[RESOLVED] zombie respawns

Started by reddevil, February 01, 2008, 07:23:06 pm

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reddevil

February 01, 2008, 07:23:06 pm Last Edit: July 25, 2008, 09:47:11 pm by Blizzard
ok I'm trying to get zombies to keep respawning. so i teyed it using switches heres what i did and you guys can maybe help me finish it

first zombie event:  event page1 condition switch 0001:zombie1 on

                           event page2 condition switch 0001:zombie1 on
                                             control switches: [0001:zombie1] = off
                                             control switches: [0001:zombie2] = on

second zombie event:  event page1 condition switch 0001:zombie2 on

                           event page2 condition switch 0002:zombie2 on
                                             control switches: [0001:zombie1] = on
                                             control switches: [0001:zombie2] = off

event: set to auto run
                          control switches: [0001:zombie1] = on
                          erase event


ok so the first zombie will show up when you start and the second one will appear when the first dies but then the first will not come back I'm guessing this is because the event disappears . so how can i make it stay?

GAME INFO: im usiingrpg maker xp and have blizz-abs.   thanks

Sally

do u mean like... in battle or...?

reddevil

yes im using them for battle so that the zombies will keep spawning and attacking you.

Blizzard

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Phasedscar

March 08, 2008, 10:12:04 am #4 Last Edit: March 08, 2008, 10:32:48 am by Phasedscar
Blizz-ABS already has an auto-respawn feature, however it respawns everything (except critters).  For this to work you need to have ABSEAL-Autokill on, which it is by default.

After that you can have some very specific things you want to do.

For general respawn on all zombies:

  • On the first page add a "Control Self Switch A = ON"  When you kill the mob it will run the event.

  • Add a 2nd page.  Set it's "Conditions" to check if "Self Switch A is ON"

  • Add in a "Wait" command and set it for however long you want (I think 40 frames = 1 second).  After that add "Control Self Switch A = OFF" and it should respawn the zombie.



If you want them to despawn after a certain mob dies (I dunno, like a Vampire or something) make a new event for the Vampire. 

  • Make an event for the boss.  On the first page have "Switch [001: zombies die] = ON"  Make a 2nd page and have it's "Conditions" set to "Switch [001: zombies die] is ON" and change nothing else.

  • On all the zombie events add a 3rd page.  Have it check for in "Conditions" if  "Switch [001: zombies die] = ON" and then leave the rest blank.




If you want them to never respawn after the boss dies...

  • Make an event for the boss.  On the first page have "Switch [001: zombies die] = ON"  Make a 2nd page and have it's "Conditions" set to "Switch [001: zombies die] is ON" and change nothing else.

  • On the zombie events change the 2nd page to have a "Conditional Branch: Switch [001: zombies die] ==ON"
    If true then: place a "Control Self Switch B = ON"
    Else:  Run the code that should already be in the 2nd page.

  • Make a 3rd page and have it's "Conditions" set so "Switch [001: zombies die] is ON" and "Self Switch B is ON" then leave that page alone after that.




This should allow your zombies to despawn after a boss dies, or never respawn, or just continuously respawn.  I hope this has been helpful in what you need.

I haven't proof tested this since I wrote it, but I've done it before so I'm fairly certain it will work.
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Blizzard

March 08, 2008, 10:21:12 am #5 Last Edit: March 08, 2008, 10:22:15 am by BlizzHard
I actually added the "Respawn Point" feature in Blizz-ABS already. xD But the "despawn" feature is a nice idea. Something like i.e. all other monsters die if you kill the leader.
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Phasedscar

March 08, 2008, 10:24:16 am #6 Last Edit: March 08, 2008, 10:30:47 am by Phasedscar
LOL yes I know.  I mean so that you can have those zombies spawn in VERY specific, and different areas.

I love the spawn point feature, but sometimes it's pretty predictable.  I only thought of it in case you want specific mobs to spawn in maybe 8 different locations instead of one, but they all be preset locations.

Edit:  I'm full of all sorts of good ideas, like cast timers and bars (for different cast times).  Spell cooldowns so you can only use certain abilities oh so often, and individual cast animations so that you can have "physical" spells.  I.E. something like a "Power Slash" or "Dash" or some such thing.

Also have damage pop up after spell animations are completed  :-X
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Blizzard

March 08, 2008, 10:27:36 am #7 Last Edit: March 08, 2008, 10:31:19 am by BlizzHard
A mob will always choose a random Respawn Point of the ones where he can respawn. xD

EDIT: Don't forget that you can still move your Respawn Points around, since they ARE normal events. :)
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Phasedscar

March 08, 2008, 10:32:24 am #8 Last Edit: March 08, 2008, 10:33:32 am by Phasedscar
Quote from: BlizzHard on March 08, 2008, 10:27:36 am
A mob will always choose a random Respawn Point of the ones where he can respawn. xD


lol Do'h!

I didn't remember reading that in the manual for 1.95 so I was thinking it was only one spawn point.

I'll edit my post and remove that part of it.

Thanks for the proof check.
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Blizzard

Quote3.1.6. Create a Respawn Point

Respawn Points are a special feature in Blizz-ABS that allows the respawn of enemies at one specific point. To create such a Respawn Point you have to use the same method of adding commands in the name like you use for enemies. Instead of "\e[ID]" use "\r[ID1, ID2, ID3, ...]". The various IDs are enemy IDs from enemy types who will respawn at this point. Separate the IDS with commas. As soon as an enemy is killed, he will respawn at one Respawn Point of the map where his ID is included in this setting. The waiting time for respawning in this case is 5 seconds, you can change it by adding "\t[TIME]" where TIME is the number of seconds which it takes between death and respawn. Keep in mind that this feature is independent from the basic respawning feature and that it overrides the basic respawning system for the specific enemies. Respawn Points are normal events that are simply marked which means that they completely act like normal events. As critters don't respawn, they can't use Respawn Points either. Lifeless objects don't respawn either.


:)
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Phasedscar

Go Go Reading Comprihension..  lol  ;D
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Calintz

Haha...
You guys figure this out then?

Phasedscar

Yeah, I just missed the whole part in the new manual for the respawn points.

Not that my events way of doing it wouldn't work  ::)
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