[XP] Blizz-ABS

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

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Muzza316

Hey there Blizz, just wondering if you thought about making an ABS script for VX or if you already have?

Thanx

Memor-X

i got a couple of suggestions
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII
2) an option to have an animtion play while the character is charging, that way if you got allies you can cordinate your attacks with their easier and also for visual ques against enemies

also, i want to know a few things,
1) with the hud, what's the colour use used (in Hexadecimal) and the transperency percentage, i want to add stuff to the hud and make it look smooth
2) in the old version of the ABS, before you set up the opeion to set the trap time, what was the default time you had to wait to attack again
3) will items marked as key items in your CMS still show up to be assigned to a hotkey
4) will items that are being group together using the scene_item addon in Tons still show up to be assigned to a hotkey

Blizzard

Quote from: Makasu on December 07, 2008, 03:06:08 pm
Does bouncing damage work? Because I don't seem to get anything to show up! Enemies just fade away.


Maybe you don't have the font installed that is being used to display the damage. Deinstall the font "Arial Black", find a new one online and install it.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
Well do you possibly know how to get it to work? Because I have it set to true but nothing at all. :(

EDIT: Also is there a way to be able to talk to like an enemy or an object? Because the only way the message will show up is if I kill said person. Just curious and just wondering.


Use either renaming events or wait for custom event triggers. If you want to talk, they can't be an enemy or an object.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
EDIT 2: Also the explosions setup doesn't appear to be working either. :? I'm not to sure why this is but nothing seems to work for me.  :'( well things do I guess I'm just not setting it up correctly. But I'm using the confing.exe and keep hitting wall after wall.


Are you actually copy-pasting the configuration script into the editor instead of part 1 of the script?

Quote from: Makasu on December 07, 2008, 03:35:31 pm
In case you don't know what I'm talking about if I set an item to be a homing or beam and set an explosion to the victim it doesn't damage the affected radius as it only hits one enemy as well as just acts like a normal "bullet/arrow" item.


I know that bug for beams, I fixed it in v2.15. As for homing skills, it's normal that they hit only one enemy. o.o If you set the skill scope to target all enemies in the database, it will create more than one homing skill to hit all your targets.

Quote from: Makasu on December 07, 2008, 03:35:31 pm
EDIT 3: There appears to be a glitch/bug. IF I use a healing skill on myself the sprite stays a weird green color. Nothing to serious I guess. I just tested it and it works the same way on a skill that targets and enemy as well. So if I highlight an enemy but don't want to target them they'll stay green even after the skill has been cast!


Have you edited the script? There is no possible way this coule be happening except if you edited the script. No, there is no way. In the worst case they would keep blinking green, but that can't happen either.

Quote from: Kagutsuchi on December 07, 2008, 04:58:47 pm
A really annoying issue here..

Spoiler: ShowHide


This happens randomly, when I try to switch actor. (With "O") It triggers seemingly randomly in battle.


Are you using the newest version (which is 2.15 right now)? If yes, do you think you can put together a small demo with a map where it happens? I'm trying to hunt the bugs causing that crash down.

Quote from: Muzza316 on December 07, 2008, 09:46:25 pm
Hey there Blizz, just wondering if you thought about making an ABS script for VX or if you already have?

Thanx


No and there will not be one.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII


What?

Quote from: Memor-X on December 08, 2008, 12:03:23 am
2) an option to have an animtion play while the character is charging, that way if you got allies you can cordinate your attacks with their easier and also for visual ques against enemies


I know. Charge sprites and charge loop animations are already planned. I just didn't have time to implement them yet.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
1) with the hud, what's the colour use used (in Hexadecimal) and the transperency percentage, i want to add stuff to the hud and make it look smooth


Background color: (0, 0, 0, 128)
You can obtain a green bar images (1 pixel wide) by using:

bitmap = $BlizzABS.cache.image('hud_green_bar')
empty_bitmap = $BlizzABS.cache.image('empty_hud_green_bar')


Then simply use this to change the color:

bitmap.hue_change(X)
empty_bitmap.hue_change(X)


X is a number between 0 and 360. i.e. 120 would change it to blue. You can also obtain a white bar:

bitmap = $BlizzABS.cache.image('hud_white_bar')
empty_bitmap = $BlizzABS.cache.image('empty_hud_white_bar')


Then you use this call to draw the a gradient bar onto the HUD bitmap:

self.bitmap.gradient_bar_hud(x, y, w, rate, [bitmap, empty_bitmap], change_hue = 0)


Keep in mind that you need v2.15 for that. I changed the gradient_bar_hud method to support this. Of course a much better way would be to alias Cache to add the two bitmaps into cache and then you call the method just as I can:

self.bitmap.gradient_bar_hud(x, y, w, rate, 'BITMAP_NAME', change_hue = 0)


It will automatically use 'BITMAP_NAME' and 'empty_BITMAP_NAME' from cache to draw the bar.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
2) in the old version of the ABS, before you set up the opeion to set the trap time, what was the default time you had to wait to attack again


Penalty time.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
3) will items marked as key items in your CMS still show up to be assigned to a hotkey


Yes. Blizz-ABS is independent from STCMS.

Quote from: Memor-X on December 08, 2008, 12:03:23 am
4) will items that are being group together using the scene_item addon in Tons still show up to be assigned to a hotkey


Yes. Blizz-ABS is independent from Tons.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Satoh

Quote
1) locking characters so they can be made into the party leader, like guests in Final Fantasy XII


This took me a while to figure out, what he(?) means is:

Making a party member that CANNOT become the party leader...

For instance a mass produced disposable soldier guy wouldn't be a good party leader... he should just follow and attack.


One remedy for this is to disable the changer leader button altogether so your main character is always the Party Leader.

I suppose you could also write in a small array of no_leader characters and have them be iterated through until the next Leader is selected if they have a certain actor_id...

Pseudocode**
noleader[2,4,12,50]
if actor_id[] = noleader && LEADER_CHANGE_BUTTON pressed
  check for next character
else
  set current character as leader.


Note that the above is not actual RGSS and will Error the hell out of you... but the concept is the point.
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Blizzard

Ah, that. Line 2542 in part 2 should be:

          break if $game_party.actors[0] != nil && !$game_party.actors[0].dead?}


Change it to:

          break if $game_party.actors[0] != nil && !$game_party.actors[0].dead? && ![X, Y, Z, ...].include?($game_party.actors[0].id)}


X, Y, Z... are the IDs of actors that can't be party leaders.
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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.

Kagutsuchi

December 08, 2008, 12:41:16 pm #1185 Last Edit: December 08, 2008, 12:53:44 pm by Kagutsuchi
I think I am using v2.1 ^^;; I will update it and see if it happens again.

Satoh

Ah, the character switching problem wasn't fixed until 2.12, update to the newest ant it shouldn't happen anymore.
Requesting Rule #1: BE SPECIFIC!!

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Aqua

Hm...
Whenever the enemy is inflicted with a status that restricts all movement like Sleep, then the allies never go for it until that status is gone.

Blizzard

I'll check on that. Are you using v2.15?
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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

Hey Blizzard, I'm back with RMXP just reorganizing my events, and scripts, and everything will be alright for me to continue my previous RPG project. I just updated my Blizz-ABS in a new test project, and it works excellent, and has tons of new features in v2. In this test project I have added the event system for realistic stairs to slow my movement speed on my way up. The problem I am having is that I do not know how to slow the movement speed when going up, and holding the run key at the same time, I still move at running speed. Would there be a way to change the running movement speed in the newest Blizz-ABS version with events? Could you please help me with this quick question? Thanks for reading this post :).

Aqua

Yeah, Blizz, I am.

@Diablo:  Manual 3.2 Utilities
Quote3.2.5. Using the Enhanced Movement System
It is possible to check the player's current movement type. To do so it is necessary to Use the event command Conditional Branch. On the 4th tab there is an option that is labeled Script. Typing one of the following conditions will check them:
$game_player.running?
$game_player.sneaking?
$game_player.jumping?


Check that and change the speed accordingly.

Blizzard

Erm, you can change the running speed in the config. -_-
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Shadonking

Quote from: Blizzard on December 10, 2008, 09:22:20 am
Erm, you can change the running speed in the config. -_-


i think he wanted to know how to change running speed in game.





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Satoh

Dynamic run/sneak speed is what he wants I believe.

Actually... Having a variable running speed might be useful if characters are different sizes or supposedly are more agile...
Requesting Rule #1: BE SPECIFIC!!

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Light a man afire and he'll be warm for the rest of his life... ¬ ¬;

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Blizzard

Not changable in-game by default out of good reason. -_-
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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.

Satoh

I believe you fully, but... I am interested in what that reason is... o.o
Requesting Rule #1: BE SPECIFIC!!

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tSwitch

I'm guessing the caterpillar


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Blizzard

Yes, caterpillar is one reason. The other reason is the pixel movement. People would complain that it glitches since higher speeds don't work for higher pixel movement rates.
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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.

Fantasist

I like pixel movement but not remotely with RMXP, it's just not meant to be like that. Getting it to work 100% properly is possible but it's a real pain.
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Blizzard

I actually got it working in Blizz-ABS. The only additional thing would be to override the speed limitation.
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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.