[XP] Blizz-ABS

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

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G_G

May 21, 2010, 12:55:57 am #3440 Last Edit: May 21, 2010, 01:06:26 am by game_guy
I <3 HIM MORE >:U I'm his bitch ya know :naughty:

I'm loving the combo system <3~

EDIT: Error when attacking with a combo

EDIT 2: Forgot to update script

EDIT 3: A weapon with a combo won't attack but without the combo it will.

winkio

yeah, that's the point.  It you want it to attack inside the combo, just add an attack command in one of the actions.

AliveDrive

Wait for it....


awesome work :)

That was not a small task.
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Sacred Nym

Quote from: winkio on May 21, 2010, 01:28:24 am
yeah, that's the point.  It you want it to attack inside the combo, just add an attack command in one of the actions.


Except the combo fails to initialize period. The attack button does nothing (no sound or anything) when equipped with a weapon that has a combo. And yes, the combo is configured.
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Blizzard

Lol, you forgot to change the version in the topic header. xD
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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.

Lethal-Yarn

Same here.  I configured it right and set the weapon to use Combo1 but when I use that weapon in the game, the attack button does nothing.  The combo just doesn't initialize.

winkio

oh, sorry, it's actually a bug with the config generator.  I'll reupload in a few minutes

Ekusu

May 21, 2010, 10:01:05 am #3447 Last Edit: May 21, 2010, 10:02:18 am by Ekusu
hi im new here^^

waited a long time for combo support i will try it out and probably ask maaaany questions in futer because im making a game

1st question: how can i open the AI configurations window with a event? i cant find anything  :???:

winkio

May 21, 2010, 10:13:52 am #3448 Last Edit: May 21, 2010, 07:44:35 pm by winkio
@all:  Okay, uploaded the fixed version.  Sorry about that >_>

@Ekusu:  

$scene = Scene_AI_Behavior.new(@view.tone))


in a script call should do the trick

EDIT:  oops, had to upload again.  I swear I'm testing it each time, but I'm never testing the right things.

EDIT:  reuploaded yet again because script and input conditions weren't working right.

EDIT:  and again, it was trying to use skills and item of ID 1 less than you configured in game.

EDIT:  no reupload this time, but just letting people know that all the commands now work.

EDIT:  one more reupload for animations to work properly.

Landith

Well as I just got back from a wedding rehearsal, I'm tired as can be. But when I get back I'll start playing around with the combos.
So far it looks like you did a great job on them though (:

winkio

Thanks :).  I spent the better part of 3 days planning and writing the final system, and I think you will be very pleased with the result.  Not only does the system support all types of combos, but it also allows you to develop new special attack/skill/item/enemy types.

Lethal-Yarn

Been having fun making all sorta of fun combos all night, been working well so far!  The only thing I don't like is how the condition is handled because (unless I'm doing it wrong) in the editor I can't get it to only check whether or not I have pressed the correct input in the input window.  I'd have to manually change it from:
[COMCondition, VARInput, 0, '==', VARInput, 0]]

to:
[COMCondition, VARInput, 0, 0, 0, 0]


and unless I missed something, I can't do that in the editor.  Other than that, I haven't found any bugs, but then again all I've been doing so far is just having fun with combos and the fact you can customize attacks now.

Blizzard

XAS just lost the game. <3
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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.

Betown

When game starts, syntax error occurs....-[COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6]

Attack
Input : ID0 : Keys[Attack] Held for 6 frames
Freeze character input
Skill: 001:Magic Sphere
Unfreeze character input


  module Combos
   
    def self.total_actions(id)
      return 1
    end
   
    def self.commands(id)
      case id
      when 1 #Magic Sphere
        case aid
        when 1 #Magic Sphere 1
          return [[COMAttack],
                  [COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6],
                  [COMFreeze, True],
                  [COMSkill, 1],
                  [COMFreeze, False]]
        end
      end
      return []
    end
   
    def self.anim_data(id)
      return [0, [3, 3, 3, 3], '', false]
    end
   
  end
 
end


Is there sth wrong?

Ekusu

May 22, 2010, 05:21:20 am #3454 Last Edit: May 22, 2010, 05:31:26 am by Ekusu
@winkio thx but actually I tried that but it didnt work well i will try again maybe i wrote it wrong who knows...

EDIT: yep i tried that already i got a SyntaxError

Lethal-Yarn

May 22, 2010, 05:27:52 am #3455 Last Edit: May 22, 2010, 05:31:44 am by Lethal-Yarn
@Betown: redownload BABS 2.79 because you must've downloaded the config program before winkio reuploaded it.

The main change is from:
[COMInput, 0, System.Collections.Generic.List`1[System.Object], INPress, 6]

to
[COMInput, 0, [Input::Attack], INPress, 6]


Second of all, even if you didn't have the bugged out version, it wouldn't do anything.  For what you're trying to do to work, you'd need to do this:

      when 1 #Test
       case com.aid
       when 1 #Action 1
         return [[COMAttack],
                 [COMWait, 6],
                 [COMInput, 0, [Input::Attack], INPress, 6],
                 [COMCondition, VARInput, 0, 0, 0, 0],
                 [COMSkill, 7]]
       end
     end

Input is kinda pointless without a condition branch or else even if you don't press a button, it'll go straight into using the skill (which in my case is a fireball).  That should give you what you want.  Though personally I'd rather break up different attacks into different trees (like your spell will be in action2)

EDIT:
Quote from: Ekusu on May 22, 2010, 05:21:20 am
@winkio thx but actually I tried that but it didnt work well i will try again maybe i wrote it wrong who knows...

I think winkio meant to say:
$scene = 
Scene_AI_Behavior.new

Betown

May 22, 2010, 06:52:15 am #3456 Last Edit: May 22, 2010, 06:53:20 am by Betown
Thanks a lot.  

I've not redownloaded files :shy:

Ekusu

yhea thx that worked

winkio

Quote from: Lethal-Yarn on May 22, 2010, 04:32:31 am
Been having fun making all sorta of fun combos all night, been working well so far!  The only thing I don't like is how the condition is handled because (unless I'm doing it wrong) in the editor I can't get it to only check whether or not I have pressed the correct input in the input window.  I'd have to manually change it from:
[COMCondition, VARInput, 0, '==', VARInput, 0]]

to:
[COMCondition, VARInput, 0, 0, 0, 0]


and unless I missed something, I can't do that in the editor.  Other than that, I haven't found any bugs, but then again all I've been doing so far is just having fun with combos and the fact you can customize attacks now.


This is something that would be explained in the manual, but for conditions checking input windows, all you need is to select 'input' in the first box, and type in the ID of the input window in the first value box (the second value stuff doesn't matter).  I'm going to be updating the condition and variable windows a little bit, as well as having the manual done for 2.8, so it should be more obvious.  But both commands that you posted will do the same thing, because if it sees VARInput first, it gets the ID from the next value, and ignores the rest.  It works the same way for scripts.

Tips and Tricks:
Conditions only encompass the next command.
If you select "Held" as your input trigger type, all the player has to do is hold the button down the whole combo.
If you select "Press" as your input type with multiple buttons, it will be very hard for the player to perform the
  correct input, as they must press all buttons at the exact same time.  Try splitting into multiple input windows.
"Freeze Character Input" is a command that you will almost always want to use first thing, as it stops the
  character from doing anything outside the combo.
An option I forgot to add is whether the character is the player, and enemy, or and actor.  You can still check
  these things by using a script call with the variables "@player", "@enemy", and "@actor" respectively. 
  It is important to branch one way when the player performs the combo (for user input), and then use the other
  branch for allies (who cant have input).
Combo variables are variables contained inside the combo (think of them like "self variables").
Another option coming in 2.8 is the ability to use random numbers in variable and condition windows.  For now,
  You can use rand(X) with a script call, which will give you a random integer as low as 0 and as high as
  X - 1.  This can be very useful for the continuation of combos for enemies and allies.

G_G

Error. I have my Combo set up like this.
Action 1: Attack
             Go to action 2
Action 2: Jump Down 3 Steps
             Wait For Move Completion
             Skill 001: Heal
He attacks, then just before he jumps this happens