[XP] Blizz-ABS

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

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G_G

Could you by chance make it where I can disable movement?


I want to set something up where you go into an arena and pit your summons agains each other. I want the player to be in the ring with the summons but you're not able to move. Thanks in advance if you can help or at least tell me what I can do.....

Aqua

Impassable tiles *gasp*

G_G

*gasp* Summons wont be able to move though I've thought of that already...

Kyuzo

May 19, 2009, 09:02:53 pm #2103 Last Edit: May 19, 2009, 09:06:22 pm by Kyuzo
Try impassable tiles.


Edit: Sorry, when I clicked 'post reply' those other posts were not there. :P

G_G

that would still summon monsters on that impassible event.

Aqua

Have the player trapped within impassible tiles, and have a "blank" actor use the summon skill... then remove the "blank" after after it's summoned.

Just a thought... XD


@Kyuzo:  You get a warning message when you post if someone new posted before you.
I'm pretty sure you saw that message.
You probably posted anyway just to get a higher post count :V: (note the sarcasm smiley)

G_G

Yea but when you teleport the blank actor would also be on the impassable tile. And how would I remove the actor when its been summoned

WAIT A DARN TOOTIN SECOND!!!!!!! Duh go into the custom controls and add to where the movement keys are placed doy!!!

God I am so dumb......

Thanks anyways guys....

I'll just make a quick Babs add on yay.....

Starrodkirby86

Quote from: Aqua on May 19, 2009, 09:08:58 pm
@Kyuzo:  You get a warning message when you post if someone new posted before you.
I'm pretty sure you saw that message.
You probably posted anyway just to get a higher post count :V: (note the sarcasm smiley)

Not wanting to throw off the subject but...

User CP > Look & Layout Options >

QuoteShow board descriptions inside boards.
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Don't show users' avatars.
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Return to topics after posting by default.
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Chances are low, but the user possibly could have selected this choice, therefore not knowing those new replies.

Or he could have ignored the message (Like...what the contents of the newly replied messages are).

What's osu!? It's a rhythm game. Thought I should have a signature with a working rank. ;P It's now clickable!
Still Aqua's biggest fan (Or am I?).




G_G

Question.
I want summonable monsters stored in items which I have. I dont want the item to be disposed of unless teh creature embedded in it is killed on the battleifled.

Example:
Fire Wing ~ Summons Fire Bat
HP: 100

Now I want the Fire Winged to be disposed when the summon's destroyed but if it survives for the time its supposed to stay out then the Fire WIng's still stays in your inventory.

What I really need to know is how to check the BlizzABS Summons HP because then I could insert it in a common event and have it die and whatnot.

Blizzard

May 22, 2009, 06:46:54 pm #2109 Last Edit: May 23, 2009, 09:56:43 am by Blizzard
BlizzABS::Processor#remove_summon, this is where the summon is "killed" regardless of whether it actually died or not. Simply alias that method, check if it's HP are over 0, find the item that can summon it, add that item once into the inventory and then call the original method. Just keep in mind that this won't work well if you have 2 items being able to summon that monster.

EDIT: Ok, v2.54 is up.

@Aqua: The animations aren't sizing down because you are using a script that messes up the title scene or doesn't call the title scene at all. Because RMXP is stupid enough to load everything in the title scene rather than upon game load, I had to add the resizing at the end of the title scene. No title scene, no resize.
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dinvax2

May 23, 2009, 01:31:00 pm #2110 Last Edit: May 23, 2009, 01:32:31 pm by dinvax2
Im Working with Blizz - ABS version 2.23 and i have a quastion..
Can i make an enemy thet i fight him and after a while he stop fighting and i can make events on him and etc...

i.e:
I make a fight with an enemy thet i cant beat and after like 100 frams the enemy stop attacking and the player says "Its No use" and the enemy laugh.

If so can some one please tell me how to do so?

p.s: i know how to changh an event name but i cant make events on an enemy...

Aqua

Use a parallel process that's not the enemy.

Or... you can upgrade your version and use the custom enemy triggers.
Sooo each hit would add +1 to a counter, and when the counter is like 20...
The player would go, "It's no use"

dinvax2

May 23, 2009, 03:11:30 pm #2112 Last Edit: May 23, 2009, 04:28:03 pm by Blizzard
Quote from: Aqua on May 23, 2009, 02:04:55 pm
Use a parallel process that's not the enemy.

Or... you can upgrade your version and use the custom enemy triggers.
Sooo each hit would add +1 to a counter, and when the counter is like 20...
The player would go, "It's no use"


oops sorry i ment i have v.2.53. and i did the parallel process but it wont stop fighting after i used the script thet changes the events name ( didnt made any mastike with the script) and i dont know how  to do the enemy trigger... (and i dont think it will stop fighting after i do it either)

EDIT: oops nvm Aqua i fixed it thanks for you help! (you realy helped me i did what you told me before but forgat to changh it from action button to parallel process so ty!)

Blizzard

Please use the "Modify" button rather than double posting. I have spent extra time on changing the forum's php scripts so it considers a topic bumped if the last post was edited. ^_^
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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.

OracleGames

Im making a scene where there are "Critters" and Enemies(primary enemies) asswell, have just 1 ally and Alignments look like this:

Critters:
Enemies: (Primary enemies)
Allies: Actors (primary actors)
         Critters


But when battle starts, if i hit a critter by accident it starts atacking me too, is there a way to make critters complety passive whit actors.. even if i hit them by accident?

Aqua

You technically /could/ put them into /g[1]...  But then you won't hit them, and they won't hit you...

Or remove Critters from the ally list

OracleGames

QuoteYou technically /could/ put them into /g[1]...  But then you won't hit them, and they won't hit you...


ITs weird xD even if they are in the same group and Teorically are not able to hit each other they somehow manage to turn against each other, usually after the enemies are dead..
i think ill have to reduce the critters and enemies a lil more..
they start relatively close to each other, could that be a problem?

Aqua

If you do dmg to a battler within the same group, the group will attack itself.

Hmmm there was a bug where even if you do 0 dmg, the group will attack itself.
Blizz gave me a quickfix, but he might have forgotten to put it in the Blizz-ABS update.

You using the newest version?

Blizzard

Quote from: Aqua on May 24, 2009, 12:58:40 am
If you do dmg to a battler within the same group, the group will attack itself.

Hmmm there was a bug where even if you do 0 dmg, the group will attack itself.
Blizz gave me a quickfix, but he might have forgotten to put it in the Blizz-ABS update.


No, I fixed that. If a group is an ally, it can't become an enemy. It can only become an enemy if the group is permanently linked and an enemy group.


if !(@ai.negative + @ai.neutral).include?(character.ai.group)
Check out Daygames and our games:

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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.

OracleGames

May 24, 2009, 09:47:48 pm #2119 Last Edit: May 24, 2009, 09:54:00 pm by OracleGames
QuoteYou using the newest version?

Yup.. Version: 2.53

I think i found the problem:

when a character gets in the way of a missile launched by another event of the same group it still gets hit i think..
im gonna check it out..

PS: theres also a bug:
I made an enemy that uses a mine skill to commit suicide and inflict damage at same time on the area, but when it uses the skill all the other monsters start killing each other, i also tried to apply the "Destructor skill" script instead.. but had the same results, monsters get mad  :wacko:.