[XP] Blizz-ABS

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

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Bob423

Quote from: LiTTleDRAgo on August 12, 2012, 11:43:40 pm
$scene = Scene_Hotkeys.new(tone = Tone.new(0, 0, 0, 0), index = 0)
  #  tone - screen background tone
  #  index - index character in party


ok, so, i used that, and everything was working fine. but once i started a new save, it wouldnt let me use items i had set as hotkeys. skills work, but not items

ToastyMuffin

I have no idea what i'm doing wrong. i made 3 script areas above main, and labeled them BS 1 BS 2 and BS 3.
alright, so i copy the script of part 3 into 3, 2 into 2, and then i go through all of the configuration and generate the script. i copy and paste that into BS 1. so, when i start a game, the enemies do not have health bars or attacks or anything, and it seems as though all that happened was the controls changed. and when i attack, it says that  it cannot find the image and then shuts down.
i watched a youtube video to try and understand, and i did everything in it exactly, but it will not work for me.
i know, it must be pretty simple, as i am the only one who can't get it to even go, and i'm sorry.
but please. help.

Kiwa

Did you copy the pages out of sir lag a lot?
Or straight from the abs zip?
I'm guessing from the zip.
it shouldn't ask for the animations by default. The option should be turned off by default.
The enemy hp bars are also an option to turn on by a simple check box.

If you want the character to animate for his spells or melee. You need to turn the option on and create your individual frames.

Just for the sake of getting things running. Disable all animations you turned on for enemy and hero.
Regenerate the script. Copy it again..and replace script1 with the new copy. It should function.

Boba Fett Link

Why not try putting the default first script in there to see if it runs? Then try changing things one at a time.
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ToastyMuffin

August 19, 2012, 12:44:09 pm #4864 Last Edit: August 19, 2012, 01:00:42 pm by ToastyMuffin
i turned all animations off, and set the health bar on, and when i start playtesting, notihing changed. i copied the generated script into part one, and replaced the default, and it didn't work. i also tried the default one and it didn't work. :???:
and no i am not using any scripts that could influence it. also, i am testing this in a room with 1 ghost. i named it Ghost/e[1] and....... didn't work.
i also tried putting a space in, Ghost /e[1] and it doesn't work.
okay, so i copied a Zinger from lag a lot and pasted it into my game, and what do you know, i walk up to it and when i attack, i can actually see damage coming off of him, and he goes back. so.... what am i doing wrong with my ghost? i looked at the event and they are both the same, the onyl difference being that one is a ghost and one isn't.

ToastyMuffin

okay so i got the enemies to work now, i just need to be able to get the animations. how would i make one of swinging a sword?

ForeverZer0

What image does it say is missing? Do you have that image?
If not, you need to place it wherever it says its missing from.
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.

Kiwa

Thing is toasty,
There is no animation of him swinging the sword. Its not part of babs.
So if you click the option to turn it on, it will give an error because it cant find the char sheet it needs until you make it.

You need one for the weapon and one for the hero doing the animations.

Look at the sir lagolot demo youll get a grasp on it.
Tho the new system looks for different names olfor the char sets.

In the same folder you find lag-o-lot. Youll see somethibg like lag-o-lot_atk_0

How i learned was by picking apart lag alot and building it all over again.
Take the lag o lot art import it in and rename it.

GL hope i helped...even a little

Sin86

I don't know what I'm doing wrong, but I'm trying to configure the "no enemy terrain tag". I set the number to 2 in the first part of the script that says "no enemy terrain tag = [2]" Then I created a new map and placed tiles with number 2 on them, then changed the tileset to a different tileset and change it back to the one it was intended to be after I edited one of the tiles to say 2 on the terrain tag and still, enemies are walking over the terrain tag with 2 on them.

Moshan

 Is it possible to make a combo which trigger after you hit the target 3 times (or another number of times)
I'm still trying to figure out how combos works...

KK20

To my knowledge, I don't think there's a built-in way to achieve that. Combos are a list of actions/commands that are carried out in a sequential order (like Move Routes for events). What kind of attack/combo did you have in mind?

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Moshan

 Well I was thinking if is possible to trigger a combo after a number of hits...only that. The combo included some movement and the use of a skill  :^_^': . But to be honest I don't find the Blizz-Abs Combo System very useful because it's not like "normal" combos, it just force you to make some actions without a condition. Shouldn't the combos trigger after some succesful hits or after not being hit for an amount of time?

Skwig

Hi.. I was wondering if there was a way to prevent enemies from respawning when you go from screen to screen. Only when i use the /respawn thing.
Perfectly simple way to do this is to have Self switch turned on when the enemy dies.. But I haven't noticed anything like that.
Any ideas?

Boba Fett Link

By default, the enemy's event page code runs when it dies (if you want it to run when something else happens, it is explained in the manual). So you can use Self switches to keep enemies from respawning.
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theneonheart

Hey, I'm trying to figure out how to make weapons work with ammo without using hotkeys, and I'm not sure of the configuration for the database and the blizz abs script to make it work. I want it so whenever my character picks up a gun and ammo, if they equip the gun, it automatically uses the ammo for that gun. I have several weapons programmed in, just not set up, and they all use unique items for ammo. There may be an instance where one weapon uses 2 different types of ammo, or two modes like single barrel shotgun or double barrel, but basically the 10 slots for hotkeys isn't the best setup for what I'm going for and I don't know how to modify it really.

It would be really nice if the ammo would show up on screen like a hotkey display, but just show how much ammo you have of just that one or two types in the hud, but automatically and not so you have to key it in.

Also, I don't want to flood you with questions but I think it might be somewhat related since they're both on the pre-menu, I want to know how to get rid of the 'AI Behaviors' and 'AI Triggers' and basically by-pass the pre-menu altogether.
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KK20

@adytza001
I think I know a work-around for something like that, but it would require editting to your enemy events. It involves the use of triggers and $game_variables while making all the attacks combos.

@theneonheart
Removal of the AI commands:
Paste below BABS: ShowHide
BlizzABS::Cache::CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']

class Scene_Menu
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # if ASSIGNMENT is turned on and assignment display active
      if BlizzABS::Config::HOTKEYS && $game_system.hotkeys
        # create assignment display
        @hotkeys = Hotkey_Assignment.new
      end
      # if MINIMAP is turned on and minimap active
      if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
        # create HUD
        @minimap = Minimap.new
        # create HUD
        @minimap.update
      end
      # create options window
      @window = Window_Command.new(192, BlizzABS::Cache::CommandsPreMenu)
      # if no actors in the party
      if $game_party.actors.size == 0
        # disable options
        @window.disable_item(1)
      end
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # if using a fixed tint
      if BlizzABS::Config::MENU_COLOR_TINT > 0
        # get tint
        tint = BlizzABS::Config::MENU_COLOR_TINT
      else
        # randomize tint
        tint = rand(8) + 1
      end
      # tint viewport
      case tint
      # black-white tint
      when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then @view.tone = Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then @view.tone = Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then @view.tone = Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD elements that exist
      [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
      # delete window
      @window.dispose
      @window = nil
      # delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  #----------------------------------------------------------------------------
  # update_before_main
  #  Processes the pre-menu.
  #----------------------------------------------------------------------------
  def update_before_main
    # updates path finder
    $BlizzABS.AI.update
    # update window
    @window.update
    # if window is active
    if @window.active
      # if B is pressed
      if Input.trigger?(Input::B)
        # play cancel sound
        $game_system.se_play($data_system.cancel_se)
        # create map scene
        $scene = Scene_Map.new
        # exit this scene
        return true
      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end
I provided one solution to your ammo problem, but if that didn't work out for you, then you are better off throwing that as a script request. (And I'm pretty busy for this week so I can't look into it soon)

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Moshan

 Thanks for reply...but to be honest I don't want to complicate the game using so many variables. For now I decided to abandon the combo option for my game but if I find the action very boring I will be glad to ask for your 
advice. Thanks again!

theneonheart

Quote@theneonheart
Removal of the AI commands:
Paste below BABS: ShowHide
BlizzABS::Cache::CommandsPreMenu = ['Menu', 'Hotkeys', 'Cancel']

class Scene_Menu
  #----------------------------------------------------------------------------
  # override main
  #----------------------------------------------------------------------------
  def main
    # if index flag does not exist
    if @index_flag == nil
      # set in_battle flag
      $game_temp.in_battle = true
      # create HUD if HUD is turned on and HUD active
      @hud = Hud.new if BlizzABS::Config::HUD_ENABLED && $game_system.hud
      # if ASSIGNMENT is turned on and assignment display active
      if BlizzABS::Config::HOTKEYS && $game_system.hotkeys
        # create assignment display
        @hotkeys = Hotkey_Assignment.new
      end
      # if MINIMAP is turned on and minimap active
      if BlizzABS::Config::MINIMAP && $game_system.minimap > 0
        # create HUD
        @minimap = Minimap.new
        # create HUD
        @minimap.update
      end
      # create options window
      @window = Window_Command.new(192, BlizzABS::Cache::CommandsPreMenu)
      # if no actors in the party
      if $game_party.actors.size == 0
        # disable options
        @window.disable_item(1)
      end
      # set x and y position
      @window.x, @window.y = 320 - @window.width/2, 240 - @window.height/2
      # set z position
      @window.z = 21000
      # set back opacity
      @window.back_opacity = 160
      # create spriteset
      @spriteset = Spriteset_Map.new
      # create viewport
      @view = Viewport.new(0, 0, 640, 480)
      # if using a fixed tint
      if BlizzABS::Config::MENU_COLOR_TINT > 0
        # get tint
        tint = BlizzABS::Config::MENU_COLOR_TINT
      else
        # randomize tint
        tint = rand(8) + 1
      end
      # tint viewport
      case tint
      # black-white tint
      when 1 then @view.tone = Tone.new(-40, -40, -40, 255)
      # blue tint
      when 2 then @view.tone = Tone.new(-255, -255, 0, 255)
      # green tint
      when 3 then @view.tone = Tone.new(-255, 0, -255, 255)
      # red tint
      when 4 then @view.tone = Tone.new(0, -255, -255, 255)
      # yellow tint
      when 5 then @view.tone = Tone.new(0, 0, -255, 255)
      # mangenta tint
      when 6 then @view.tone = Tone.new(0, -255, 0, 255)
      # cyan tint
      when 7 then @view.tone = Tone.new(-255, 0, 0, 255)
      # darker tint
      when 8 then @view.tone = Tone.new(-60, -60, -60, 0)
      end
      # transition
      Graphics.transition
      # loop
      loop do
        # update game screen
        Graphics.update
        # update input
        Input.update
        # stop if frame update
        break if update_before_main
      end
      # freeze screen
      Graphics.freeze
      # delete HUD elements that exist
      [@hud, @hotkeys, @minimap].each {|s| s.dispose if s != nil}
      # delete window
      @window.dispose
      @window = nil
      # delete spriteset
      @spriteset.dispose
      @spriteset = nil
      # delete viewport (screen tint) if new scene is still the menu or map
      @view.dispose if $scene.is_a?(Scene_Menu) || $scene.is_a?(Scene_Map)
      @view = nil
    end
    # call original method if scene is still the menu
    main_blizzabs_later if $scene.is_a?(Scene_Menu)
  end
  #----------------------------------------------------------------------------
  # update_before_main
  #  Processes the pre-menu.
  #----------------------------------------------------------------------------
  def update_before_main
    # updates path finder
    $BlizzABS.AI.update
    # update window
    @window.update
    # if window is active
    if @window.active
      # if B is pressed
      if Input.trigger?(Input::B)
        # play cancel sound
        $game_system.se_play($data_system.cancel_se)
        # create map scene
        $scene = Scene_Map.new
        # exit this scene
        return true
      # if C is pressed
      elsif Input.trigger?(Input::C)
        # which option
        case @window.index
        when 0
          # play sound
          $game_system.se_play($data_system.decision_se)
          # set in_battle flag
          $game_temp.in_battle = false
        when 1
          # if not actors in the party
          if $game_party.actors.size == 0
            # play buzzer sound effect
            $game_system.se_play($data_system.buzzer_se)
            # exit method
            return
          end
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create hotkey assignment scene with the current screen tint
          $scene = Scene_Hotkeys.new(@view.tone)
        when 2
          # play sound
          $game_system.se_play($data_system.decision_se)
          # create map scene
          $scene = Scene_Map.new
        end
        # exit this scene
        return true
      end
    end
    # don't exit this scene
    return false
  end
 
end
I provided one solution to your ammo problem, but if that didn't work out for you, then you are better off throwing that as a script request. (And I'm pretty busy for this week so I can't look into it soon)


Thanks. I used that script and it got rid of the AI programming, and changed the hotkeys some. I posted a request for a script for what I was asking for too. If someone makes a script, will I have to change the script you gave me so that it just gets rid of the AI programming? I'm just trying to anticipate conflicts in the future. I'd rather just have it cut out the AI controls for now and wait for a possible new script.
My Games: ExXception Draft - A Cyberpunk Detective Story with a Twist of the Paranormal

Skwig

Hi, I've been trying to make the moving platform puzzle, and I'm pretty sure I am doing it wrong. I want a conditional branch that checks if the left arrow key is pressed
This is what I use
$game_system.Input.trigger?(Key['Arrow Left'])

And I only get this error


Nowhere in the user manual (atleast I didn't find it :S ) is written how to properly use these commands.
Thanks

G_G

You don't use $game_system to check for input. And you're forgetting the Input module in front of Key.
Input.trigger?(Input::Key['Arrow Left'])