[XP] Blizz-ABS

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

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WhiteRose

Good work, winkio. I think that, in general, people will like this version of the passability better. Coupled with the new manual, we'll hopefully be seeing a lot more BABS projects due to its ease of use. The new combo system is yet another reason for people to use it; I think it's safe to say you've left XAS even further in the dust. Is the combo system implemented in the config app?

winkio

July 10, 2010, 08:18:37 pm #3621 Last Edit: July 10, 2010, 09:20:09 pm by winkio
yes, the combo system is in the config app.  And one more thing that somehow slipped past me: the table of contents on the manual somehow got messed up.  It's not really a big deal, because it's so much easier to navigate (4 clicks can get you to any page from any page), but it will be fixed in the next version.

EDIT: alright, reuploaded with the fixed table of contents in the manual (no code changes)

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Dundora

I just downloaded and applied the latest Blizz-ABS, but i have a problem(obv, otherwise i wouldn't be posting here).
My problem is that apparently my allies don't heal me when i am not in battle, and sometime they also don't heal me when I am in battle.
I checked and I'm sure they have a heal skill, does anybody have any suggestions?

rodas

I just tried the combo system... but it doesn't seem to be working...

  I set up the combo exactly like you did.. It's a attack, jump forward, attack... when I try it.. he just attacks and that's it... I tried with an enemy to see if that was the problem but it does the same thing.
he just plays the sound of the animation i picked but doesn't do any of the actions. this is set up to my sword... help please..
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.

Hellfire Dragon

July 11, 2010, 05:43:45 pm #3626 Last Edit: July 11, 2010, 05:48:01 pm by Hellfire Dragon
Great work winkio :)

I did find something wrong in the manual though...

Spoiler: ShowHide
You forgot the capital letter for systematics :o


:^_^':

EDIT: Actually, just one other thing in the manual. Chapter 5.5.2 Input Script Reference, every $game_system.ACTION_button = true/false has enables or disables the attack button beside it, I don't think that's right  :huh:

Chapter 5.5.2: ShowHide

$game_system.attack_button = true/false - enables or disables the attack button.
$game_system.defend_button = true/false - enables or disables the attack button.
$game_system.skill_button = true/false - enables or disables the attack button.
$game_system.item_button = true/false - enables or disables the attack button.
$game_system.select_button = true/false - enables or disables the attack button.
$game_system.hud_button = true/false - enables or disables the attack button.
$game_system.hotkey_button = true/false - enables or disables the attack button.
$game_system.minimap_button = true/false - enables or disables the attack button.
$game_system.turn_button = true/false - enables or disables the attack button.
$game_system.running_button = true/false - enables or disables the attack button.
$game_system.sneaking_button = true/false - enables or disables the attack button.
$game_system.jumping_button = true/false - enables or disables the attack button.

rodas

please forget my last post..
    I was suppose to put wait for move completion after everything..

It works great  :haha: really nice work winkio!
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.

winkio

@HD: thanks for looking at that XD.  I'll get on fixing it.

@rodas: yeah, there are a lot of fine points to the combo system, such as wait for move completion, and freeze input.  I'll be making an example project with about 10-20 different combos set up in it, so everyone can see what I've experimented with.  There's some crazy stuff you can do ;)

rodas

That sounds Awesome! I can't wait to see your combos!  :D
   I was wondering how the input things work, it would be awesome to make an action game of that caliber :)
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.

sirsniffy

Aww man, I'm so behind! I am still learning the Skill system..takes a long time and the manual is not very explicit. Everything sounds really exciting though, can't wait to see the combos video!
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WhiteRose

Quote from: sirsniffy on July 11, 2010, 08:11:28 pm
Aww man, I'm so behind! I am still learning the Skill system..takes a long time and the manual is not very explicit. Everything sounds really exciting though, can't wait to see the combos video!

Have it tried the Config app? It makes creating skills a snap.

Cats777

Is it possible, using event commands or scripts, to order an NPC event to move from one tile to another using the pathfinding algorithm and at the same time attack any enemies it may encounter? If so, is it possible to make it patrol between tiles using the same AI?

If these are possible, it would make me extremely happy.

Bryght

That's really an awesome job, congratulations  :up:

But I have a lil question  :^_^':

I'd like to play a sound when :
I attack a monster
The monster attacks me
The monster dies

Let me explain :)

For example,

I'm fighting a Zombie.
When I hit it, I'd like "zombie_hit.wav", "zombie_hit2.wav" or "zombie_hit3.wav" (...) to play, so that when I hit it, i'll hear a "uhhh.." "arghh..." "ohh...." (you should understand xD) from the zombie. (just like in Diablo2)
Same for the other cases (attack, death).

This would allow me to add realism to my project !  :)

That would be awesome, i hope this is doable ! Thanks !

WhiteRose

Hmm. It would appear that the current download link is incorrectly named. You might want to fix that. ;)

winkio

=.= I swore I had the numbers the other way around.

rodas

guys.. I don't know if this is my game or what..

when my character touches an event that's on player touch.. his sprite starts moving as if he was walking.. is this suppose to happen? just a question.. 
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.

WhiteRose

July 12, 2010, 10:25:17 pm #3637 Last Edit: July 12, 2010, 10:36:46 pm by WhiteRose
Also, I just took a look at the new version of the manual, and it is fantastic. Excellent job. However, the title of section 4.2 is not capitalized, with no apparent reason for being so. If you update the manual later, you might want to fix that. I'll keep reading through it and looking for other errors; even the best writers make mistakes and need a proofreader now and again.

EDIT:

In the list of features in section 1.1 is written:

Quotecustomize it however you want which is made as easy as possible because of the professional documentation provided


You might want to consider re-writing that as:

Quoteextensive customization options, made easy due to the professional documentation provided


EDIT 2:

Something else you might want to change can be found in section 1.3, in the version history. In the list of changes for version 2.8, you say:

QuoteBugs related to the combo system from 2.79 fixed, combo system now complete.


This is in a different tense then other changes listed. To correct this, you should change it to:

QuoteBugs related to the combo system from 2.79 fixed, completing the combo system.


OR

QuoteBugs related to the combo system from 2.79 fixed; combo system completed.


EDIT 3 (Sick of me yet?):

In the list of changes for version 2.7 is written:

QuoteChanged the way how spritesets need to be named for Actor Weapon Sprites.


This is grammatically incorrect and should be:

QuoteChanged the way spritesets need to be named for Actor Weapon Sprites.


This also applies to the statement above it regarding projectile spritesets.

Sorry; you never really asked for help, but I figured I'd give some. Feel free to disregard it if you feel it irrelevant.

winkio

eh, you can see right through my copy paste  :^_^':

There are actually a ton of those type of errors, because instead of rewriting sections (ones which I hadn't looked at all the related code, or didn't feel like rewriting), I just copied Blizz's stuff with some quick edits.  They will all be fixed, but probably not in the next few versions.

WhiteRose

Alright. Just one more thing before I stop bothering you: the script generated by the config app still says 2.79 at the top. I doubt this will cause compatibility issues or, indeed, any issues at all, but it is incorrect. If players check to see which version of BABS they are using and only look at the first part, then they will be misinformed.