[XP] Blizz-ABS

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

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Bob423

Quote from: Boba Fett Link on October 31, 2011, 07:27:12 pm
There are a couple HUD scripts that show other party members attributes. Winkio's looks the nicest, however you have to have the 1st character in your party at all times. I plan on scripting my own HUD to get around it.


thanks, but that one wont work, are there any others you can specify? and give links?

Boba Fett Link

Quote from: Bob423 on November 09, 2011, 07:22:00 pm
thanks, but that one wont work, are there any others you can specify? and give links?


Winkio used to have a HUD Request station, but it is closed. Any specific reason why Winkio's Hud won't work?
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Bob423

"however you have to have the 1st character in your party at all times."

thats a problem, cuz im going to need that to not be true.

Boba Fett Link

Same here. I'm learning how to script, and plan on making a HUD for my game. When I do, I will probably release it here.
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Bob423

great, cant wait to see it

Stray

How is it going with the next ABS Update? Can't wait for the fix of the "Move Route"-made Animations... it's really necessary for the emotions my game. ^^
I'm very grateful to you all for your great help.

winkio

I'm trying to have it out by Christmas, but we will have to see.

FuriKuri

Hello  :)

I just downloaded this abs and I'm still in the process of discovering it's many features; and although this question may sound a little noobish I'd still like to know if it's possible to change the hud, (you know like, making my own health bar and so on) and how can I disable the damage over the character and enemies. (See, I'm starting to make a zelda-like game, and the hud doesn't fit the style I have in mind, and numbers showing damage look wierd on a game where you won't have str or dex etc.) If these two things can be done, I'd very much appreciate if you could tell me how  :)

And just so you know, I'm loving this abs until now, it's really amazing  ;)


FuriKuri

Quote from: LiTTleDRAgo on November 27, 2011, 03:24:36 am
Z Hud for Blizz ABS


I've tried this, it's awesome  :) thank you very much  :D

Sadly, I've come across a small (I hope) problem  :^_^':

You see, as I said before, I'm making a zelda-like game, as such, the game menus will consist of pictures I made, and events representing the items, weapons, etc.; here's an example:   
Spoiler: ShowHide


You can't see the items because I haven't done them yet, however in each of those squares in the picture there will be an event representing a specific item, when the player presses the select key on the keyboard I'd like it to automatically equip that item; my question is, is there any way, via call script or something to automatically equip an item or skill to the use buttons, instead of using the hotkeys?

I'd really appreciate any help on this matter and I hope I'm not being a bother to anyone

LiTTleDRAgo

something like this?

Quote$game_player.battler.skill = 1
$game_player.battler.item = 1

FuriKuri

Quote from: LiTTleDRAgo on November 27, 2011, 08:06:09 pm
something like this?

Quote$game_player.battler.skill = 1
$game_player.battler.item = 1



Exactly like this  :D
I can't thank you enough for your help, LiTTleDRAgo-san *bows down to you*  :haha:

I can start on making the actual game now, thanks and sorry for the time I made you waste  :)

Memor-X

i'm trying to count how many enemies are left on the map, what i've done is that i've created a function which runs 1 line which is

$game_variables[ID] = $game_map.battlers_group(GROUP1).size + $game_map.battlers_group(GROUP2).size 


there are 2 enemy groups on the map and i want to count that both have been wiped out, i call the function in a script call event command and i have the event set as a parallel process, on the map there is a total of 35 enemies, 5 in 1 group and 30 in the other and the variable i use shows 35 but it doesn't go down no matter how many enemies i kill on the map, i deleted one enemy using the editor cause i realized the only way to get to it is to hold ctrl because the gap is too big to run jump over so that leave 34 enemies and that was updated when i entered the map

the event that's got the script call also has a condition branch that when the variable i'm using to store the number of enemies reaches 0, it will run some stuff and then delete the event and only if the variable is 0 so it's always updating that variable until all enemies are killed

at the moment i'm using 2.8 because i'm just making a patch for Nexis Core: Chain of Shadows CUBGM and the patch doesn't need an upgraded Blizz-ABS at the moment but according to the version history, there';s been no bugs fixed with $game_map.battlers_group(GROUP).size which means that it should work in both 2.8 and 2.84

anyone know why $game_map.battlers_group(GROUP).size isn't working the way it supposed to work?

SmellsLikeUpsidedown

I was hoping to include the ability, within certain actions in a combo, to "launch" an enemy into the air in order to "juggle" them thereafter for some inescapable damage.

For instance,

Action 1:
Basic slash with a sword.

Action 2:
Second slash with the same sword.

Action 3:
If a certain button is pressed within the timing window, the player performs an upward thrust with the sword, sending the opponent into a "launched" state, where they cannot act and will be juggled.


I was wondering how I could do this. I'm slightly above novice scripting level, so I can't really fathom the code I'd write it in, but my thoughts were: if I were to utilize "launch" as a new state (like confusion, etc), and inflict the state on the enemy who is hit by the launching technique, I could make it execute the following script:

If the enemy is in the "launch" state, they receive a variable amount juggle points (based on the weapon they are launched with) [[for instance, 10 points]]
And they change sprites to a "launched" sprite, which shows them spinning in midair. I don't know how to loop the sprite's 360 rotation, however.
The enemy will stay in this spinning launched sprite while the player has the chance to attack them with a skill or combo.
Each seperate combo input that causes damage subtracts a variable amount of juggle points [[for instance, 3 points]]
Each skill used on the enemy regardless of whether or not it causes damage, subtracts a variable amount of juggle points [[for instance, 6 juggle points]]
When the original amount of juggle points reaches 0, the enemy stops spinning and is dropped back to the ground with their original sprite restored.
If the enemy dies during the juggle, they fall back to the ground first and then leave their corpse sprite behind.

All I have implemented thus far is the launch state and attributed it to a prototype weapon's combo.

Am I on the right track, and is this even possible with BlizzABS? It'd be a nice option to add to the entire package if you ask me.

winkio

It's more complicated than just using a state.  You have to deal with damage, knockback, and animation as well.  And if the enemy dies in the middle of the juggle, you have to account for that.  Also, you have to set a penalty on the enemy so they won't move and the AI won't update.  It's possible, but since you are asking that question before even attempting it, I'm judging it to be out of your league.

This is definitely not going to be added to the script, this is a feature many people would not want to use if it was available because it interrupts the pacing of battles.  It can work well in some games, but it is in no way a general feature.

FuriKuri

Hello, I was messing around with the scripts and making my game and I came across something weird...

You know the Conditional Branches? Well, I was making one with the condition of a certain key being pressed (it was the Z key)
and it doesn't work  :huh:

I changed the controls on the script so no action was set to the Z key but it still doesn't work; the script makes the conditional branches of an event, *not*  recognize key input, which I needed to access my "evented" menu and some puzzles, is there anyway around this problem?

Thanks in advance for any help you might give  :)

winkio

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.

FuriKuri

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  :(

winkio

hm, you are right.  You can't use the built in button press options, you have to use a script call through the Blizz-ABS input module:

Input.press?(Input::Key['G'])


where G is the key on the keyboard.  Just put that in the script option of a conditional and it should work.

FuriKuri

Quote from: winkio on December 09, 2011, 05:07:38 pm
hm, you are right.  You can't use the built in button press options, you have to use a script call through the Blizz-ABS input module:

Input.press?(Input::Key['G'])


where G is the key on the keyboard.  Just put that in the script option of a conditional and it should work.


Works perfectly  :)

Thank you so very much, I'll make sure to give you special thanks in my game kind sir  ;)