[XP] Blizz-ABS

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

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Terry16389

Yeah, I've found out it's the LBLMW. I'll just find another message script, no worries. :)

"Anyone can say you can't write, don't let anyone say you don't."

Blizzard

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

diablosbud

I have a request for the corspe system you are making. Could you have the corpse system make an event on the coordinates, of the map your party leader died on, the sprite varies for each party leader who died (will be specified who is a party leader, they will never be in the same party together, and one will always be in the party), when you get sent to the nearest resurrection point, it activates a switch, disables enemy AI (so they don't attack you, or use a skill on a party member, if you cannot do this could you please make it where the party doesn't take any damage until they find their corpse), and changes the party movement speed to 6. It also adds a special icon to the minimap that can be displayed even when the event isn't currently on the map view, it will show an arrow pointing to it if it is off view. This icon leads to the corpse of your party leader (must be specified in the script which actor's are party leaders, they will never be in the same party, so this is easier), that you must player touch, then the leader comes back to life (if you have other people in your party, they must leave your party until you find your body, then they rejoin, fully restored). Could you please help me with this, I can make the needed minimap icons?

Blizzard

No, I won't make that. This would crush the concept of general use as it's a specific edit of a system that allows respawning after death. In the normal Blizz-ABS you die and then you get a game over. You'd have to ask somebody for that edit when I add the corpse system.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

diablosbud

Well, this is pretty easy to make anyway, the only two hard pieces of code are disabling the enemy AI, and adding to the minimap. Thanks, anyway.

Rymdpotatis

Hm, is it possible to edit the code so that when the player dies the game isn't over but instead the player looses 10 percent of his experience and gets transfered to another location? Also if the experience drops to much the player would lose a level^^

Phasedscar

Can probably do it with a common event with a "custom death handler."  At least for putting you at a different location.  I do know you can do the same thing to lose a level, and you can use a few variables to lose exp if I'm not mistaken.
Spoiler: ShowHide
My own game project & My resource workshop! (respectively)
http://forum.chaos-project.com/index.php?topic=608.0 http://forum.chaos-project.com/index.php?topic=682.0



What that is? Affection area for flails. - Blizz-ABS, the ultimate ABS

The pictures in your signature may altogether be no more than 200kB. The height must not exceed 200 px and the width must not exceed 800 px. Altogether they may take up an area of 160000 px2. Every signature not matching this criteria is a subject of the moderator team to remove and leave this rule as message in your signature.

Blizzard

A script for that actually already exists.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Rymdpotatis

You wouldn't happen to know  the name of the script or where it's located?^^

Cody64

I had another thread that I recently added a "new" problem I was having in (I did so I wouldn't be spamming with a bunch of threads).  I was wondering if anyone could help me with it?  here's what I had posted:

QuoteOk, I didn't want to spam the boards with new topics so I'm going to post another problem I have in this thread...

I've been working on spells all day, and custom spell sprites.  The problme I'm having right now is with creating a "beam" sprite.  The Blizz-ABS User Manual says this about the subject:


Quote
Beam skills use a
special type of spriteset. Only the image of the beam facing down is needed, Blizz-ABS will
create rotate the image when necessary. If no image exists, Blizz-ABS built-in default beam
image will be used.

I've tried doing what this says, and have had no success.  My beam always ends up in screwed up positions and is always too short, and never looks right like the "default" blizz-abs beam...  I'll be the first to admit that I'm a complete noob at making sprites, so I'm most likely not setting it up correctly...  If someone could show me an example of what a "Beam Sprite" should look like, I think I'll be able to edit mine correctly and make it work.   


Hopefully someone can help!  Thanks in advance :)

Aqua

Do you mind uploading what your beam sprite here?

I haven't made one yet but I might be able to tinker with yours and make it work XD

Joe Rockhead

@Blizz - I'd be interested to know the name of that script Rymdpotatis requested as well.

Blizzard

After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789

@Cody: I already answered it in your thread.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

Rymdpotatis


TLarch

Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch

mojobo1

July 24, 2008, 06:27:49 pm #515 Last Edit: July 24, 2008, 06:42:44 pm by mojobo1
Hey, swicked (don't ask.. I made it up when I was like 8 ) ABS! I downloaded it, but the manual gets an error every time I try to open it. I think the program it opens in is old though, I'll try to update it. And if that doesn't work, re-download it.

Also, I played the demo, and I was wondering if I could use a few things in the tile set? If you don't mind me using it, I'll credit. (to whom?)

Thanks, nice job, and can't wait till I get it working.  8)

Edit to below: Oh, I guess I'm just blind, I went to that thread right before I posted this. Thanks :P.

Aqua

Official CoSLAL Thread

The Credit Info you want: ShowHide
QuoteAdditional info

This game requires the RGSS RTP installed to be playable!

This game was NOT compiled and encrypted. You are free to use any resources, but be sure to give appropriate credit. The greatest part of the graphic files was done by me. Since there are graphically edited files by me as well, don't credit me as maker, you can credit me as editor.
This game does not use the default configuration of Blizz-ABS, so don't copy the script from the script editor, use the script provided in a separate text file. The game controls are default, RMXP's controls are being overriden.
This game mainly serves for demonstration of the Blizz-ABS, so if you wonder "Why does this enemy shoot that? How can I make that in my game as well", your best bet is to read the manual and to check out how the configuration was set up. I have additionally added comments on my configuration, you will recognize them by a double ## instead of a single #.

Credits

Producer:

    * Boris Miki? alias Blizzard

Graphics:

    * Enterbrain
    * landofshadows
    * Various artists

Main Engine:

    * Enterbrain

Music:

    * Enterbrain
    * Various artists

Custom Scripts and Blizz-ABS:

    * Blizzard

Additional Blizz-ABS Graphics:

    * Blizzard

Mapping:

    * Original maps by Blizzard
    * Maps from "The Legend of Lexima™ IV - Chaos Project"

Title Music:

    * E Nomine - Die schwarzen Reiter (Blizzard Edit for Blizz-ABS Demo)


:D

Blizzard

Quote from: TLarch on July 24, 2008, 01:02:15 am
Hey Blizz, me again.

In the end, I got my Lantern to work.  I had the game Show a picture over and over to update it.  "Move Picture" did not work at all, but may have been my fault.  DOn't know, and since it works now, I'm done with it.

I actually have a different problem, and wish I didn't have to come to you again as I could swear I have read the answer in the forum somewhere, and cannot find it.

My monsters, who used to attack me fine, are now having second thoughts.  They come in to attack, but only get halfway there before they jump back away.  They only attack if I corner them and step close enough for them to reach me.  Any ideas?

~TLarch


This is missing:
class Game_Screen
 
  alias upd_blizzabs_later update
  def update
    if $scene.is_a?(Scene_Map)
      flag, $game_temp.in_battle = $game_temp.in_battle, false
    end
    upd_blizzabs_later
    $game_temp.in_battle = flag if $scene.is_a?(Scene_Map)
  end
 
end


Aqua reported that bug you mentioned. I think that I fixed it in v1.98.

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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

diablosbud

Sorry to always bother you with compatibility, this isn't needed for my game, so don't worry but I'd like it if you could make it compatible. Blood Mage v1.59 by WcW isn't compatible with this, you even said so, but could you please make it compatible with this ABS, because this would be great for my necromancer class :D? Here is the script:
Blood Mage v1.59: ShowHide
#============================================================================
# Blood Mage Magic Script v 1.5.9
# by WcW
#
# Introduction:
# I made this script for Akkein (a.k.a. Akkrin) at http://chaosproject.co.nr/
# at his request. Please give him credits in your game.
#
# Features:
# - Allows for certain classes to use up their HP instead of MP when using
#   spells.
# - Can change option to decide if actors should klll themselves by using
#   spells.
# - Can disable the blood mage effect for certain spells
# - Lightweight.
#
# Version History:
# 1.0.0 - Initial release; only had support for basic HP consumption
#   1.0.2 - Small Bug Fixes
# 1.1.2 - Fixed bug where skill couldn't be used if there wasn't enough SP
# 1.2.2 - Added new config option for deciding if an actor should be able
#         to kill themselves by using a skill when low on HP.
# 1.3.2 - Added Blizz's optimized code.
#   1.3.3 - Fixed Blizz's small bug (shame on him!!!)
# 1.4.3 - Redid Blizz's code so that it is still more optimized and RTAB
#         compatible, but now has more support for Blood Mage's features.
#   1.4.4 - Fixed small bug where status window wasn't refreshed.
#   1.4.5 - Fixed bug where Blood Mages were unaffected by things such as
#           Half SP Cost.
#   1.4.6 - Fixed another bug where it didn't consume any HP at all if the
#           blood mage had 0 SP thanks to the last to bug fixes.
# 1.5.6 - Added a new function that allows you to disable the bloodmage effect
#         for certain skills, and optimized the code.
#   1.5.7 - Fixed erros wtih RTAB
#   1.5.8 - Fixed bugs
#   1.5.9 - Fixed bugs where bloodmages would die even if the config said they
#           couldn't and where the bloodmage_not just wouldn't work. It's all
#           good, now, though.
#
# Instructions:
# Place this script below the default scripts that come with RMXP, but above
# all of Blizzard's scripts and the "Main" script that is included with RMXP.
# Then add the IDs of all your "Blood Mage" classes to the [] thingy in the
# CONFIG section. Also, if you want Actors to be able to kill themselves by
# using a spell as a bloodmage, change the "false" next to @bloodmage_die to
# "true".
#
# Compatibility: ( Now compatible with RTAB thanks to Blizz =) )
# This has no known compatibility issues, but it might because it edits tiny
# parts of Scene_Battle. If you find any problems, please post them at
# http://chaosproject.co.nr/.
#
# Credits:
# Blizzard, for helping melearn to script, pointing out a bug, and optimizing
#   code
# Fantasist, for getting me to come back to RMXP
# Akkrin, for giving me the Blood Mage idea
# Myself, for scripting it
#
# WcW, Signing Off
#============================================================================

#----------------------------------------------------------------------------
# * CONFIG
#     Configuration section
#----------------------------------------------------------------------------
class Game_System
  attr_accessor :bloodmages, :bloodmage_die, :bloodmage_not
  alias init_bm_later initialize
  def initialize
    @bloodmages = [8] # Place the IDs of all your blood mage classes between
    # these brackets and seperate them with a comma.
    @bloodmage_die = false # If true, bloodmages can kill themselves by using
    # spells; if false, they can't.
    @bloodmage_not = [82] # Same as the first option, except that these are the
    # IDs of skills that do not consume HP, even if a blood mage uses them.
    init_bm_later
  end
end


# Below lies the code

#----------------------------------------------------------------------------
# * Game_Battler
#----------------------------------------------------------------------------
class Game_Battler
  #--------------------------------------------------------------------------
  # * Checks to see if a skill can be used
  #--------------------------------------------------------------------------
  alias skill_can_use_bloodmage_later skill_can_use?
  def skill_can_use?(skill_id)
    if self.is_a?(Game_Actor) && $game_system.bloodmages.include?(
          self.class_id) &&
          $game_system.bloodmage_not.include?(skill_id) == false
      if $data_skills[skill_id].sp_cost > self.hp &&
            ! $game_system.bloodmage_die
        return false
      end
      if dead?
        return false
      end
      if $data_skills[skill_id].atk_f == 0 and self.restriction == 1
        return false
      end
      occasion = $data_skills[skill_id].occasion
      if $game_temp.in_battle
        return (occasion == 0 or occasion == 1)
      else
        return (occasion == 0 or occasion == 2)
      end
    else
      skill_can_use_bloodmage_later(skill_id)
    end
  end
end

#----------------------------------------------------------------------------
# * Battle Scene
#----------------------------------------------------------------------------
class Scene_Battle
  #----------------------------------------------------------------------------
  # * Make Skill Action Result
  #----------------------------------------------------------------------------
  alias make_skill_action_result_bloodmage_later make_skill_action_result
  def make_skill_action_result(battler = nil)
    if battler == nil
      battler = @active_battler
      exec = Proc.new { make_skill_action_result_bloodmage_later }
    else
      exec = Proc.new { make_skill_action_result_bloodmage_later(battler) }
    end
    sp = battler.sp < @skill.sp_cost ? @skill.sp_cost : battler.sp
    sp2 = battler.sp
    if battler.skill_can_use?(@skill.id)
      exec.call
      if battler.is_a?(Game_Actor) &&
          $game_system.bloodmages.include?(battler.class_id) &&
          ! $game_system.bloodmage_not.include?(@skill.id)
        battler.hp -= sp - battler.sp
        battler.sp = sp2 == 0 ? 0 : sp2
        @status_window.refresh
      end
    else
      exec.call
    end
  end
end

Blizzard

July 25, 2008, 03:45:42 pm #519 Last Edit: July 25, 2008, 06:22:08 pm by Blizzard
I will add it to Tons (which I always forget to do) and it will be compatible with Blizz-ABS 1.99.

EDIT:
Quote from: Blizzard on July 21, 2008, 09:30:31 am
After a long search... ;_;
http://www.rmxp.org/forums/index.php?topic=29789


OMG! We have such a script already here! xD

http://forum.chaos-project.com/index.php?topic=428.0
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
Drinking Game for iOS      Never have I ever for iOS


Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.