[XP] Blizz-ABS

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

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Fantasist

:o If pixel movement in BABS can satisfy my needs, you can expect a small DBZ game in the future :D
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AnalogMan

Quick question about the Blizz-ABS's management of enemy events.

I have the config set to Never Disable ABS controls.
I have one enemy on my map, 'EV001 \e[1]' which is passive.
The event has a message to display when activated by player touch (also tried event touch).

However the actions do not occur. Are events labeled as enemies not able to be triggered?
And if so, how can I go about editing the script so they do? I'd like the event to run BEFORE the player has a chance to attack.

Aqua

In the manual... it says that event codes of enemies run ONLY after it dies.

If you want the event to run /before/ the actual enemy is a monster, make it a non-monster event and just rename the event with a script call when you want it to become a monster.

AnalogMan

I see.... this is disappointing as I wished to retain the enemy movement behavior and minimap icons. I was planning on things like having aggressive enemies and have an event activate when they touched you, or a parallel process timer that activates if you avoid them long enough. All well.

Shadonking

you do know that you clould just have an event that does all the event stuff but when you want it to be an enemy you can rename the event using a call script that is explaind in blizz manual such as event is then called event\e[1] etc then it would do all the enemy stuff that you want.

well i think thats right





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AnalogMan

Yes, this is exactly what the person before you suggested. But I wanted the event to behave AS an enemy, what with it being able to hear you, or not perceive you through walls, as well as run it's event commands. My main goal is to have an aggressive enemy, one that will attack you when it perceives you, chases you, and upon contact have a message. I could use the built in 'Approach Hero' movement type but it's not nearly as good.

Thanks for the answers.

Aqua

You could just have a parallel process event check the map x and y of the player & the monster.

When they're the same, it'd show a message.

Blizzard

Just because it's not natively supported by the ABS, doesn't mean it's impossible. -_-
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AnalogMan

Well, I tried to modify the script with no success. I've moved on. However I now have another request.

I marked my treasure boxes with \spc \box to be seen on the minimap as yellow boxes. Once opened I did a rename call to remove the \spc and \box. This is when I discovered renames were not permanent and when I left and returned to the map, the icon once again displayed on the minimap. I've tried various autorun and selfswitch methods in the treasure boxes event pages to get it to show on map as soon as I enter, or erase as soon as I enter if opened but to no avail. Has anyone else tried to use these flags for treasure chests and encountered the same issue?

Shadonking

i got mine to disapear when i open it then leave then come back.

i'll make i demo later if you want





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AnalogMan

If that's easier than posting the event commands then by all means, please.

Shadonking

i kind of aready did a bit of the demo for a freind so i just add a little bit more.

here you go

http://www.sendspace.com/file/1pclq9

it will show you how to make the chest stay open and delete the marker on the map permently even after you leave the room then come back in.





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AnalogMan

December 12, 2008, 02:11:28 pm #1212 Last Edit: December 12, 2008, 02:25:58 pm by AnalogMan
Hmmm... now I feel stupid. I had a 'It's empty!' message for when you tried to activate it again. Just leaving that out would have been perfectly fine I see now.

Although your demo crashes when I try to test play it (game.exe encounters and error and must close) but I still got what I needed from the project file. (I found this was because game.ini was using the japanese dll library, so I changed it to the english one, works fine)
I modified the rename script a bit and made it a common event called 'Erase Chest'

Script: event=get_character(0)
$game_map.rename_event(event.id,
'Empty Box')

Then I call the common event so I don't have to hand type all the IDs. Thanks for that, it was really bugging me. Guess I need to open my mind to the idea that I don't NEED an empty message for opened boxes.

I also thought of applying the same to hidden passage teleports.

Basically, I wanted a teleport event with the /nomap option so that you wouldn't see it, UNTIL you discover it once, then it's always visible. Unfortunately I can't autorun anything about it since it would also have a Transfer command in it. This is one I'm still working on and may post about when I figure it out. Thanks for the help.

Shadonking

December 12, 2008, 02:15:22 pm #1213 Last Edit: December 12, 2008, 02:50:08 pm by Shadonking
i have an idea on the teleport thing, i'll look at it tomoz tho.

and when you open my demo save it strait away then test it, that should fix it.

edit

ok i have thought of how to do the teleport thing but it will need both switches and variables and it would take me a while to do the demo for it so i'll post it tomoz

edit

that was quicker to do then i thought

http://www.sendspace.com/file/pi3wv3

this is an extended version of the box demo with the teleport trick added. i couldent be botherd to rename it

if you save the game when you open it up then test it, it should work. follow the new path to the right and you will find a secret teleport then go back in the room using the other secret teleport (just go where you come from) then on your map the teleport will be shown. you will have to look at the switches and variable as well as the event and common event to see how i did it so you can do it your self.

if there any probs just say





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AnalogMan

You surprise me yet again. My issue was I couldn't have an autorun since it had a transport command, and so you wrapped the command into a condition branch that returns true when the player's X/Y matches that of the events. Excellent job.

I'll upload my own small project so you can see how much you've helped me.

Shadonking

im glad i could help, also if you have any other problems feel free to send me a pm and i'll see if i can do any thing.





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AnalogMan

Haha, here we go again. I finally got around to making myself some hidden entrances and passages, and must now figure how to hide these passable tiles from the minimap. I'm thinking of adding a check into the minimap script to not only see if a tile is passable, but also if it's terrain tag is set to a specific number, thus rendering it as not passable on the minimap. Though I thought something like this existed for jumping... so I'll see what I can do.

Shadonking

i have no idea what to do with scripts, but i know if you create two identical look areas but make one where the secret area is unpassible but put an teleport event with no fade near its entance to teleport you to the other map where it is pasible. i do a simualer thing with different floor levels and bridges.





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Sin86

December 13, 2008, 06:28:29 pm #1218 Last Edit: December 13, 2008, 06:36:36 pm by Sin86
Found a new error in the latest version and it looks weirder than the others.

"NoMethodError occurred while running script.

undefined method `enemy_transform' for #<Interpreter:0x70947e8>"


Actually, never mind. I forgot to do this one thing that the manual mentioned.

Blizzard

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