[XP] Blizz-ABS

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

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Blizzard

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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RoseSkye

Quote from: Blizzard on January 06, 2010, 03:59:52 pm
O_o Are you sure?


It errors out everytime I try to... try it out for yourself =o

Blizzard

I'll take a look at 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.

fthmdg

January 08, 2010, 02:38:19 am #2943 Last Edit: January 08, 2010, 02:43:31 am by fthmdg
Hey blizz :D

I've started putting my scripts in my game and testing for compatibility and all that good stuff. So far I'm only using your ATES, Tons of Addons, and this script. I set all 3 scripts in for it, tested it and it's all working perfectly. Then I opened up the config to take out animations for now until I get 'em all done. So I unchecked animations, generated the script, replaced the old ABS-1 with the new generated one, and saved it.

But for some reason now when I try to start my game I get an error saying

Quote
Script '| ABS 2.7  [2]' line 4684: NameError occured.

uninitialized constant BlizzABS::Config::INTELLIGENT_PASSABILITY

and the game crashes.. :[

Here's that line, though there shouldn't be anything wrong with it.
return unless BlizzABS::Config::INTELLIGENT_PASSABILITY


Any reason what could be causing this, or what I can do to fix it?

Edit :: Also, if I put the original part 1 ABS script back, it works fine. Up until I try to attack, because I dont have the right graphics [167-Small09_wpn] for the bunny attacking back xD

Blizzard

Oh, great. I looks like I didn't fix it in the config app after all. ._. I probably forgot to recompile it. 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.

fthmdg

January 10, 2010, 11:43:37 am #2945 Last Edit: January 10, 2010, 12:48:42 pm by fthmdg
Ok thanks, I'll try it and edit this post to let ya know if its working. :D

Yupp! It's working fine :D

Question :
I looked for this in the manual and couldn't find it. Is there any way to set individual respawn times for individual creatures? For now I just have the time set to 5 seconds, but I was wondering if different enemies could have diferent times. EX. A bunny takes 5 seconds to respawn, a guard takes 2 minutes, and a boss doesnt respawn?

Edit : Found it! Here it is if anyone else was wondering
Quote

5.1.8. Creating a Respawn Point
Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at one specific point. Such a Respawn Point is created the same way as enemies are; by adding a specific command to their event name. Instead of \e[ID] it is necessary to use \respawn[ID1, ID2, ID3, ...]. The various IDs are enemy IDs from enemy types that will respawn at this point, separate the IDs with commas. As soon as an enemy is killed, he will respawn at one Respawn Point of the map where his ID is included in that setting. The waiting time for respawning in this case is 5 seconds. It can be changed by adding \time[TIME] where TIME is the number of seconds which needs to pass between death and respawn. Keep in mind that this feature is independent from the basic respawning feature and that it overrides the basic respawning system for the enemies defined in the setting. Respawn Points are normal events that are simply marked which means that they completely act like normal events.

G_G

I think part 1 in the download is messed up. There are things already configured like weapons and spells. Also everytime I try to use it it says its missing graphic files even though I made sure I didn't need any.

Lost King

So I'm getting an error whenever I try to attack or use skills, the error window being: "Unable to find file Graphics/Characters/'Character name here'_wpnMap_Actor"

Previously I had been using version 2.56 and it all worked fine with all the sprites I had made, but then when I updated to 2.7 I started getting that error.
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legacyblade

He changed the naming convention for sprites, due to an edit of how the sprite system worked. (does no one read the version history?) You're going to have to update your sprite's names.

G_G

I think its been asked before and it may be a pain. But in your next update think you can make it where someone can configure whether they want character sets for the item drops or just icons?

If its too much of a pain don't worry about it.

Blizzard

Quote from: game_guy on January 10, 2010, 02:55:33 pm
I think part 1 in the download is messed up. There are things already configured like weapons and spells. Also everytime I try to use it it says its missing graphic files even though I made sure I didn't need any.


Crap. #_#
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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.

Lost King

I read through the manual and it still says to name them the way I did, do you by chance know the updated format?
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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.

legacyblade

I've got two errors to report  :^_^':

First is that you can jump on top of events. And no, it's not just events with "Through " checked.

Second is one that has come back again, you can move around while defending. You've said in the past that this isn't how it's supposed to be, so I'm assuming being able to move around while holding the defend button (I'm sure it's working, as defend sprites still work and the character is blocking damage) is a bug.

Blizzard

I've changed it so many times that I don't even know anymore what the default setting is. #_#
I'll look into it and the the jumping bug.
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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

You could make it dependent on the shield. Like a setting in the config. I mean it wouldn't be hard to run with a buckler, but running around while hiding behind a giant tower shield would be a little bit difficult.

Blizzard

That sounds more like a plugin. :P
But seriously, Blizz-ABS is by default quite filled up already. I really want to avoid adding more small features. I'm even thinking of taking out a few things and making plugins from them.
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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.

Lost King

Were you asking me to make a demo?

Hoping not, but can someone either point out where to look? I found the part in the version history saying naming has been updated, but that only says stuff for projectiles, and I get the problem on normal melee characters. Or if someone doesn't know where the naming is at, can they tell me the proper format?
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Blizzard

Yes, I meant you with the demo.

Well, I did describe the new format and gave examples in the manual. :/
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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.

Lost King

January 13, 2010, 09:32:18 pm #2959 Last Edit: January 13, 2010, 09:48:21 pm by Aqua
The manual also talks about updated naming for Actor Weapon Sprites, but I'm not using Actor Weapon Sprites, I'm just using the action sprites, so they all have defaults for swords or spears, and everyone apart from one archer uses a sword style weapon to begin with.

The error in question is this:
Spoiler: ShowHide


The lines in the manual I have been following are these:
Quotenormal spriteset - lord marius.png
attack spriteset for swords - lord marius_atk1.png
attack spriteset for flails - lord marius_atk3.png
Additionally you have to specify weapon sprites for the types. The sprites have the same name as the attack sprites with _wpn added behind. This is necessary because weapon sprites can be displayed under the enemy and need to be separated from the actual action sprite.
example:
normal spriteset - lord marius.png
weapon spriteset for spears - lord marius_wpn2.png
weapon spriteset for shuriken - lord marius_wpn7.png


The names of my sprites being:
Barlak.png, Barlak_atk1.png, Barlak_def.png, Barlak_itm.png, Barlak_skl.png, Barlak_wpn1.png

The dimensions of the atk and wpn sprites are the same, these all worked with the previous version of Blizz ABS, and not to be an ass, but if someone is going to refer me to the manual again can they at least tell me the page rather than just "It's in the manual". The manual is 31 pages, and the Sprite Control section I've been reading hasn't been telling me anything new.
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