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..
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.