[XP] Blizz-ABS

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

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Memor-X

Quote from: FuriKuri on December 09, 2011, 05:00:25 pm
Quote from: winkio on December 09, 2011, 03:44:06 pm
You do know that the 'Z' key on the RMXP gamepad is the 'D' key on your keyboard, right?  I'm guessing you just need to look up which key you actually want, because nobody else has reported this problem.


Yes I know that, I've tried it just now to make sure, but it still doesn't work, and I've also removed all other non-default scripts in case they were interfering, still doesn't work  :(


if you've got the default rmxp controls option to true, that could be the problem,

i hardly use the script part of the condition branch, what i do is create a function in the script editor and create an if statement with the condition i want, if it's true and i change $game_switches[ID] to true, then i create a condition branch which checks if switch ID is true and then run my code

example

class MyClass

  function testZ()
 
    if Input.trigger?('Z') == true
      $game_switches[1] = true
    end

  end

end


then all you need to do is use the call script command to call MyClass.testZ() and then create a condition branch that tests for Switch 1 being on

otherwise, could you post up the line of code your using in the condition branch or a picture of how the event is set up, might be the event causing problems


Stray

December 11, 2011, 04:04:49 pm #4581 Last Edit: December 11, 2011, 04:25:36 pm by Stray
I don't know what it means, but it happens randomly, if I walk arround on a big map...

Spoiler: ShowHide


By the way: I wanted to ask, how I can change the skin of the ABS.
I'm very grateful to you all for your great help.

FuriKuri

Quote from: Memor-X on December 09, 2011, 05:42:29 pm

if you've got the default rmxp controls option to true, that could be the problem,

i hardly use the script part of the condition branch, what i do is create a function in the script editor and create an if statement with the condition i want, if it's true and i change $game_switches[ID] to true, then i create a condition branch which checks if switch ID is true and then run my code

example

class MyClass

  function testZ()
 
    if Input.trigger?('Z') == true
      $game_switches[1] = true
    end

  end

end


then all you need to do is use the call script command to call MyClass.testZ() and then create a condition branch that tests for Switch 1 being on

otherwise, could you post up the line of code your using in the condition branch or a picture of how the event is set up, might be the event causing problems




The problem's already solved, but thank you for showing me a different way of doing it  :). Who knows, I might need/want to use something like that later on, so thanks again  ;)


On another note; I've been reading through some pages of this thread and I've seen people talking about some nice features of the abs, but I can't access them because my manual doesn't work, when I open it, it says the "Navigation to the webpage was canceled", although there are no problems with my net connection or anything else that could be causing this  :(

So, I assume it's the manual's webpage that is down; is there a way for me to get a working manual? I'm sure I'm missing out many amazing features of Blizz abs without the manual.
Thanks in advance.

winkio

Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.

FuriKuri

Quote from: winkio on December 13, 2011, 07:24:59 pm
Oh no, that's not a problem with the manual, that's Windows security settings.  Try the solutions at this link.

Quote from: Blizzard on January 09, 2008, 08:21:56 am
Author's Notes

If you have problems opening the .chm manual file, please read this article: http://blogs.technet.com/seanearp/archive/2007/05/28/can-t-read-chm-compiled-help-on-vista-xp-2003.aspx
The solution is at the bottom, you don't need to read the whole article.


If it still doesn't work, let us know.


Lol, I can't believe it was so simple a reason  :O.o:, I feel like a fool  :P
Anyway, it's working now, thank you once again for your help  :)

Sin86

December 15, 2011, 06:40:49 pm #4585 Last Edit: December 15, 2011, 06:45:14 pm by Sin86
Found an error when trying to use items that are Direct based.

After you use the item and choose who you want the item to be used on. This error appears.


"Script 'Blizz ABS 3' line 581: NoMethodError occurred.

undefined method `item_number' for #<Game_Player:0x95f4150>"

or it will appear as

"Script 'Blizz ABS 3' line 581: NoMethodError occurred.

undefined method `item_number' for #<Game_Player:0x95fba58>"


If the item is set to something like Trap, it's fine but when set to Direct, thats when the error appears.

winkio

change $game_player on that line to $game_party

RPGManiac3030

How can I add a health bar above the other members of the party? I'm using Z-HUD, which only checks the health of the main character.

Also, I'm still having a problem about non-party allies killing monsters and gaining experience from it, which crashes the game.


Official Gio website:
gioadventures.freehostingcloud.com (under construction)

Zylos

In my survival horror game, there are a decent amount of slow moving undead monsters roaming throughout a mansion. To attack a monster, you hit a button to draw your weapon and lock yourself into that spot, being unable to move aside from aiming your gun. Think like how it is in Resident Evil. However, I have one really annoying bug that I can't figure out how to solve. After getting an enemy's attention, they will occasionally walk right through the player or whatever walls/obstacles are in its way. Knockback doesn't push them away until they've stopped their strange rampage, usually during which I'm bitten from behind. It happens less often than not, but it's bizarre and tends to put the player at an unfair disadvantage for the monsters to be able to walk through walls to get to them.

I've tried looking at all of the possible "through = true" lines in the scripts, but I don't see anything out of place. Any of you script savvy folks have an idea of the cause or, more importantly, a solution?




winkio

Doesn't seem like it's directly from Blizz-ABS.  A demo would help.

Zylos

December 18, 2011, 07:39:04 pm #4590 Last Edit: December 18, 2011, 07:43:33 pm by Zylos
It's done this to me for other Blizz-ABS experiments I've tried, so I'm pretty sure it's not my own stuff doing it. Then again, I have made some modifications, but none that should effect an event's through-ness. Nonetheless, I'll send you a demo link, maybe you can prove me wrong or figure out what's going on. If it's something I myself did, I'll eat my own tail.




Boba Fett Link

I've also had similar problems with enemies being able to walk through walls and other unpassable tiles, even ones marked with 'no enemies' terrain tags. It's happened so many times in different projects that my only assumption is that it is a glitch in BABS.
This post will self-destruct in 30 seconds.

Zylos

Yeah, I have tried it already with a default project, so it's something within the script itself. But for the life of me I can't figure out what. I've tried looking at what's changing the through options, the full_passability lines, but can't see what could be causing it. Then again, I'm not really a scripter, so I might be just overlooking it.




Boba Fett Link

Hopefully it will be fixed in the rewrite.
This post will self-destruct in 30 seconds.

winkio

I can tell you that it doesn't happen in the rewrite, but I'm still working on figuring out why in happens in 2.84

LiTTleDRAgo

Quote from: winkio on December 20, 2011, 03:48:50 pm
I can tell you that it doesn't happen in the rewrite, but I'm still working on figuring out why in happens in 2.84


I can say it happens too in 2.79, 2.81 (probably 2.82 - 2.83 also the same)
the enemy sometimes just pass through unpassable tiles

Boba Fett Link

Well, I'm glad it will be fixed. It can be fairly frustrating. I can't wait for that new version!
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Bob423

i have a new problem. im trying to make it so enemies cant walk on a tile, but its not working. i set the terrain tag and everything, but it just doesnt work. the tile is an autotile if that helps

Memor-X

i pointed this out before when 2.84 came out but it seems no work has been done on it but the spites havn't worked since 2.7, the last version they worked was 2.6

now i think winko is busy with ARC so i don't expect him/her to work on this problem which has been eating away at me for ages but i'm going to put down some research i've done on Blizz-ABS which i hope will lead to the sprite problem being fixed

i started to do this because i was thinking about copying the working code into 2.84 and modding it to work and releasing all the ugly code as a "fix version" until it was fixed properly but there's no way i can do it so here's what i found out

in 2.6, the syntax's used in the image files aren't set in constants but are coded into the function "update_sprite", update_sprites is used in Part 2 as player.update_sprite in the update function, update_sprite is used in the update function in Part 3 of the script under the comment "processors all the data" and is also used the the update function that executes the enemy behavior according to the AI, update_sprite is redefined 3 more times in Part 3 of the script

in 2.7 and every version after that, the syntax's used in the image files are set in constants in part 2 near the top and are used in sprite_movement_animation_setup found in the Part 3 script, it is then used in sprite_animation_setup in the same script, sprite_animation_setup is first used in the same way as sprite_update in 2.6 in same places but it is never redefined like how update_sprite was in 2.6

if i was to take a guess, maybe the redefining of update-sprite was allowing the sprites to work in it and since sprite_animation_setup doesn't do that in 2.7 onward it could be the reason but i don't have the working knowledge of Blizz-ABS to even try and fix it

if someone could have a look at Blizz-ABS and either fix the sprites in it or make a separate script that makes them work in a different way (and making sure it has proper documentation if it uses different naming syntax's) in some form or another just until ARC is done and work on Blizz-ABS can continue that would be great

vincent329

i have a question on this script.
ive use this befor and ill agree it is the best ive seen the only problem ive found is i can't find how to change the image for the health bar or anything else like it my question is how do i change the images for the health and magic bars?