[XP] Blizz-ABS

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

Previous topic - Next topic

Blizzard

Quote from: DevilHuntress on July 12, 2012, 05:44:09 pm
Blizzard, sir


Man, that makes me feel so old.

Quote from: DevilHuntress on July 12, 2012, 05:44:09 pm
I have to thank you for creating this amazing script, I never expected something so complex to be so easy to use.
But I have a small question, from what I experienced until now I nnoticed a small delay between the attacks, is there some kind of turbo function to make the game more hack&slash or something like in those bullet-hell shm-ups?
Also, I am extremely sorry if this question was asked before.


Yes, there is a cooldown parameter for all types of attacks. Just look it up in the manual. It's called penalty.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

DevilHuntress

Thank you
Quote from: Blizzard on July 12, 2012, 11:20:28 pm
Man, that makes me feel so old.

Sorry about that

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

StarSkipp

Hey everyone, I hope this is the right place to post, but I have a few graphical issues relating to BABS.
I wanted to try out the idle animations for my charsets, but a number problems started to crop up that seem directly related to that specific animation setting.

Spoiler: ShowHide


1. When the actor is struck by an status inflicted skill, he starts going into a walking animation loop. It only lasts untill the end of its duration.
2. At the end of the animation for using weapons or skills, he starts to loop again at the 4th frame for roughly half a second. Something I also noticed was how the party members suddenly got themsevles stuck into the environments.
3. And finally at the enemy respawn they seem to pile up all together in the same spot, not bothering to move.

This appears to only happen when I have the idle setting scripted in. Other than that the game runs perfectly fine without it. I'm sorry if this is a well known bug, but I couldn't find anything directly referencing to it in the forums. 

Blizzard

3. Make sure that you have made the respawn point passable or if you are using respawn points.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

Kirye

I'm pretty sure this isn't possible without huge edits, but I feel I should ask anyway. Is it possible to link weapon sprites just to the weapon ID, and not the actor sprite as well? I ask this because in my game, you choose between one of 12 classes, 4 elements and male/female. There are 96 different character sprites for each individual selection. Each class can choose between 20 weapons. You can see where i'm going with this.

I'd appreciate any help I can get on this.

Spoiler: ShowHide

Vexus

I'm trying an evented sprint with blizz abs that lowers your "mana" and when depleted you can't run until mana regens but for some odd reason when the mana is drained fully character keeps on running.

I copied exactly the running event from the horror template which uses blizz abs and there it works fine (Tough it has problems with sneaking there on mine sneak works running doesn't.)

http://forum.chaos-project.com/index.php/topic,11547.0.html

Any idea why it's not working?

There's no point in leaving it in my game currently unless it works heh.

Thanks
Current Project/s:

KK20


Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Vexus

Tried your event in the demo I still can run with 0 stamina.

It's either a script confliction or something else I don't get.

Ps. One thing the horror template run event has better is that if you stand still after x frames stamina regens faster than keeping moving.
Current Project/s:

KK20

Should have probably asked this first: Did you make the script edit to BABS to modify the game player's speed?

QuoteOpen Part 2 of BlizzABS. Locate 'def update_control' (Line 3592). A few lines below, find 'player.move_speed = player.normal_speed' (Line 3596) and replace it with
player.move_speed = player.normal_speed unless $game_switches[id]
Replace 'id' with whatever switch you want to be on in order to run your parallel process event.
Go down a bit and find 'player.move_speed = Config::RUN_SPEED' (Line 3605) and replace it with
player.move_speed = Config::RUN_SPEED unless $game_switches[id]
Again, replacing 'id' with the switch you want.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Vexus

No I didn't but after I did even the horror template dash version works.

So thanks a lot kk :)
Current Project/s:

Skwig

Hello, i have an issue.
I have an event #1 that's triggered once combat starts and it checks how many enemies are alive. Once they are dead, it goes into the conditional branch.
#2 is triggered once all enemies are dead and the conditional branch in #1 is done. The event starts following the player and then it should talk to him, but i get an error, that's on the pic
More info about everything is in the pic, too. Please try to ignore that it's not in english :D
Spoiler: ShowHide

KK20

It's an issue of triggering an event with "Event Touches Player". This has been discussed (and fixed) before, as seen below.
Spoiler: ShowHide

Quote from: LiTTleDRAgo on January 28, 2012, 10:25:51 am
winkio probably forgot to remove this line

Quote
  #----------------------------------------------------------------------------
  # check_event_trigger_touch
  #  x - x-coordinate
  #  y - y-coordinate
  #  Check event if was triggered by touch. (pixel movement)
  #----------------------------------------------------------------------------
  def check_event_trigger_touch(x, y)
    # stop check if map interpreter is already running
    return false if $game_system.map_interpreter.running? || @trigger != 2
    # get pixel movement rate
    pix = $BlizzABS.pixel
    # if player touched this event and not jumping and not over_trigger
    if !jumping? && !over_trigger? &&
        $BlizzABS.util.rect_intersection(Rect.new(x * pix, y * pix, pix, pix),
        Rect.new($game_player.x, $game_player.y, pix, pix))
      # start
      raise @trigger.to_s
      start
      # started
      return true
    end
    # not started
    return false
  end


Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

LiTTleDRAgo

now that I see this thread again,
I wondered if Blizz Abs development was stopped
there is not a slight update since last year  :P

Quote from: First Post« Last Edit: March 03, 2011, 02:21:47 PM by winkio »

ForeverZer0

winkio has been working on a new version in his free time. I don't think its "high-priority", but as far as I know it is not abandoned.
I am done scripting for RMXP. I will likely not offer support for even my own scripts anymore, but feel free to ask on the forum, there are plenty of other talented scripters that can help you.

winkio

I can get 2.85 out this week, but 3.0 has to be pushed back again.  I just finished my summer research position, which has been eating away most of my time.

Blizzard

Make sure to include the upgraded Input module in 2.85.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


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.

theneonheart

I have a few questions, probably pretty darn noobish questions...

1) Why are AI Behavior and AI Triggers in the menu for my game when I test play?

2) I'm trying to get projectile weapons, guns, to work for my main character and other players... I don't think I really even need the hotkey system since they're all going to have one type of ammo for each gun and it seems like a hassle to set up the hotkeys in the game (also don't need that on the menu). But I can't even get the bullet to match the gun, so to speak, since the weapons won't work.

I had it working at one point, but now it just makes that sound when I press fire like, no ammo, or no power to make this work. I have the weapons set up in the game and in the script configuration, set to consume the item of ammunition, which I have the character pick up in an event. But how do I get it to load in the gun or whatever? I even got the ammo link to a hotkey but still nothing. The weapons are in the menu under equipment and the ammo is in the menu under inventory, from which I can't get it to do anything when I choose it.

I'm using the 'one-man custom menu system' by Rune but don't know if that is effecting this in particular.
My Games: ExXception Draft - A Cyberpunk Detective Story with a Twist of the Paranormal

KK20

1) I'm sure that's an intended feature of BABS. If you want to remove that from the menu, I think the edit wouldn't be too hard to do.

2) Read this post by me and see if it applies to you: http://forum.chaos-project.com/index.php/topic,10398.msg152010.html#msg152010

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Metaron

I'm having a small bit of difficulty storing the HP of an enemy into a variable. I've read the manual  under 4.4.5. Control tools and added this "$game_variables[79] = $BlizzABS.get_enemy(96).hp" into an event as a script call that is run through as a parallel process while the enemy is on the map so it is constantly updated with the enemies HP. When this event becomes active in the game I get the error message:

"Script 'Part 2' line 3292: NoMethodError occurred.
undefined method 'battler' for nil;NilClass"

I'm most likely initiating the command wrong, if anyone could explain the correct way to set this up I'd be very grateful.

I'm also running the latest version of Blizz Abbs.