[XP] Blizz-ABS

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

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legacyblade

Either you still have bits of the script you originally had in your script one slot, or you have a duplicate script (2 and 3 being the same script). Make sure for part two, you copy the entire blizz-abs part 2 file. Same with part 3 (but, of course, using the part 3 script). I know that this is an error with how you're pasting the scripts in, as I don't get that error.

Remember, part one of the script should ONLY consist of what you got from the config app.

Memor-X

i just upgraded from 2.7 to the current version because there are some problems in 2.7 that i had hopped would be fixed up, but while testing i found some more bugs

events that don't have a sprite normally allow the character to walk though them but when i upgraded, all events i have no sprite now act as if they do, i can't walk over them, this is a problem cause most of these events have their trigger set to "Player Touch" and i have a lot of them working as connections to maps and there are alot

i have the ABS configured to use some sprites, the Running, Sneaking, Jumping, Charging, none of them work, and by that i mean that when i have them in the folder they don't get used and when i remove them, there's no error, i used the config program to create the config script and i checked the script, the consents for sprite control are set to true

in the config program under the Lag Prevention Configuration, it's not listing the ID of the maps correctly, i have a map called "Lv 1" and it's saying it's ID is 40, one of the first maps i created is getting a Map ID of 30 and i have another map called ";" in the list and i have no maps named that, i know the ID are incorrect cause i'm using Dubealex's Map Stat's script so i know the ID of every map since even if i don't use a map in the Map Stats script i got to add it to my addons script to skip it when getting the total map stats completion

this one, not sure if it's a bug or if i need to fix up my events but when i kill an enemy with the normal attack, if i'm just pressing the attack key rapidly, Blizz-ABS seems to kill the one enemy 2 or 3 times, i know this because i have a map where a door doesn't open till you kill 5 enemies and there's 6 in the room, when an enemy dies it adds 1 to the variables that keeps the door lock so when it hits 5, the door opens, but when i kill 3 or 4 enemies, the door opens, i've check the door and the event commands are correct, that and i death the Enemy Collapse SE more times, also, i'm alone in this area so there's no allies

i also like to make a suggestion about the AI Triggers, a configurable part to Blizz-ABS that we can add a list of states that don't show up in the list when your setting the value of the state condition since i know there are some scripts that you wouldn't want a state to show up in there, like Blizzard's Fury Status, you wouldn't really make a trigger that tests if an ally has Fury, you would test if the ally who has just died since the fury state only is applied when one character that is linked to another in Tons dies

also, i have a question,

i have a DNS System, DNS Tint, DNS Weather, Field HP and Game Over Common Events that are Parallel Possessors, i have 3 on a map, 29 events as enemies of one group and 5 in another, about 15 events as enemies in the objects group, 13 events made as rocks just to stop the player from getting to an area before the story takes them there, 2 events which only appear in one cutscene, otherwise they aren't there, the map is 75 x 65 and the Blizz-ABSEAL is set to a factor of 2, i have the Mini Map and the Hotkeys part of the HUD off and there is no pictures displayed and there is a party of 2 character that i control, my Computer's Possessor is a Intel Pentium 4 overclocked to 3.40Ghz and i have 1 GB of RAM and i'm running that smooth mode in RMXP..............how much lag is all of that supposed to generate on the map i described cause when i am fighting, it's very, very, very slow and is there any i can fix this

winkio

Ugh, fine, enough people are complaining about the through events that I will change them back.

I'll have to look into the running/jumping/sneaking/charging sprites

The ID of the maps works correctly for both CoSLaL and Dissipate, so I don't know what the problem is.

The enemy death bug sounds familiar.  I'll look into it.

Modifications to the triggers system are so game-specific.  They should be custom scripts.

Your map shouldn't be that slow, you must have a lot of background processes open or something.

Blizzard

Even though I agree on the trigger part, you should probably explain how to manually add commands in the manual. I never got to it. >.< You can use the chapter about forced action commands as template for the manual trigger chapter.
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Mimi Chan

I just tried the lag a lot demo thingy to get a feel of Blizz ABS.

Is it always like, when you attack, your character will stop moving, attack, then move again?
I mean you can't attack while moving like XAS does or the demo is just an old Blizz demo o.oa

Stopping just to attack seems make it less 'action' o.o
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Silentknight72

don't be afraid to use BABS. I think in RO you also stop when you attack, right?
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winkio

You can use combos to keep moving while attacking.  But it is standard in most games to stop while attacking.

Silentknight72

July 04, 2010, 01:37:24 am #3607 Last Edit: July 04, 2010, 01:52:06 am by Silentknight72
how do i make a skill animation into a death animation(for example, the death animation is 50 frames)?

Ex.
when enemy died and is facing up, run animation "monstername_death_01
when enemy died and is facing down, run animation "monstername_death_02 and so on....
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Mimi Chan

Aww I see o.o

Maybe I just got used to XAS, would be cool if Blizz can attack move too ^^;
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Blizzard

winkio already told you to use a combo action for that.
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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.

Memor-X

Quote from: winkio on July 03, 2010, 02:55:32 pm
Ugh, fine, enough people are complaining about the through events that I will change them back.


you probably don't have to remove it, just make an option to enable or disable it cause i can see how it can be useful but to suddenly upgrade to a new version have your events change like that can be a pain

Quote from: winkio on July 03, 2010, 02:55:32 pm
The ID of the maps works correctly for both CoSLaL and Dissipate, so I don't know what the problem is.


i say they would since the config script uses ID, it's just that the Blizz-ABS config program doesn't display their correct names, i know my maps ID cause their used in another script but someone else might not double check the ID in the config script and the actual ID

Quote from: winkio on July 03, 2010, 02:55:32 pm
I'll have to look into the running/jumping/sneaking/charging sprites


i read in one of your posts that Charging doesn't work, it does work it's just that the charge sprites isn't showing.....well, at least the "Trigger on Charge" works cause all my spells are that and when i cast it, if i wait and press the cast key again it works fine, which leads me to a question, if your not using the charge sprites, how do you know if your charging or not

Quote from: winkio on July 03, 2010, 02:55:32 pm
Modifications to the triggers system are so game-specific.  They should be custom scripts.


i'm only referring to the state condition since i just looked over some of i scripts i have archived and some uses Dummy states (eg. the Chaos Drive State) and you don't want to be checking if an enemy or ally has those, just a simple array which has State IDs to ignore, i did try to figure out how to do it myself and found the area where the state condition list is populated but my way proably wouldn't work since i would add ech state to the list using a loop and in this loop look in the "Ignore State Array" and if there is a state in that array, don't add it to the list, otherwise, add it to the list, to me it's simple but i just sued programming logic to figure it out, i've absolutely no way of knowing how to do that in RGSS in Blizz-ABS

Quote from: winkio on July 03, 2010, 02:55:32 pm
Your map shouldn't be that slow, you must have a lot of background processes open or something.


well, i'm using Blizzard's DNS Take 2 (yep, i still have it and rather the event one over the script one), i have modified it so it's no using the date and year and time is done by 2 images (one for hours, one for minutes).......could be the DNS Weather, i use an advance Weather script that has like blood rain, sakura petals and just more, had hopped to make it so enemies who love rain gain a bonus when it's raining, it was made by Ccoa so it could be the script itself, but now that i know that i'm overloading the game, i'll see if i can turn it down

also, i've noticed in the help fire, when i go to see the version history (yes i do read that, i'm weird like that) it kept showing that "page can't be found" page you would get in the old versions of IE, all the other pages work fine though

rodas

Hey guys.. it's me again... I noticed that when I stared posting this topic was on page 179 like version 1.79... it AmAzInG!! haha.. just kidding.. anyways.. I need help..

  I'm currently trying to make the first boss in my game. (I'm going slow.. I had other graphics to do.. haha)
and the problem I find is that he is way to easy to beat.  when you start using the sword on him.. you just have to repeatedly press the sword button and then you win, not even giving the monster a chance to attack. thanks. my guess is it has to do with time penalty.. but it's on default... .. ugh..  thanks for anyones help
Hey! I will do some evented systems, if you have something pm me and I will see what I can do. I will do only one at a time as I am also working on a game.

Memor-X

either make the boss's AI AI Setup have "Full Power" checked, created events with autostart or parallel proses which checks for condtions and changes the event name of the boss to have immortality (like where you can attack the boss until you kill so many enemies or after it uses a certian skill) or just change it's stats and give it more skills, or you can set the Unique AI delay and lower the penalty but i think that's what Full Power Does

rodas

 :) hey thanks! The full power thing helped a lot! Although you could still do some crazy button mashing to beat the boss easily. I decided to increase the sword penalty to 24 and now it seems to work like a charm!  :haha: thanks a lot. lvl's up.. I don't know what that's for but I hope it helps or something.. :D
Hey! I will do some evented systems, if you have something pm me and I will see what I can do. I will do only one at a time as I am also working on a game.

Memor-X

just wondering, can events marked as enemies be also marked as respawn points? if not is there a way to make it so it looks like an enemies is a respawn point

Blizzard

I don't remember if that would work. Just try it out.
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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.

Memor-X

did, it didn't work but i'm using 2.7 cause from what i've seen, the only difference between 2.7 and 2.79 is the combo system and all events that aren't normally solid become solid because the version history doesn't work in 2.79's help file and there's too many events for me to change the though setting to on before i want to submit my game to a competition this weekend

i did have an idea how to simulate a spawn point to be an enemy by having 2 events, one an enemy and one the spawn point then when the enemy is killed it renames the spawn point but the problem is that i can't get the spawn point to move with the enemy and the enemies i want to be spawn points move around

poxy

Erp... I have a problem with the idle sprites not animating for characters ID 2 and upwards. Lead actor animates fine but for the rest the idle sprite is not used. Tried v2.7 but its the same...
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winkio

Updated with 2.8.  It still uses config 2.79.  Major features are new manual, solid combo system, and event passability behaves the way it does with default RMXP (events with no graphic are treated as through).

The Niche

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