[XP] Blizz-ABS

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

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Vexus

In my project you don't fight, these scenarios are needed story wise so it wouldn't cause any problem.
Current Project/s:

Vexus

Sooooooooooo can I have enemies once dead turn into corpses that are not passable and/or higher z value than your character for some reason?
Current Project/s:

winkio

Your best bet would be a simple edit to the method where enemies turn into corpses, but it's not something that belongs in the standard Blizz-ABS.

Blizzard

I made them all "through", because you could get stuck in a corpse if the enemy would turn into one while you are standing close to it. Reconsider that feature.
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Vexus

As I said as response to drako in my project you don't fight so this problem would never happen, I need the corpses to remain story wise as they don't contain any loot I want it as visual.
Current Project/s:

LiTTleDRAgo

you can try to create a new event with babs event creation when the zombie is killed

Vexus

New event? that wouldn't look good when x zombie dies and his corpse appears somewhere else or I got your explanation wrong?

Still, an edit would be so hard to do instead of having to do an event per infected that may die? I can do a thread in script request and stop spamming this thread with my nonsense :)

Thanks
Current Project/s:

Zexion

I'm wondering why you would even need an ABS in your game if there is no fighting... you could easily achieve similar effects(if not better) by eventing things...

Vexus

For the hud functions, sneak/run, enemy vs enemy vs you combat, so I can push them away with the attack button, I said you don't fight but that doesn't mean I couldn't add some traps to hurt/slow down the infected, many scripts compatible with this that are useful, should I go on?
Current Project/s:

LiTTleDRAgo

Quote from: Vexus on January 11, 2013, 10:10:37 am
New event? that wouldn't look good when x zombie dies and his corpse appears somewhere else or I got your explanation wrong?


yes, but of course you should set the summoned event (x,y) with the zombie (x,y) when that zombie get killed

Skwig

Hi
Havent been active for a long time but now i am back:P
Any way to make a status that will make the enemy uunable to move but you can still artack and casr spells? Maybe set movement speed to 0?
and another status that will change the enemys movement speed by X?
Thanks in advance

KK20

First off, something like that should be posted here: http://forum.chaos-project.com/index.php/topic,6164.0.html

Secondly, winkio has already answered this.
Quote from: winkio on October 13, 2012, 10:20:00 pm
Agreed.  In what I have finished so far of v3.0, running and sneaking behave as independent bonuses to move speed, which still allows you to change the base movement speed underneath.  I did that with the idea of haste/slow status effects in mind, but you are right that it also opens up a lot of options for combos.


As for right now, I'm not sure if there is an easy work around. I think I tried doing this before but I don't remember if I was successful.

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Moshan

 I haven't use Blizz-Abs for a long time...but I think last time when trying to make a game, when the character was idle he looked like he was breathing...but now it dosen't do anything...it stops at the first pose of the sprite.

ThallionDarkshine

I'm pretty sure you have to setup idle poses in the configuration.

Moshan

 Well...I have the spriteset with idle poses, but when the character is idle he only change his graphic to first pose of spriteset not continuously to every pose.

Zexion

Question:
If I set the hotkeys feature off.. so player can't use 123456..etc..can I still assign skills to hotkeys and force them to be used through an event?

KK20

What are you trying to accomplish? It's not like you need to store a skill/item in a hotkey to force the use of it.

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Zexion

I'm trying to store skills/items in hotkeys so that I can have an easily configurable menu with which users can add skills and such to their list which gets longer as you unlock more slots. BUUTT I don't want them to use hotkeys. I will set up an event that cycles through the list of hotkeys and will use whichever one is currently selected when a button is pressed.

KK20

Spoiler: ShowHide

# Cycling through hotkeys is used with R and L buttons (default Q and E keys)

# Configure this. You can change it in-game with script call:
# BlizzCFG::Hotkeys = number
module BlizzCFG
  Hotkeys = 3
end

class Hotkeys
  BlizzABS::Cache::Keys = 0...BlizzCFG::Hotkeys
  BlizzABS::Cache::HotkeyRange = 1..BlizzCFG::Hotkeys
end

class Scene_Hotkeys
  def update_choice
# set x position
    @choice.x = 160 + @index * 32
    # if pressed B
    if Input.trigger?(Input::B)
      # play cancel sound
      $game_system.se_play($data_system.cancel_se)
      # create map scene
      $scene = Scene_Map.new
    # if C is pressed
    elsif Input.trigger?(Input::C)
      # play sound
      $game_system.se_play($data_system.decision_se)
      # not active
      @active = false
      # the one that was active the last time is now active
      @skill_window.active = @last_active
      @item_window.active = (!@last_active)
    # if RIGHT is being pressed
    elsif Input.repeat?(Input::RIGHT)
      # if RIGHT is pressed or index is less than 9
      if Input.trigger?(Input::RIGHT) || @index < BlizzCFG::Hotkeys-1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + 1) % BlizzCFG::Hotkeys
      end
    # if LEFT is being pressed
    elsif Input.repeat?(Input::LEFT)
      # if LEFT is pressed or index is equal or greater than 1
      if Input.trigger?(Input::LEFT) || @index >= 1
        # play sound
        $game_system.se_play($data_system.cursor_se)
        # set new index
        @index = (@index + BlizzCFG::Hotkeys-1) % BlizzCFG::Hotkeys
      end
    end
  end
end

class Scene_Map
  #----------------------------------------------------------------------------
  # update_hotkeys
  #  Updates hotkey assignment display.
  #----------------------------------------------------------------------------
  def update_hotkeys
  end
end
   
# Deleted method to disable the player from being able to assign skills/items to
# the buttons.
class Game_Player
  attr_accessor :current_hotkey
  alias init_hotkey_edit initialize
  def initialize
    init_hotkey_edit
    @current_hotkey = 0
  end
 
  alias update_hotkey_controls update
  def update
    if Input.trigger?(Input::R) or Input.trigger?(Input::L)
      @current_hotkey += (Input.trigger?(Input::R) ? 1 : -1)
      @current_hotkey %= (BlizzCFG::Hotkeys)
    end
    @battler.skill = self.skill_hotkeys[(@current_hotkey+1)%10]
    @battler.item = self.item_hotkeys[(@current_hotkey+1)%10]
    update_hotkey_controls
  end
 
end

Something like this you mean?

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Zexion

Wow, I can't believe you made me a script for that  :'( <3 I'll have to look at this a little more later to see exactly what how it works lol because I am still writing an english paper :P