Blizz Abs Combat Help

Started by Vexus, December 26, 2012, 11:34:11 am

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Vexus

It's not that I didn't try on a new project (I didn't) but I would still essentially have the same scripts in the new project.

Now it could be the same as previously where a script might be conflicting but under blizz abs there's only inventory scripts, footstep/dynamic sound scripts and drago's fade effect script.

--

If I change it to that what do I need to add on the event name to define it?

Thanks for the help.

(Also I've been trying to find some projects which use blizz abs to check how they do the enemies ingame as after these issues are solved I have some other questions regarding having normal events turn hostile with a switch or whatever as I'll be needing this.)
Current Project/s:

KK20

The point was to make this new project have ONLY BlizzABS (a clean, uneditted one) in it. We don't care about the other scripts your project has.

If you changed that edit I made to what I recently posted, the only way you can configure what enemies retreat or not is by putting the enemy's ID in the brackets.

if [1].include?(char.battler.id)
  char.move_away_random(ai.target, false, ai.act.range)
end

As you see here, the enemy of ID 1 located in the database will retreat after attacking. If your gun-weilding bandits are ID 15, replace 1 with 15. If you have another enemy that fires projectiles and is of ID 23, then you do

if [15,23].include?(char.battler.id)
  char.move_away_random(ai.target, false, ai.act.range)
end

Any enemy IDs not represented in the brackets (i.e. your zombies) will not retreat after attacking.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

Vexus

January 06, 2013, 04:24:06 am #22 Last Edit: January 14, 2013, 05:15:19 am by Vexus
That does the trick, thanks.
Current Project/s:

Vexus

January 14, 2013, 05:17:18 am #23 Last Edit: January 14, 2013, 06:33:19 am by Vexus
To not spam the blizz abs thread I'd like some help on how to make enemies that die turn into unpassable corpses.

Drago said to make it trough an event call but I don't get how that can be possible when you can't know the location were the enemy will die.

So anyone mind shed some information for me?

Also I'm trying to make an infected destroy a door, I believe everything is set fine but sometimes the infected doesn't attack it but keeps on staring, sometimes it hits the door once then stops and when I try to go near the infected he starts hitting the door then comes to fight me.

Any idea why this is happening? My assumption is since I'm the primary target or whatever of the infected they lose focus on the door and try to get me eventough the passage is unpassable.

Thanks
Current Project/s:

MOAL

Quote from: KK20 on January 05, 2013, 06:30:09 pm
The point was to make this new project have ONLY BlizzABS (a clean, uneditted one) in it. We don't care about the other scripts your project has.

If you changed that edit I made to what I recently posted, the only way you can configure what enemies retreat or not is by putting the enemy's ID in the brackets.

if [1].include?(char.battler.id)
  char.move_away_random(ai.target, false, ai.act.range)
end

As you see here, the enemy of ID 1 located in the database will retreat after attacking. If your gun-weilding bandits are ID 15, replace 1 with 15. If you have another enemy that fires projectiles and is of ID 23, then you do

if [15,23].include?(char.battler.id)
  char.move_away_random(ai.target, false, ai.act.range)
end

Any enemy IDs not represented in the brackets (i.e. your zombies) will not retreat after attacking.


I get a syntax error if I do that to part two of BABS, did I do something wrong? I wanted to test it for myself because I was wondering the same thing for a while.

KK20

Did you put it at the right spot? Post me your Part 2.

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

MOAL

January 18, 2013, 06:40:48 am #26 Last Edit: January 18, 2013, 06:42:23 am by MOAL
I can't post it here, because it exceeds the maximum 100000 character length for posts.
I uploaded it on pastebin instead: http://pastebin.com/d1rG3vpH
And yes, I made the edit on line 6295 like you said.

KK20

You forgot to put an extra 'end'.

          elsif negative.include?(ai.target.ai.group) &&
              Math.hypot(char.real_x-ai.target.real_x,
              char.real_y-ai.target.real_y) < 384
            # delete movement commands
            char.force_move = []
            # back off from reference target
            if [1].include?(char.battler.id)
              char.move_away_random(ai.target, false, ai.act.range)
            end
          end

Other Projects
RPG Maker XP Ace  Upgrade RMXP to RMVXA performance!
XPA Tilemap  Tilemap rewrite with many features, including custom resolution!

Nintendo Switch Friend Code: 8310-1917-5318
Discord: KK20 Tyler#8901

Join the CP Discord Server!

MOAL

Quote from: KK20 on January 18, 2013, 07:12:17 am
You forgot to put an extra 'end'.

          elsif negative.include?(ai.target.ai.group) &&
              Math.hypot(char.real_x-ai.target.real_x,
              char.real_y-ai.target.real_y) < 384
            # delete movement commands
            char.force_move = []
            # back off from reference target
            if [1].include?(char.battler.id)
              char.move_away_random(ai.target, false, ai.act.range)
            end
          end



Ah, thanks! :P It works now. Thanks for the help.

Vexus

Bump still require help on this:

QuoteTo not spam the blizz abs thread I'd like some help on how to make enemies that die turn into unpassable corpses.

Drago said to make it trough an event call but I don't get how that can be possible when you can't know the location were the enemy will die.

So anyone mind shed some information for me?

Also I'm trying to make an infected destroy a door, I believe everything is set fine but sometimes the infected doesn't attack it but keeps on staring, sometimes it hits the door once then stops and when I try to go near the infected he starts hitting the door then comes to fight me.

Any idea why this is happening? My assumption is since I'm the primary target or whatever of the infected they lose focus on the door and try to get me eventough the passage is unpassable.


Thanks
Current Project/s: