[XP] Blizz-ABS

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

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Boba Fett Link

\hide doesn't turn on or off the health bars, it just hides it for that specific enemy. You could use a call script to add or remove \hide to enemies whenever you want.
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hansiec

any idea what the problem to mine is:

When setting the map using the $game_map.data[x,y,layer] I can still pass unpassable tiles (water as an example) and I can walk over them even when they are not set passable, it does not happen when editing with main RMXP though. (I think it may be because of the intelligent movement or something I got no clue.)

LiTTleDRAgo

try adding this script

class Game_Map
  def refresh_virtual_passability
    @virtual_passability = $BlizzABS.util.setup_passability(@map)
    $game_map.need_refresh = true
  end
end


then after use $game_map.data[x,y,layer], use this
$game_map.refresh_virtual_passability


hansiec

Yeah thanks I'll try this, I didn't really lookup the methods for long (and I am not used to work with Blizz-Abs)

Skwig

Quote from: Boba Fett Link on May 10, 2012, 05:59:54 pm
\hide doesn't turn on or off the health bars, it just hides it for that specific enemy. You could use a call script to add or remove \hide to enemies whenever you want.

Yes..That is what i want to do..
I was asking for the script call the whole time :S

Landith


Event Page: ShowHide


Can anyone tell me what I'm doing wrong? I tried following the User Manual word by word but for some reason it's not working and I'm getting that error which is line
Spoiler: ShowHide

    def create_move_route(data)
      # create new move route
      move_route = RPG::MoveRoute.new
      # return if empty move route
      return move_route if data.size == 0
      # set move route data
        move_route.repeat = data[0]
        move_route.skippable = data[1]
        if move_route.list.size > 0
          move_route.list = []
          data[2].each {|d| move_route.list.push(create_move_command(d))}
        end
      # return completed move route
      return move_route
    end

data[2].each {|d| move_route.list.push(create_move_command(d))}


But I don't have anything in the Move Command? In the User Manual it says '[DATA] is a move route data array, and must be completely filled out or left entirely blank.'
Which I just left it blank and I'm getting that error. I even tried doing [false, false, []] but it still gave me that error?

Maybe I set up the event wrong? Basically what I'm trying to do is create 2 events that split up the Giant Slime into 2 different smaller slimes, but I can't quite get it to work..

winkio

You are missing a set of brackets around your event page data (I know, there are tons of sets of brackets, that's why I have to get around to making an editor for this stuff).  Right after you set the name, in the fourth line of each script call is

\e[14]',[[],[0,"092-


which needs to be changed to

\e[14]',[[[],[0,"092-


and the last line of each script call is

[]])


which needs to be changed to

[]]])


You might find different errors after fixing this part.  If so, post them up and I'll have another look.

Landith

May 13, 2012, 02:30:20 am #4787 Last Edit: May 13, 2012, 02:31:45 am by Landith
Now I get a Syntax error :wacko:
This is so confusing lol
x = $game_map.events[3].x
y = $game_map.events[3].y
$BlizzABS.create_event(x+1,y,  
'Slime\\e[14]',[[[],[0,          
"092-Monster06",0,2,0,255,0],      
0, 3, 3,],true,true, false, false,
false,0,[]]])


Is what I have

Just kidding... I'm so tired  :facepalm: I forgot to open the brackets after 3

But that works thanks Winkio :) *levels up* just because I was trying to get it to work for like an hour... lol

winkio

something looks wrong with the 6th line.  You have

3,],true


which makes no sense.  I think it should be

3,[],true


EDIT: nevermind, you already saw it.

G_G

Just to throw something out there landith, when I gave you this piece of code yesterday,
x = $game_map.events[3].x
y = $game_map.events[3].y


I didn't mean replace "@event_id". If you leave the 3 as @event_id, then the code can just be copied and pasted in any event.

x = $game_map.events[@event_id].x
y = $game_map.events[@event_id].y

Vexus

I was wondering if anyone could help in making this run script compatible with blizz abs:

Spoiler: ShowHide
#===============================================================================
# Stand/Walk/Run Script --- RMXP Version
#===============================================================================
# Written by Synthesize
# Version 2.50
# January 26, 2008 (v1)
#     Revised: March 1, 2008 (v2)
#     Revised: September 4, 2010 (v2.5)
#===============================================================================
# Customization
#-------------------------------------------------------------------------------
module StandWalkRun
  Use_run = true   # Use Run Points?
  Use_run_sprite = false    # Use a Running sprite?
  Run_speed = 4   # Player speed while running
  Walk_speed = 3  # Player speed while walking
  Run_sprite_suffix = '_run'   # Running Sprite Suffix
  Run_points = 300   # The maximum amount of Run Points
  Run_restore_points = 1   # The amount of points recieived at Run_points_restore frames
  Run_points_restore = 1   # 1 Run Point is restored in X Frames
  Restore_run_while_walking = false   # Restore points while walking?
  Use_idle_sprite = false   # Use Idle Sprite?
  Idle_sprite_suffix = '_idle'   # idle Sprite Suffix
  Use_anime = true   # Animate your Idle Sprite?
  Idle_time = 40    # Time before sprite is animated
 
  def self.sound(percent)
    case percent
      #when 100 then RPG::AudioFile.new(name, volume, pitch)
      when 11..50
        return RPG::AudioFile.new('Breathing', 90, 0)
      when 0..10
        return RPG::AudioFile.new('Heavy Breathing', 100, 0)
    end
      return nil
    end
  end
#-------------------------------------------------------------------------------
# Scene_Map:: The main functions of the script are here
#-------------------------------------------------------------------------------
class Scene_Map
  # Aliases
  alias syn_map_update update
  #-----------------------------------------------------------------------------
  # Initiate variables
  #-----------------------------------------------------------------------------
  def initialize
    if $game_player.old_character_name == nil
     $game_player.old_character_name = $game_player.character_name
    end
    @wait_time = 0
    @wait_time2 = 0
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #-----------------------------------------------------------------------------
  def update
    syn_map_update
    if Input.dir4 == 0
      wait(1, false) if StandWalkRun::Use_idle_sprite
      if $game_player.move_route_forcing == false
        call_idle($game_player.character_name + StandWalkRun::Idle_sprite_suffix, StandWalkRun::Use_anime) if @wait_time == StandWalkRun::Idle_time
        $game_temp.syn_state = "idle"
      end
      restore_run if StandWalkRun::Use_run
      else
      $game_temp.syn_state = ""
      restore_run if StandWalkRun::Restore_run_while_walking
      call_idle($game_player.old_character_name, false) if $game_player.character_name != $game_player.old_character_name
      @wait_time = 0
      end
      if $game_temp.sprite_changed == true
      $game_player.old_character_name = $game_player.character_name
      $game_temp.sprite_changed = false
      end
    end
  #-----------------------------------------------------------------------------
  # Call_Idle:: Sets and animates the idle Sprite
  #-----------------------------------------------------------------------------
  def call_idle(sprite, anime)
    $game_player.set_step_anime(anime)
    $game_player.set_graphic(sprite)
  end
  #-----------------------------------------------------------------------------
  # Restore_Run: Restore Run Points
  #-----------------------------------------------------------------------------
  def restore_run
    if $game_player.run_points < $game_player.max_run_points
      wait(1, true)
      $game_player.run_points += StandWalkRun::Run_restore_points if @wait_time2 == StandWalkRun::Run_points_restore
      @wait_time2 = 0 if @wait_time2 == StandWalkRun::Run_points_restore
    end
  end
  #-----------------------------------------------------------------------------
  # Wait:: Allows Wait Times
  #-----------------------------------------------------------------------------
  def wait(duration, value)
    for i in 0...duration
      @wait_time += 1 if value == false
      @wait_time2 += 1 if value
      break if i >= duration / 2
    end
  end
end 
#-------------------------------------------------------------------------------
# Game_Temp:: Create current state
#-------------------------------------------------------------------------------
class Game_Temp
  attr_accessor :syn_state
  attr_accessor :sprite_changed
  alias syn_temp_init initialize
  def initialize
    @syn_state = ""
    @sprite_changed = false
    syn_temp_init
  end
end
#-------------------------------------------------------------------------------
# Game_Character:: Create the Change_Sprite method
#-------------------------------------------------------------------------------
class Game_Character
  # Attr(s)
  attr_accessor :old_character_name
  attr_accessor :run_points
  attr_accessor :max_run_points
  alias syn_ch_init initialize
  #-----------------------------------------------------------------------------
  # Initialize Variables
  #-----------------------------------------------------------------------------
  def initialize
    @run_points = StandWalkRun::Run_points
    @max_run_points = @run_points
    syn_ch_init
  end
  #-----------------------------------------------------------------------------
  # Set Setp Animation
  #-----------------------------------------------------------------------------
  def set_step_anime(value)
    @step_anime = value
    return @step_anime
  end
end
#-------------------------------------------------------------------------------
# Game_Player:: This handles the dash process
#-------------------------------------------------------------------------------
class Game_Player < Game_Character
  alias syn_player_update update
  alias syn_player_refresh  refresh
  alias syn_player_move_type_custom move_type_custom
  def dash?
    return false if @run_points == 0 and StandWalkRun::Use_run
    return true if Input.press?(Input::A)
  end
  def refresh
    syn_player_refresh
    self.old_character_name = @character_name
  end
  #-----------------------------------------------------------------------------
  # Update:: Update the scene
  #----------------------------------------------------------------------------
  def update
    if dash?
      if Input.dir4 == 0
        $game_player.set_graphic($game_player.old_character_name)
      end
      unless $game_temp.syn_state == "idle"
        set_graphic(@character_name + StandWalkRun::Run_sprite_suffix) if StandWalkRun::Use_run_sprite
        @move_speed = StandWalkRun::Run_speed
        @run_points -= 1
        rate = (StandWalkRun::Run_points > 0 ? @run_points.to_f / StandWalkRun::Run_points : 0)
        se = StandWalkRun.sound(rate*100)
        $game_system.se_play(se) if se != nil
        syn_player_update
      end
    else
      @move_speed = StandWalkRun::Walk_speed
      syn_player_update
    end
  end
  def set_graphic(character_name)
    @tile_id = 0
    @character_name = character_name
  end
  #--------------------------------------------------------------------------
  # * Move Type : Custom
  #--------------------------------------------------------------------------
  def move_type_custom
    old_ch_name = @character_name
    syn_player_move_type_custom
    if old_ch_name != @character_name # Change Graphic
      self.old_character_name = @character_name
    end
  end
end
#-------------------------------------------------------------------------------
#            * This script is not compatible with RPG Maker XP *
#-------------------------------------------------------------------------------
# Written by Synthesize
# Version 2.00
# Requested by Cerulean Sky
#===============================================================================
# Stand/Walk/Run   - RMXP Version
#===============================================================================


I prefer having stamina while running instead of running forever and it's slightly edited to make a sound when your at 50% and at 0%.

Thanks
Current Project/s:

Boba Fett Link

Actually, you can do the same thing pretty easily with common events.

Use this to help you get started. There's a link made by KK20 in the third to last post.

http://forum.chaos-project.com/index.php/topic,7766.0.html
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Shining Riku

Just curious, are there any extra plans for defending sprites?

Currently, whether you move or not while defending, the defend sprites are not animated. Will those be animated normally in the future? (As in, animation is still when standing still, etc)

Somebody may have mentioned this before, I checked with the search engine to see related posts but couldn't find any. If I'm saying something that's been said fifty times already by other members I am sorry :(

thebloodelf

I have had a really hard time with making lifeless objects. Could someone please help? :stupid:

Boba Fett Link

May 23, 2012, 05:31:26 pm #4794 Last Edit: May 23, 2012, 05:32:31 pm by Boba Fett Link
 :yesmaster:

Okay. I don't have the manual in front of me so some of these tags might be off.

To keep an enemy from moving add the \move tag to events name.

You can also change the enemy's alignment to a lifeless object by add ing \g[n], where n is the ID of the lifeless alignment. There is one already set up in the default Blizz-abs Config.

Next time, though, check in the manual first. It has all this stuff and more.
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Skwig

Hello, i have a problem. I can't seem to configure my summon correctly. After the time of summon ends, it just blinks and can't desummon or summon it again.
Spoiler: ShowHide

THanks in advance
Edit: As it turns out, it only happens when Actor skill sprites are turned on.. any idea how to fix this?

winkio

Do you have actor sprites for the summon?

Skwig

Quote from: winkio on June 27, 2012, 01:09:17 am
Do you have actor sprites for the summon?

The normal sprite
Attack sprite
Skill sprite
Weapon sprite
-> The summon only has a weapon, which once used makes him go into a combo that spams a spell ( that skill has a sprite)

Pyramid_head

June 28, 2012, 10:56:16 am #4798 Last Edit: June 28, 2012, 11:02:22 am by Pyramid_head
I'm using Blizz-ABS for a sci-fi game I'm making, I'm wondering if it's possible for for the following features to be added/edited.

- Ammo clips, i.e. a pistol clip holds 5 bullets, so if the pistol is used five times, a pistol clip is consumed.

- Ammo being hotkeyed before it can be consumed, I was wondering if this feature could be disabled, i.e as long as the item is in your inventory it will be consumed.

-Faster projectile speed. this is slightly self explanitory really.

Also; I'm not entirely sure how to create an item that carries the attack power instead of the weapon.
"it is possible to create weapons with no power and make the ammunition carry the power effects"

Any and all help is greatly appreciated.

P.Head

winkio

@Skwig: hm, I have to test it further.  It might be a bug in the script.

@Pyramid_head: the ammo stuff can be done with a separate script for now, but will be included in version 3.0.  Projectile speed needs a larger rework, but is still planned for version 3.0.