[XP] Blizz-ABS

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

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tSwitch

Quote from: Blizzard on November 29, 2009, 04:31:27 pm
1. I don't think I made respawn dynamic so you can rename them and they will stop being respawn points. It was to improve performance a bit. In any case I'll change it.
And you can't revive dead enemies.


I somehow was able to pull off dynamic respawning in Anima although I totally forget how I did it.

Play through or look at the Architect Optional Boss, you can destroy portal guardians to remove the respawn points for the swarming trash mobs.

Just remember if you use the code somehow, to credit Me for the job k?


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Hellfire Dragon

Quote from: Blizzard on November 30, 2009, 05:47:31 pm
Are you using v2.7? Did you regenerate the configuration? Did you apply G_G's fix just like that?! >8U

WTF!? When did you release that :huh:
Oh well, it's working now :^_^':

Hey Blizz is there a way to 'clear' the hotkeys?

legacyblade

Is there any way to make a skill "toggle" a state? For example, I have a skill that adds the state "burning" (increases speed, strength, and evasion rate, but constantly drains MP). However, rather than just having a set duration, I'd like it to keep draining until you use the skill again (which would remove the state). Now I already can do this via common event, but the problem is that every enemy and actor have this skill, so I'd have to use a seperate common event for each one. And that's just a pain. If toggling a state via skill is impossible, is there for the common event called by the skill to know who used that skill?

Blizzard

You could edit add_state or use a second skill with the same name that removes that state.

@HD: You have the <Remove> option in the hotkey menu.
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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

Well I would have updated add_state, but I also have a rapid fire skill that adds a state which has 100 percent chance of being removed after 1 second. This way, the effect of the state (increasing MP) will continue until the skill button is released. And if I use a second skill to stop it, that would be a pain, particularly since the "burning" state will use up all of an actor's MP in a matter of seconds. Any suggestions?

Blizzard

That's why I said add_state. If a specific state is being added and it's already present, remove it instead.

if state_id == XYZ && @states.include?(state_id)
  remove_state(state_id)
else
  add_state_alias(state_id)
end
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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

where in add_state would I put that? Would I replace the method with that? Or do I replace a specific section?

Blizzard

Made an alias of the method and just put in the code I gave you above. That should actually do it.
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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

Alright, thanks Blizz. That helps out a lot :)

element

is my problem fixed in 2.7 ?

Blizzard

December 02, 2009, 07:49:39 am #2810 Last Edit: December 03, 2009, 06:20:48 am by Blizzard
I really don't remember what your problem was. Just download and check the version history since I most probably have.

EDIT:

Quote from: Post from RRRI just installed v2.7 and now i get an error whenever i use a charge skill.

Script 'Blizz abs 3' line 2472 NameError occured.
uninitialized constant BlizzABS::Config::A_SKILL_CHARGE_SPRITES

I tried switching off actor skill sprites and the error still shows up.

If i turn off charge sprites altogether it eliminates the problem.

I tried completely reconfiguring with the new legacy and it didn't help.

If you could fix this problem i would greatly appreciate it.


I don't know how I managed to overlook that typing mistake even though I triple checked the renamed configuration constants. #_# It's a problem in the script, the config app is fine. I put up a fixed v2.7.
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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.

Holyrapid

I just updated to 2.7 and when i tried to load my confing ,it gave me an error. I didn´t look at it, because i want to know if it´s just that you´ve changed something in 2.7s confing application since the last version, that´s causing this...

Hellfire Dragon

If you were using 2.5 (I think) in your project then the new config can't load your old config
Quote from: Blizzard on November 27, 2009, 11:21:00 am
Blizz-ABS Config Legacy

If you have been using a version older than 2.6, Blizz-ABS Config 2.6 and higher will not be able to load your saved configuration files from versions before 2.6. Instead of the original Blizz-ABS Config 2.6 use Blizz-ABS Config Legacy 2.6 which can be downloaded from here:
Blizz-ABS Config Legacy 2.6
Use this only if you have configurations which you don't want to create again!
It is recommended that you switch to the actual Blizz-ABS Config as soon as possible because Blizz-ABS Config Legacy will not be supported for too long.

Holyrapid


Hellfire Dragon

xD

Hey Blizz is there any way to tell if the player is in battle with a conditional branch?

Blizzard

$game_temp.in_battle


But then again, define "in battle".
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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

Well I guess when enemies are visible on the screen and maybe 2-3 squares off it.

Blizzard

Then what I posted above should work if you turn on "Disable Blizz-ABS when no enemies within ABSEAL range".
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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.

wolfspirit

Ok, I was thinking of getting fights in my game more active so i created some sprites.
But now i'm getting this when I battle:

Blizzard

Did you align the sprites properly? Weapon and attack sprites usually aren't aligned at the bottom like the default spritesets. Also, weapon sprites have only the weapon sprite, not the character using it. That's why it's called a weapon sprite and not an attack or weapon-with-character sprite.
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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.