[XP] Blizz-ABS

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

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Stray

No no, just simple animations done in the rpg maker itself with the "Set Move Route"-Command, when the hero is doing something the show his emotions.
You know like:

"Nein" means "No". Every step is a frame of the animation in the charset. And it seems the ABS can't work with it because it's updating the sprite every moment instantly. Switching off the ABS doesn't work either.
I'm very grateful to you all for your great help.

Boba Fett Link

Use the change actor graphic command in the third tab of the event command screen.
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Stray

January 20, 2012, 04:38:23 pm #4622 Last Edit: January 20, 2012, 04:41:41 pm by Stray
It changes the charset, but not the steps of the character. The running animation are the frames
and making a charset for every little frame would be quite insane by that amount of animations I am making...
I'm very grateful to you all for your great help.

chaucer

January 21, 2012, 12:51:04 pm #4623 Last Edit: January 22, 2012, 01:35:01 pm by chaucer
How can i get an enemy to execute a specific move route when the enemy notices the player? I've tried a few methods all unsuccessful I've tried the blizz abs comment triggers such as Trigger:Playertouch etc. and i tried making a common event that parralel processes with a conditional branch with $BlizzABS.enemy_can_perceive?(event_id, target_type, target) and it still wont execute the move route. any help here ? :/ thanks in advance.

Edit: nevermind about this i got it to work somewhat lol. i do have 2 other questions though where would i go to edit the damage pop so that the damage goes straight up instead of out at random. and where is the enemy AI in the script?(tried looking im not sure exactly where it is) mostly the part on how the enemy moves.
figured out the movement part lol. just cant get the damage pop thingy. One more thing as well is there a method to check all hotkeys as long as a specific skill id is in one of them. example: Skill ID 12 is being pressed in hotkey 3, but so that it checks all the hotkeys for skill ID 3. hope that makes sense...

LiTTleDRAgo

Quote from: Stray on January 20, 2012, 04:38:23 pm
It changes the charset, but not the steps of the character. The running animation are the frames
and making a charset for every little frame would be quite insane by that amount of animations I am making...



how about doing this after change actor graphic command?

Stray

I'm very grateful to you all for your great help.

LiTTleDRAgo

Quote from: Stray on January 25, 2012, 08:31:14 am
Doesn't work either.


find this piece of code at part 3 and insert that bolded evil word below
Spoiler: ShowHide
Quotealias move_type_custom_blizzabs_later move_type_custom
  def move_type_custom
    # store current index and list
    index, list = @move_route_index, @move_route.list.clone
    # call original method
    move_type_custom_blizzabs_later
    # abort if not move route defined
    return if @move_route == nil && list.size == 0
    # create execution range
    if @move_route_index < index && @move_route_index < list.size-1
      range = index..@move_route_index
    else
      range = index..(list.size-1)
    end
    # set new normal speed if speed changing command
    @normal_speed = @move_speed if range.any? {|i| list[i] != nil && list[i].code == 29}
    # if enemy[/noparse]
    if self.is_a?(Map_Enemy) || self.is_a?(Map_Actor)
      # if spriteset changing command
      @character_name_org = @character_name if range.any? {|i| list[i].code == 41}
      # exit method if jumping or moving
      return if jumping? || moving?
      # if move route exists, basic movement, not skippable and same index
      if index == @move_route_index && index < list.size &&
          list[index].code <= 14 && !@move_route.skippable
        # increase move_route_index
        @move_route_index += 1
      end
    end
  end


be careful that before you attack or defend or anything, put your graphic back to normal first

Stray

Oh god, thank you so much. It works. The only weird thing is:

I have to add something other at the end instead of the graphic change.
But I'm glad it does work yet.
I'm very grateful to you all for your great help.

LiTTleDRAgo

January 25, 2012, 08:38:31 pm #4628 Last Edit: January 26, 2012, 08:23:38 pm by LiTTleDRAgo
forgot to add one more lines

----deleted----

Stray

Now the script ignores directions. No matter what Route I make - the hero is everytime watching down.
I'm very grateful to you all for your great help.

LiTTleDRAgo

then probably that line is unnecessary

sasofrass

January 27, 2012, 11:42:55 pm #4631 Last Edit: January 27, 2012, 11:45:09 pm by sasofrass
I was wondering how you would disable the bounce damage for SP loss/gains but keep the bounce damage for HP loss/gains. I looked in the manual and didn't see it and I really would like it off.

I run my game where the main character has a replenishing SP (like Rogue / Hunter from WoW) and every time damage is dealt, it shows the SP gain.


Also, I am not sure if this has been addressed or not, but when I set an event to "event touch" and the event hits me, it causes my game to crash giving me this error:
Script 'BlizzABS part 2' line 1352: RunetimeError occured.

2


This is the section of the code: (line 1343 to 1402)
    #--------------------------------------------------------------------------
    # get_variable
    #  type - variable type
    #  value - value type
    #  Returns the variable from the given command data
    #--------------------------------------------------------------------------
    def get_variable(type, value)
      # initialize
      var = 0
      # branch handling based on variable type
      case type
      when VARGame # game variable
        # variable is the game variable
        var = $game_variables[value]
      when VARCombo # combo variable
        # variable is the combo variable
        var = @variables[value]
      when VARCharacter # character variable
        # branch handling based on value type
        case value
        when VALHp # battler hp
          # variable is the battler's hp
          var = @ch.battler.hp
        when VALSp # battler sp
          # variable is the battler's hp
          var = @ch.battler.sp
        when VALMaxHp # battler max hp
          # variable is the battler's max hp
          var = @ch.battler.maxhp
        when VALMaxSp # battler max sp
          # variable is the battler's max sp
          var = @ch.battler.maxsp
        when VALState # battler states
          # variable is the amount of states on battler
          var = @ch.battler.states.size
        when VALExp # battler exp
          # variable is the battler's exp
          var = @ch.battler.exp
        when VALLevel # battler level
          # variable is the battler's level
          var = @ch.battler.level
        when VALTile # tile id
          # variable is the character's current tile
          var = @ch.tile_id
        when VALDirection # battler direction
          # variable is the character's current direction
          var = @ch.direction
        end
      when VARInput # input
        # variable is input success
        var = @inputs[value][3]
      when VARConstant # constant
        # variable is just the value given
        var = value
      when VARScript # script
        # variable is just the script given
        var = eval(value)
      end
      return var
    end

"# branch handling based on variable type" would be line 1352.

What the event does is it will give you a random variable between 3 and 5 and cause you to have a move route and play an SE.


Thanks!

Boba Fett Link

 :O.o: That's odd, that line is a comment. The script should totally ignore it because it starts with #.

There probably isn't a way to turn off bounce damage for SP without turning of HP...that is without editing the script. For that you'd probably need Winkio.
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LiTTleDRAgo

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

sasofrass

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


Thanks that fixed it. :)

Stray

February 01, 2012, 02:01:23 pm #4635 Last Edit: February 01, 2012, 02:03:13 pm by Stray
Here I am again. :'D

When I make a new event, which must be touched by the hero (or the event must touch the hero) this error message appears sometimes:
Spoiler: ShowHide

Also, if I once touched the event, the commands in it doesn't play anymore.

Because of my bad english, I made an short example game. :^_^': There's only the ABS and some example events:

Download (8MB - I forgot to erase some pictures)

I'm very grateful to you all for your great help.

Xsyiaris

A question sir,

I am wondering, is there a way to make a monster to have its own respawn time different from the other mobs?

Thanks alot
                Xsyiaris.

Boba Fett Link

February 02, 2012, 03:40:20 pm #4637 Last Edit: February 02, 2012, 03:42:16 pm by Boba Fett Link
You can set the respawn time by adding \time[TIME] to the event's name with TIME being time in seconds for respawn.

Your welcome
           Boba Fett Link.
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Xsyiaris

Quote from: Boba Fett Link on February 02, 2012, 03:40:20 pm
You can set the respawn time by adding \time[TIME] to the event's name with TIME being time in seconds for respawn.

Your welcome
           Boba Fett Link.


So i will do it like this (?)
                                            Mushroom \e[1] \time[50]
            And it will make an enemy 1 with a respawn time of 50 secs....right?

Boba Fett Link

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