even when the switch is up. The user has to kill an enemy to cause the gameover event to activate. Any way around this?

I have tried disabling the antilag for the map, and this didn't solve the problem.

Blizzard

Try adding "$game_map.new_refresh = true" to that switch flipping command.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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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.

fugibo

BTW, Blizz, I must praise you on what you've done with this thing since the last time I used it (0.9x, I think). The alignment system, especially, is awesome |B-)