[XP] Blizz-ABS

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

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G_G

Quote from: Makasu on April 25, 2009, 10:07:41 am
Hahah not sure if this has been reported or not blizz but if I disable a button and try to reneable it again it won't work.

For say like a part where you don't need to run.
$game_system.running_button = false


But then if I enable it again.
$game_system.running_button = true


It won't allow me to run anymore.

And I've tried using it like:
$game_system.running_button = 
true


But nothing still.

EDIT: Would it be possible to make the players able to be walked through when considered dead? Because the enemies can't get to the player if there are dead players in the way. Which isn't so bad I guess but its kinda weird at the same time.


Wierd it worked for me Makusa. You do have all the scripts in the right order right?
http://forum.chaos-project.com/index.php?topic=23.0

Makasu

I do G_G its just BABS hates me with a strong passion. :p
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Blizzard

Lol! Try the Interpreter Fix script by Juan.
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Makasu

Dead on Arrival is the name of my project. Topic thread coming sooner or later.

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legacyblade

Quote from: Blizzard on April 22, 2009, 06:30:35 am
@LB:

1. You didn't read the updated manual, did you? ._. Chapter 3.2.


No I read through the new one. Maybe I misread it, but I couldn't find out how to do the following. I want something like...

$BlizzABS.group_can_see?(group_id)

where group_id is the id (or id's) of the alignment group. I basically want to be able to check if there are ANY NPCs or guards around to "witness" a crime. Is that possible?

Blizzard

No, you didn't understand what I meant. The new alignment system automatically handles that already. If you attack a group that is considered an ally of a second group and the second group witnesses that, it will consider you an enemy.
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legacyblade

oh, I know that. I've played around with it (the action button trigger doesn't work, BTW). But I mean if I steal a book, and a guard or an NPC can see me, I want them to do something. Make sense?

Blizzard

I see. Well, you could do something like this in a script call:

$game_map.battlers_group(GROUP_ID).any? {|b| $BlizzABS.enemy_can_see?(b.id, ACTORS, 0)}


You can read it like "If any battler event on the map, that is in group GROUP_ID, can see the 0th actor in the party."
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legacyblade

Perfect, that does exactly what I was hoping. Thanks. With that, you've made making a 2D Elder Scrolls style game possible!

Blizzard

I'll add a script call for groups later.

$BlizzABS.group_can_see?(GROUP_ID, TYPE, ID)


And I'll add it for other calls as well.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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RoseSkye

I think I found a bug. I'm not sure though.

If an enemy is unreachable with a map full of blockade events (to prevent phasing errors around some cliffs)  either when an ally tries to hunt an enemy that cant be touched  because they're on a cliff  which cant be accessed from the current position or an enemy tries to hunt an ally in a similar situation it causes monumental lag at times.

My guess would be because of the AI checking for a route, either that or a loop of 'ignore if cant be moved' calls.

Blizzard

That's a bug I thought I had fixed. I'll look into it.
But the cause isn't because the enemy is trying to find a route. Only 4 nodes (representing map positions) are checked each frame. It's possible that an enemy or an ally freezes for a few frames before they actually go after each other, but they shouldn't be causing a "moment of lag". I assume that you are using 2.52.
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RoseSkye

April 27, 2009, 11:00:35 am #2012 Last Edit: April 28, 2009, 01:16:50 am by Starrodkirby86
Quote from: Blizzard on April 27, 2009, 05:58:15 am
That's a bug I thought I had fixed. I'll look into it.
But the cause isn't because the enemy is trying to find a route. Only 4 nodes (representing map positions) are checked each frame. It's possible that an enemy or an ally freezes for a few frames before they actually go after each other, but they shouldn't be causing a "moment of lag". I assume that you are using 2.52.


Yeah 2.52.

Could it be because I'm using blocker events to prevent passability errors?
Spoiler: ShowHide


I think when I took out the blocker events one time it didn't lag.. but the ravens didn't "fly" over the cliffs at the time so who knows.

Blizzard

Have you tried using the \passable option?
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RoseSkye

Quote from: Blizzard on April 27, 2009, 11:02:27 am
Have you tried using the \passable option?


Thats the only reason they can fly over the enemies. I've been going over the lag section of the FAQ with a fine tooth comb to prevent lag to no avail. I may have missed an obvious thing though.

Blizzard

It has nothing to do with that setup, it's a problem with the pathfinder most probably.
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Hellfire Dragon

Quote from: Hellfire Dragon on April 25, 2009, 10:02:34 am
If I use the change event thing the event will become an enemy take a step forward and then become a normal event again... :<_<:

Anything on this?

Blizzard

Why are you still using event renaming when you have custom triggers and alignments anyway? xD
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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.

G_G

Did you ever fix the custom triggers? I still cant get them to work :<_<:

tSwitch

Quote from: game_guy on April 27, 2009, 05:26:21 pm
Did you ever fix the custom triggers? I still cant get them to work :<_<:


he fixed them when he made Star G.


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