[XP] Blizz-ABS

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

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Aqua

O.o
I think that's looking for the weapon type "Map_Actor" when it should be a numeral...
XD

Lost King

I tried it in a new project and it changed the path to Graphics/Characters/Barlak_wpnGame_Player if that changes anything.

For the time being, using Weapon specific sprites does work, but I really won't look forward to having to copy paste the same sprite a billion times just so I can use new weapons and am hoping someone can get this working.
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G_G

January 13, 2010, 11:34:05 pm #2962 Last Edit: January 13, 2010, 11:37:20 pm by game_guy
Not sure which topic to post this in. But I noticed this, when you only have one person in your party and he has Auto-Revive on himself and he dies, it goes to the game over screen. I made sure everything was configured correctly and I made sure the status was inflicted on him.

Not sure whats wrong, but it only happens in Blizz-Abs.

EDIT: Nevermind, turned out I had Regen Status ID set to 17 as well for some reason. God me and my stupidity.

Blizzard

January 14, 2010, 04:50:42 am #2963 Last Edit: January 14, 2010, 04:56:08 am by Blizzard
@Lost King: Ok, I took a good look at this. It's an error in the script. I uploaded a fixed version of 2.7. Download it, try it out and tell me if it works. I didn't test it, but it should work fine. If it doesn't, I'll fix it with testing.

Fun fact: By default it should have crashed, but Ruby Objects have the "type" method defined so it didn't crash where it should have.

As for this:

Quote from: Lost King on January 13, 2010, 09:32:18 pm
The dimensions of the atk and wpn sprites are the same, these all worked with the previous version of Blizz ABS, and not to be an ass, but if someone is going to refer me to the manual again can they at least tell me the page rather than just "It's in the manual". The manual is 31 pages, and the Sprite Control section I've been reading hasn't been telling me anything new.


First off, the manual (when it was still a pdf) is over 50 pages long. Secondly, it has an index for basic navigation. Thirdly, it has a search function so you don't have to read everything. And fourthly over 80% of the Blizz-ABS users ask (more or less) stupid questions without reading the manual. Lots of those questions are related to how to name the sprites properly. So the first natural response in that matter is to tell those people to read the manual. I'm sorry if you felt offended by that.
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Lost King

Thanks for looking into it, I'm not near my computer at the moment but when I get home I'll make sure to test it. And I wasn't offended, just a tad bit annoyed =P
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Blizzard

Trust me, not nearly as annoyed as I am about people asking how to add an enemy. 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.

Lost King

Well...it would seem you uploaded the wrong file, or at least not all of it, when I try to extract it says the zip's got nothing in it...
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poxy

January 14, 2010, 09:49:09 pm #2967 Last Edit: January 15, 2010, 12:13:08 am by poxysmash
'lo
so i've been deciding on an ABS to use and between XAS and blizzABS. i decided on the later because of the AI and pixel movement, however i noticed some small issues i'm gonna point out and have a few suggestions to offer. i dunno how many if at all have been mentioned but theres 150 pages to flip through. :P They're ordered from most important to trivial.

-option for character hit animation + knockback distance (both actors and enemies)
-option to allow skills, attacks, and items to affect switches and variables or call events to give some greater customizability to these actions
-option to add besides movement penalty, a penalty to disable a repeat of the action for a preset timeframe but still allow movement (perhaps complemented by a stamina system which is affected by actions and dashing)
-combo system
-option to not allow movement when defending
-option for enemy to remain idle until lead actor comes within a preset range and to disable ABS controls until then (like in SoM where fighting is enabled only if enemies are nearby on the screen)

Some small issues:

-when defending & standing in place character is shown moving
-graphical glitch when character performs an action and has penalty left to wait (walking animation shown, to produce a kind of skipping effect)

I might be overlooking some obvious solutions, but i'm new to this scene :p
Btw, i had a similar problem to lost king and managed to fix it by making a Hero_wpnGame_player.png. glad to know it's fixed tho :)
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Aqua

Former means that you used XAS... :x

-can be an add-on
-that's a default feature of RMXP.  Just have the skills & items call common events.  The attacks would need to be scripted.  (I also have a personal plug-in that allows weapons/skills/items to call events, but it might not work anymore with the newest version of Blizz-ABS...)
-I think there is a penalty already?
-already been suggested
-already been asked
-change the ABSEAL option

legacyblade

The event triggering (shooting a button with an arrow) can be done already. You use event conditions (check the manual for more info)

poxy

yes, i know about the common events, but i was wondering if it wouldn't be too much to add a feature into the configurator such as for a skill or weapon to have a check box eg. call common event? and have a scroll box to select the event ID or something of the like. whereas looking through code is sort of a XAS type of thing only in XAS modules are created and in BABS theres 10000 + lines of code to sort through. And I'm not too knowledgable in those things, lol.

i didn't notice the last abseal option, thanks for pointing that out :)

as for the attack penalty I was thinking of something to prevent spamming of attacks but to still allow movement. so an attack is made and the player has to wait a second before being able to attack again. right now if i increase the penalty he's locked in position and can't move.

another thing I noticed just now is that the step counter doesn't seem to work, but i'm not sure if that is a blizzABS thing or something else.

It's a great engine though.. i really like the AI customization
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Blizzard

January 15, 2010, 03:39:06 am #2971 Last Edit: January 15, 2010, 03:41:03 am by Blizzard
Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option for character hit animation + knockback distance (both actors and enemies)


Hit animation will be added, knockback distance will not, but it can be done with an add-on (as Aqua already said).

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to allow skills, attacks, and items to affect switches and variables or call events to give some greater customizability to these actions


I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to add besides movement penalty, a penalty to disable a repeat of the action for a preset timeframe but still allow movement (perhaps complemented by a stamina system which is affected by actions and dashing)


Get Action Recharge Times add-on by winkio.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-combo system


As Aqua said, will be added.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-option to not allow movement when defending


That's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-when defending & standing in place character is shown moving


Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.

Quote from: poxysmash on January 14, 2010, 09:49:09 pm
-graphical glitch when character performs an action and has penalty left to wait (walking animation shown, to produce a kind of skipping effect)


Did you configure the animation frames properly?

Quote from: poxysmash on January 15, 2010, 12:24:31 am
whereas looking through code is sort of a XAS type of thing only in XAS modules are created and in BABS theres 10000 + lines of code to sort through.


That's why Blizz-ABS has a manual, a proper support from me, the creator, an almost 150 pages big support topic at this forum (this one), several example games and a configuration application which requires absolutely no scripting knowledge.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

G_G

Quote from: Lost King on January 14, 2010, 08:12:06 pm
Well...it would seem you uploaded the wrong file, or at least not all of it, when I try to extract it says the zip's got nothing in it...


In case you didnt see it. Its not downloading for me either. I open up the zip and it says archive is damaged or corrupted.

Blizzard

WTF?! The archive got corrupted on my on HDD. O_o I uploaded it again.
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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

2.7 just isn't going so well for you, is it blizz? Lol

Blizzard

Yeah, seems like it. 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.

Jragyn

So this is completely err, offtopic from prior posts, but I haven't seen anything about it thus far from my searchings:

has anyone messed with the idea of decimal speeds for the ABS?

I was thinking about using the agility stat for more of a..."Speed" stat or something, but I feel kind of clumsy when it comes to going about it.

I see that to a degree, throwing decimals into the Part1 of Blizz-ABS will infact make it so you can walk/run/sneak at 3.5 or 4.5 or whatever, but I want to know from the elite of the scripters if doing something of this nature is...feasible?

IDEA IN HEAD= numberwise, not entirely sure of how it should go, but maybe something like this?:

    NORMAL_SPEED = 3.5
    RUN_SPEED = NORMAL_SPEED + 1
    SNEAK_SPEED = 2.5
    JUMPING = 2

And perhaps...your NORMAL_SPEED could increase based on a percentage of your 'Agility' stat, up to a max of like, 5?(because as far as I know, 6 is as high as RMxp can handle...or should ever handle, 'cuz thats really damned fast)

On another note, though the decimals work when put into the script, I think it may interfere with pixel movement? as I have troubles approaching the borders of tiles that you can't walk on.

I don't know. I was just pondering ideas while playing other console games bearing ABS-styled games...and BAM, movement speed modification?

Opinions?

A bright light can either illuminate or blind, but how will you know which until you open your eyes?

poxy

January 15, 2010, 08:04:15 pm #2977 Last Edit: January 15, 2010, 08:08:31 pm by poxysmash
Quote
I don't really see a point in add an option to call an event in the configurator if you have the exact same option already in RMXP.

Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?

Quote
Works as intended. When you defend, the actor is auto-animated in place (it even says that in the manual). If you want to disable that, just use a spriteset with all frames looking the same.


Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?

QuoteDid you configure the animation frames properly?


Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...

QuoteThat's actually how it was supposed to work. >.< I'll have to fix that and add an option to allow moving. If you read the last few pages, somebody already noticed this bug.


Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...
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Blizzard

Quote from: jragyn00 on January 15, 2010, 07:02:24 pm
So this is completely err, offtopic from prior posts, but I haven't seen anything about it thus far from my searchings:

has anyone messed with the idea of decimal speeds for the ABS?

I was thinking about using the agility stat for more of a..."Speed" stat or something, but I feel kind of clumsy when it comes to going about it.

I see that to a degree, throwing decimals into the Part1 of Blizz-ABS will infact make it so you can walk/run/sneak at 3.5 or 4.5 or whatever, but I want to know from the elite of the scripters if doing something of this nature is...feasible?

IDEA IN HEAD= numberwise, not entirely sure of how it should go, but maybe something like this?:

    NORMAL_SPEED = 3.5
    RUN_SPEED = NORMAL_SPEED + 1
    SNEAK_SPEED = 2.5
    JUMPING = 2

And perhaps...your NORMAL_SPEED could increase based on a percentage of your 'Agility' stat, up to a max of like, 5?(because as far as I know, 6 is as high as RMxp can handle...or should ever handle, 'cuz thats really damned fast)

On another note, though the decimals work when put into the script, I think it may interfere with pixel movement? as I have troubles approaching the borders of tiles that you can't walk on.

I don't know. I was just pondering ideas while playing other console games bearing ABS-styled games...and BAM, movement speed modification?

Opinions?


Using decimal can interfere with the pixel movement, yes. And not just with the pixel movement. The problem is that RMXP uses a fixed algorithm for movement. If you use decimal numbers, it's possible that the character misses the square he's supposed to go to and continues walking.
I will not add anything that modifies the moving speed based on stats as it has nothing to do with Blizz-ABS.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Oops I just noticed that. Sorry and thanks for pointing it out. But what would i have to do if i wanted weapons to do that?


Get a custom add-on or get rid of normal attacks and use skills instead of attacks.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Yea i thought the guard movement was intentional and so it would make sense to have him not move in place. It would be a good feature, imo, if that was left in place as i have made a blocking-walk sprite. Maybe as an add on...?


As I said, if you want him not to be animated, just make all frames look the same.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Yes the walking and attack work normally if the animation and penalty end at the same time. If a penalty remains the walking charset cycles quickly. Just realized I could add a standing frame to the end of all the attack sprites...


Yeah, that be probably the easiest way.

Quote from: poxysmash on January 15, 2010, 08:04:15 pm
Is this the same for charging? the charge sprite is allowed to move and animates even while standing. Either I have a static frame and have the character levitate or have walking action and he walks in place when he's not moving...


Depending on the charging type. Only "Freeze On Charge" prevents the player from moving while charging. All other types allow movement while charging.
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Quote from: Barney StinsonWhen I get sad, I stop being sad and be awesome instead. True story.

poxy

Okay, how about this. When the option to move on charge or trigger after charge is made the user can select which frame to freeze at (with a scroll box or something) if the player is standing still. That way when moving the character is animated and when standing he doesn't animate. This could also be done for defending if the option to choose moving defend is added, as you mentioned.

Also, don't mean to be a pain but I noticed if the player is hit from behind he is knocked back into the enemy. Probably others have mentioned this before though... :^_^':
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