[XP] Blizz-ABS

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

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legacyblade

Quote from: Blizzard on February 18, 2009, 03:58:09 am
Not directly, but they do get removed when you reenter the map. You could make a small script call to iterate through all events and set the .terminate flag to true for all events that have a .terminate_count not equal to nil.


I've never been able to quite get the iterating through events down. You think you could make a code snippet that does just that for me?

Blizzard

Try this:

$game_map.events.each {|i| event.terminate = true if event.terminate_count != nil}


@nathmatt: You can always use the DIRECT_HOTKEYS option.
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Hellfire Dragon

Is there a way to pre-set the ai for some actors? It would come in handy sometime :)

Blizzard

Just create some at the beginning of the game. You need to check out how the Trigger class works.
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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.

winkio

Blizz, is it just me, or do enemy idle animations not work?  I have an enemy with a custom move route set up that takes a few steps,  waits, then turns around.  If I set the event to no stop animation, it doesn't animate when still.  If I set it to stop animation, it just animates the normal sprite, not the idle...

legacyblade

When I run the code snippit in a script call, I get the following error.


NameError occurred while running script.

undefined local variable or method 'event' for #<Interpreter:0x53b1b78>

Blizzard

My bad. ._.

$game_map.events.each {|event| event.terminate = true if event.terminate_count != nil}


@winkio: Possible. I'll fix it.
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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.

legacyblade

February 21, 2009, 02:04:11 pm #1547 Last Edit: February 21, 2009, 04:23:46 pm by legacyblade
another error with that snippet.

NoMethodError occured while running script.

undefined method 'terminate_count' for #<Array:0x5506f98>


-edit, I think for future releases, the following utilities would be very useful for many situations in game.

1. Erase all corpses, dropped item, and dropped gold on map.
     This is useful because dropped items and corpses during a cutscene (especially since they blink) are very distracting

2. Erase all enemies on map.
      This could be useful for situations when the story makes it necessary (maybe due to a big explosion) for all the enemies on the map
      to disappear. It would also be useful for a "monster repellent", which would cause all enemies to go away. There are other
      situations where it could be useful as well.

3. Kill all enemies on map.
      This is mainly useful for total obliteration skills, as well as cutscenes involving a big explosion on a map that already has enemies.

4. Spawn an enemy.
      I know this possible through a long script call, but it would be very useful for any sort of coliseum/fighting tournament script to be
      able to use a script call like "$game_map.spawnEnemy(x,y,ID,graphic)". I can think of many situations in my own game where a
      simple "spawn enemy" event would have saved me at least an hour of work

Those would all be useful in quite a few situations, and aren't only applicable to one or two games.

Blizzard

February 22, 2009, 06:13:21 am #1548 Last Edit: February 22, 2009, 06:20:24 am by Blizzard
*slaps self*

$game_map.events.each_value {|event| event.terminate = true if event.terminate_count != nil}


Those features sound useful. I'll probably implement them.
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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.

tSwitch

well, to 'spawn' enemies, all you need to do is make an event with 2 pages, one blank, one with an image, then hit a switch to change it to the graphic and script call to change its name.

yeah it'd be slightly easier with a 'spawn' command, but there's already a way to do it, so there's more important things Blizz could be doing with his time, than making an enemy spawn function.


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Shadonking

true but it would be alot more simple to spawn enemies where you need unlimited of them for boss fights or survial modes.

i would love a summoner 2 style gladiater stage, but by using events its just not worth it becuase its to much trouble.





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come here if you have a ps3
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Aqua

If you spawn a lot of monsters, it'll lag a LOT!

If you need monsters to keep coming after they die, the respawn time is there for a reason :P

Nam's way isn't particularly hard; LB's suggestion would make it faster/easier.

Shadonking

Quote from: Aqua on February 23, 2009, 02:21:01 pm
If you spawn a lot of monsters, it'll lag a LOT!

If you need monsters to keep coming after they die, the respawn time is there for a reason :P

Nam's way isn't particularly hard; LB's suggestion would make it faster/easier.


i forgot about the respawn, so yeah you are wright. so it is pointless doin a spawn code.





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come here if you have a ps3
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Blizzard

Alright. Then only points 1 to 3.
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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.

Tazero

Maybe you should add a 'Squad Command' thing like Wait here,Stop,Go,Run,Scout,Strike,Ambush
That would make a supreme abs better than XAS Behemoth prexus and so on so forth


If you were a fish...

Landith

BABS is already better than all those tho  :roll:

But I agree that a feature like that would be nice if it's even possible. Not for my game but for like modern/futuristic type games with strategies you need and like stuff like that.

But couldn't that just be evented?

Tazero

It would be better to have an actual system intergrated in


If you were a fish...

Starrodkirby86

Maybe it can be so if you force script and overwrite whatever config the player had the AI with originally. Of course, I know nothing about that. :P

This does help in cases, but I prefer the giant freedom commands the AI config already gives than rather giving only a set few commands, you know?

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Tazero

I'm sayin they do the reqular things unless told otherwise like in dungeon siege


If you were a fish...

Landith

Well that's kinda what the AI Behavior Scene does only with a few more features...
I would like to have it as a script command to make better bosses, skills that are commands, etc...
I don't think they would be hard to implement, of course I wouldn't know because I haven't touched Blizz-ABS Scripts except for the HUD and the Pre-Menu.
So I guess you will have to wait for Blizz...