[XP] Blizz-ABS Controller for RMX-OS

Started by Blizzard, January 17, 2010, 05:02:36 pm

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Blizzard

Make sure that you install Ruby 2.0 x86, not x64.
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Quote from: winkioI do not speak to bricks, either as individuals or in wall form.

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Jamal XVI

I reinstalled the ruby, and did the same problem  :(
Look at the image below, i download the version Ruby 2.0.0-p451 and did the same problem.
Anything that i did wrong in server?
Image: ShowHide

Thanks for help at all,
Jamal XVI

Blizzard

Did you put the file PlayerOnline.rb in the Extensions folder?
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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.

Jamal XVI

yes, but even the "PlayerOnline.rb" as "Blizz.rb" (the second one its your script) both get the same problem in server.
The windows version is server 2008 (server dedicate for the game  :P)
Prints: ShowHide


Thanks for listening,
Jamal XVI

Blizzard

Your file is called PlayerOnline.rb.txt, not PlayerOnline.rb.
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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.

Jamal XVI

Quote from: Blizzard on March 19, 2014, 09:11:32 am
Your file is called PlayerOnline.rb.txt, not PlayerOnline.rb.

Whata Shame  :facepalm:
Sorry about that,
i'm kind of very distracted.
BTW,
Thanks at all,
Jamal XVI

Jamal XVI

Hey there, how its going?
So i got an other error, this time with Blizz ABS cliente.
I'm with Blizz ABS controller, Blizz ABS, Mouse Controller, blizz mouse and RMX-OS scripts.
When i start the game, all goes fine, but when i log in server  shows the following error:
[img]http://s30.postimg.org/i8ygo2vmp/image.png[/img
Can you help me?
Thanks,
Jamal XVI

Blizzard

Remember that adding or removing one of the scripts, changes which save data is saved. So old accounts will become corrupted and you should start a new game.
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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.

whitespirits

Im still looking for a fix for removing @real movement when adding blizz abs with rmx-os this controller or the blizz abs script is causing it not to work

Ryex

So Blizz, i'm still confused as to why your using a self compiled mysql extension when you could use the mysql or mysql2 gem and never have to worry about ruby version again...
I no longer keep up with posts in the forum very well. If you have a question or comment, about my work, or in general I welcome PM's. if you make a post in one of my threads and I don't reply with in a day or two feel free to PM me and point it out to me.<br /><br />DropBox, the best free file syncing service there is.<br />

Blizzard

They didn't work for me previously so I had to compile my own. I never checked later 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.

whitespirits

Just wanted to post a reminder to see if anyone has any time to looking into my @real X and Y problem?

Blizzard

There, I fixed the movement thing. Keep in mind that lagging players will not face in the proper direction and they might phase through terrain. This cannot be fixed unless some complicated synchronization algorithms are implemented.
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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.

whitespirits

May 22, 2014, 12:23:00 pm #413 Last Edit: May 22, 2014, 12:37:54 pm by whitespirits
Thank you so much! star!

Found error happens randomly

Spoiler: ShowHide


OK error seems to be when entering map with other player?

Blizzard

May 22, 2014, 12:55:13 pm #414 Last Edit: May 22, 2014, 01:03:50 pm by Blizzard
Hm, I was afraid something like this could happen. I'll have to coordinate this fix with winkio. He needs to a piece of code so this can work. I'll quickly update this script as well.

EDIT: Done. I also made it that the script requires Blizz-ABS 2.87. Now I hope that winkio can quickly update it.

Or you can quickly apply the fix yourself.

Find this part of code (Blizz-ABS Part 3, line 2175):

Spoiler: ShowHide
    # if battler is not valid or dead or ABS disabled
   if !valid? || battler.dead? || !$game_temp.in_battle
     # if not in caterpillar
     if @cindex == nil
       # set to return state
       @ai.state = BlizzABS::AI::Return
     else
       # set to idle state
       @ai.state = BlizzABS::AI::Idle
     end
     # check state and decide further processing
     case @ai.state
     when BlizzABS::AI::Idle then update_in_caterpillar
     when BlizzABS::AI::Return then update_out_caterpillar
     end
     # call superclass method
     super
     # update stop animation display
     update_step_anime
     # exit method
     return
   end
   # if event is being executed
   if $game_system.map_interpreter.running?
     # check state and decide further processing
     case @ai.state
     when BlizzABS::AI::Idle then update_in_caterpillar
     when BlizzABS::AI::Return then update_out_caterpillar
     else
       # move normally if not already moving
       update_forcemove if !moving?
     end
     # update the event with the superclass method
     super
     # update stop animation display
     update_step_anime
     # exit method
     return
   end


Replace it with this:

Spoiler: ShowHide

   # if basic AI should be processed
   if self.process_ai?
     # if battler is not valid or dead or ABS disabled
     if !valid? || battler.dead? || !$game_temp.in_battle
       # if not in caterpillar
       if @cindex == nil
         # set to return state
         @ai.state = BlizzABS::AI::Return
       else
         # set to idle state
         @ai.state = BlizzABS::AI::Idle
       end
       # check state and decide further processing
       case @ai.state
       when BlizzABS::AI::Idle then update_in_caterpillar
       when BlizzABS::AI::Return then update_out_caterpillar
       end
       # call superclass method
       super
       # update stop animation display
       update_step_anime
       # exit method
       return
     end
     # if event is being executed
     if $game_system.map_interpreter.running?
       # check state and decide further processing
       case @ai.state
       when BlizzABS::AI::Idle then update_in_caterpillar
       when BlizzABS::AI::Return then update_out_caterpillar
       else
         # move normally if not already moving
         update_forcemove if !moving?
       end
       # update the event with the superclass method
       super
       # update stop animation display
       update_step_anime
       # exit method
       return
     end
   end


And add this somewhere in Map_Battler:

  def process_ai?
   return true
 end


And remember to change the Blizz-ABS version in the script to 2.87.
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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.

whitespirits


KK20

CTRL + F for class Map_Battler in part 3 and paste that method anywhere inside of it.

You can post it here...

  attr_reader   :precondition

  def process_ai?
    return true
  end

  #----------------------------------------------------------------------------
  # Initialization
  #----------------------------------------------------------------------------
  def initialize

at the end of it...

  #----------------------------------------------------------------------------
  # idle?
  #  Checks whether the character is idle on the map.
  #----------------------------------------------------------------------------
  def idle?
    return (@current_sprite == '' && !moving? && !jumping? && self.valid? &&
        self.in_action == 0 && self.restriction < 3 && !charging? &&
        !freeze_action && (@step_anime || self.pattern == @original_pattern))
  end

  def process_ai?
    return true
  end

end

basically anywhere, so long as it is not inside of another method.

  def initialize
  def process_ai? #<===== No, why would you even do this? D:
    return true
  end

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whitespirits

May 24, 2014, 06:15:47 am #417 Last Edit: May 24, 2014, 06:25:26 am by whitespirits
Ok so since all the updates im running into a few bugs again :(

first i got this error at random

Spoiler: ShowHide


Now i removed real x and y and the movement is perfect :)

only problem is is that neither player can see projectiles or sprites that show attack or spells like player1_atk it dosent show for players. Another problem is only 1 player seems to be able to pvp not both?

OK so after some further testing this is what i found, if 1 player enters a map they can attacks and cause dmg, if both players enter a map only 1 player can do dmg that's for pvp or against enemies, i think its which ever hits first gets the priority to dmg while the other cant unless on a map alone with enemies, also animations work but projectiles and attack sprites dont.

whitespirits

Sorry for double post but is there anyone who has time to fix the last remaining combat bugs? I can test anytime tomorrow

Blizzard

Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
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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.