[XP] Blizz-ABS

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

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legacyblade

that gives me an error.

Quoteundefined method 'new_refresh=' for #<Game_Map:0x7599fb8>

Blizzard

Quote from: Blizzard on June 10, 2009, 04:46:29 am
Try adding "$game_map.new_refresh = true" to that switch flipping command.


*facepalm* $game_map.need_refresh = true
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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

Works perfectly. Thank you *levels up*

Kagutsuchi

Quote from: Kagutsuchi on June 08, 2009, 04:46:47 pm
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)

Feeling like adressing this?

Blizzard

I screenshot that bug the first time already. That means I'll look into it. Are you 100% sure about them? They seem kinda odd.
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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

Suggestion:

All of your built-in HUD sprites have the ability to automatically fade when the player walks under them, which is very useful -- however, in its current state this feature is limited to the three built-in HUD widgets. If you subclassed Sprite like so:

class HUD_Widget < Sprite
  INSTANCES = []

  def initialize
     super()
     INSTANCES.push self
  end
end


You could replace

[@hud, @minimap, @hotkeys].each {|s|

with

HUD_Widget.each{|s|
  next unless s.kind_of?(HUD_Widget)


This would allow for plug-in scripters to very easily add this functionality in with their scripts ;)

Blizzard

Good idea. But my original idea was actually that other scripters edit Blizz-ABS HUD's layout instead of creating completely new ones so I didn't really think of this. xD

Sure, Blizz-ABS wasn't coded the best way it could have been. But on the other side those small things, that were coded in a rather unextensive way, work faster. It's always a battle between speed and everything else. :/
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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

Quote from: Blizzard on June 10, 2009, 03:11:26 pm
Good idea. But my original idea was actually that other scripters edit Blizz-ABS HUD's layout instead of creating completely new ones so I didn't really think of this. xD

Sure, Blizz-ABS wasn't coded the best way it could have been. But on the other side those small things, that were coded in a rather unextensive way, work faster. It's always a battle between speed and everything else. :/


In this instance, it won't really cause much of a performance hit since you're already using an array for iteration, and you get the bonus of more OOP goodness.

Blizzard

June 10, 2009, 03:39:47 pm #2168 Last Edit: June 10, 2009, 03:41:33 pm by Blizzard
I should actually make a class between sprite and my classes called Sprite_HUD that should bear a few methods like the one for fading in/out. That would actually be proper OOP. And that method should be called in Sprite_HUD#update. But as I said: Now the system works fine, to improve it overall I lack the time. *stupid rhymes :V*
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
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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

Quote from: Blizzard on June 10, 2009, 02:25:39 pm
I screenshot that bug the first time already. That means I'll look into it. Are you 100% sure about them? They seem kinda odd.

Yes I am sure. Tested it out several times.

fugibo

Quote from: Blizzard on June 10, 2009, 03:39:47 pm
I should actually make a class between sprite and my classes called Sprite_HUD that should bear a few methods like the one for fading in/out. That would actually be proper OOP. And that method should be called in Sprite_HUD#update. But as I said: Now the system works fine, to improve it overall I lack the time. *stupid rhymes :V*


w00t yes! I just tested out my idea (and lol, I was just about to add the fading stuff into HUD_Widget myself :P), and it works perfectly -- all it took was some basic edits to Scene_Map#update_hud and, of course, the creation and subclassing HUD_Widget. So now I can use

class MyHUDWidget < ($BlizzABS ? HUD_Widget : Sprite)
#  code
end

And it fades in/out EXACTLY right. I think I'll release this as a plugin (after I do some general OOP cleaning up), and if you want you can take it from there (saving you the work).

Blizzard

No need. When I stop working on the system, feel free to keep working on it.
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
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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.

Sleix

Turning Caterpillar on and watching my ally characters AI when attacking made me think...
Would it be possible to have another set of controls and make essentially a 2-player co-op game with your script.

Blizzard

Yes and no. Yes, because it's possible. No, because it would require quite some work and there's not really enough space on a keyboard for two people to play properly.
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.

fugibo

Quote from: Blizzard on June 11, 2009, 05:21:34 am
Yes and no. Yes, because it's possible. No, because it would require quite some work and there's not really enough space on a keyboard for two people to play properly.


Multiple input devices!

But that would horrible to do the user, a lot of people don't always have another person with them to play. Optional, yes indeed, but don't build your entire game that way.

Kagutsuchi

I have encountered an Infinite Dialog Loop of Doom bug :S

It is caused by normal events with custom movement routes and text boxes. If they walk into you, the text starts. And if the event happen to have 6 in movement frequency it creates an infinite dialog loop of doom :S
It is annoying at 5 in movement frequency, but not impossible to get out of.

Aqua

This isn't a bug with Blizz-ABS.

It's your eventing.

Kagutsuchi

Quote from: Aqua on June 12, 2009, 02:44:12 pm
This isn't a bug with Blizz-ABS.

It's your eventing.

It is set to action button, and I swear I have never encountered this in a project without blizz abs.

Shadowfox

Hello, i'm new to scripting, and i just recently added the Blizz abs to the game i'm making, im sure someone may have asked this already, but i dont really have the time to go through 100+ pages looking for it, and i know i might sound like an idiot for asking, but im a noob at this.  How would i put a pet in a game?  for instance if i make a necromancer class, how would i make a sommoning spell for a skeletal minnion.  there's nothing in the user manual about making pets that i could find.

Aqua

Yes, there is...

Summoning is a skill type... in fact... a pet is a type of summon.

Use the search function on the manual