Blizz-ABS Bug and Suggestion Compilation

Started by winkio, April 21, 2010, 03:40:33 am

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OracleGames

October 21, 2010, 04:23:21 am #260 Last Edit: October 21, 2010, 04:25:39 am by OracleGames
QuoteIf I can do that I wouldn't need to ask here  :^_^':


It`s easy when you have the tools, i recommend photoshop as you can align objects easier thanks to the guides & layers. To make the animations you will need a template to work on, if you are interested i can make you one, was planning to do it sooner or later anyways xD

LiTTleDRAgo

Quote from: OracleGames on October 21, 2010, 04:23:21 am
QuoteIf I can do that I wouldn't need to ask here  :^_^':


It`s easy when you have the tools, i recommend photoshop as you can align objects easier thanks to the guides & layers. To make the animations you will need a template to work on, if you are interested i can make you one, was planning to do it sooner or later anyways xD


I dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size

------------
@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  :^_^':
by the way XAS has one named Active Action Info
something like this: ShowHide

#_______________________________________________________________________________
# MOG_XAS_Active Action Info V1.0         
#===============================================================================
# By Moghunter       
# http://www.atelier-rgss.com
#_______________________________________________________________________________
# - Displays the name of the tool when you use it.
# - Displays the name of the treasure.
# Create an attribute with the name "Name_ON" in the database
# And assign the desired skill.
#_______________________________________________________________________________
# Images necessary.
#
# AF_Lay1.png
# AF_Lay2.png
# AF_Lay3.png
#
#_______________________________________________________________________________
module MOG
# Position the window. 
IFA_HUD_X = 200
IFA_HUD_Y = 420
# Time to display the name of the treasure.
# If the skill is proportional to the time of the tool.
IFA_TIME = 2
end
$mog_rgss_xas_action_name = true
#==============================================================================
# Game_Temp
#==============================================================================
class Game_Temp 
    attr_accessor :if_hud1_x
    attr_accessor :if_hud1_y
    attr_accessor :if_hud1_opa
    attr_accessor :if_hud2_x
    attr_accessor :if_hud2_y
    attr_accessor :if_hud2_opa   
    attr_accessor :if_hud3_x
    attr_accessor :if_hud3_y
    attr_accessor :if_hud3_opa   
    attr_accessor :if_text_x
    attr_accessor :if_text_y
    attr_accessor :if_text_zoom_x
    attr_accessor :if_text_zoom_y
    attr_accessor :if_text_opa   
    attr_accessor :if_text
    attr_accessor :if_text_time
    attr_accessor :if_start
alias mog_if_initialize initialize
def initialize   
  mog_if_initialize 
    @if_hud1_x = 0
    @if_hud1_y = 0
    @if_hud1_opa = 0
    @if_hud2_x = 0
    @if_hud2_y = 0
    @if_hud2_opa = 0   
    @if_hud3_x = 0
    @if_hud3_y = 0
    @if_hud3_opa = 0   
    @if_text_x = 0
    @if_text_y = 0
    @if_text_zoom_x = 1.00
    @if_text_zoom_y = 1.00
    @if_text_opa = 0
    @if_text = ""
    @if_text_time = 0
    @if_start = false   
end   
end
#==============================================================================
# Game_Battler
#==============================================================================
module XAS_ACTION
  alias mog_actname_shoot shoot
    def shoot(action_id)
    mog_actname_shoot(action_id)
    if action_id == nil or action_id == 0 or $scene == nil
    return 
    end
    item_id = XAS::ITEM_COST[action_id]
    if self.battler.is_a?(Game_Actor) and $data_skills[action_id].element_set.include?($data_system.elements.index("Name_ON"))
    if item_id != nil and $game_party.item_number(item_id) == 0
    $game_system.se_play($data_system.buzzer_se)
    return
    end
    skill_sp_cost = $data_skills[action_id].sp_cost
    if self.battler.sp >= skill_sp_cost and
    $game_temp.cast_time == 0
    $game_temp.if_text = $data_skills[action_id].name
    $game_temp.if_text_time = 20 + Database_Bullet::DURATIONS[action_id]   
    $game_temp.if_start = true
    end
    end
  end
end
#==============================================================================
# IFA
#==============================================================================
class Ifa < Sprite
  include MOG
  def initialize
     @viewport = Viewport.new(0, 0, 640, 480)
     @viewport.z = 99999     
     super(@viewport)   
     @hud1 = Sprite.new
     @hud1.bitmap = RPG::Cache.picture("AF_Lay1")
     @hud1.z = 9000
     @hud1.ox = -IFA_HUD_X + $game_temp.if_hud1_x
     @hud1.oy = -IFA_HUD_Y + $game_temp.if_hud1_y
     @hud1.opacity = $game_temp.if_hud1_opa     
     @hud2 = Sprite.new
     @hud2.bitmap = RPG::Cache.picture("AF_Lay2")
     @hud2.z = 9000
     @hud2.ox = -IFA_HUD_X - 50 + $game_temp.if_hud2_x
     @hud2.oy = -IFA_HUD_Y - 20 + $game_temp.if_hud2_y     
     @hud2.opacity = $game_temp.if_hud2_opa     
     @hud3 = Sprite.new
     @hud3.bitmap = RPG::Cache.picture("AF_Lay3")
     @hud3.z = 9003
     @hud3.ox = -IFA_HUD_X - 80 + $game_temp.if_hud3_x
     @hud3.oy = -IFA_HUD_Y + 20 + $game_temp.if_hud3_y
     @hud3.opacity = $game_temp.if_hud3_opa     
     @text = Sprite.new
     @text.bitmap = Bitmap.new(120,40)
     @text.z = 9002
     @text.bitmap.font.name = "Georgia"
     @text.bitmap.font.size = 20
     @text.bitmap.font.bold = true
     @text.bitmap.font.italic = true
     @text.bitmap.font.color.set(250, 250, 250,220)
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, $game_temp.if_text.to_s,1)
     @text.ox = -IFA_HUD_X - 50 + $game_temp.if_text_x
     @text.oy = -IFA_HUD_Y + 5 + $game_temp.if_text_y
     @text.zoom_x = $game_temp.if_text_zoom_x
     @text.zoom_y = $game_temp.if_text_zoom_y
     @text.opacity = $game_temp.if_text_opa
   end   
  def dispose       
     if @hud1 != nil
        @hud1.bitmap.dispose
        @hud1.dispose
        @hud1 = nil   
     end   
     if @hud2 != nil
        @hud2.bitmap.dispose
        @hud2.dispose
        @hud2 = nil   
     end     
     if @hud3 != nil
        @hud3.bitmap.dispose
        @hud3.dispose
        @hud3 = nil   
     end
     if @text != nil
        @text.bitmap.dispose
        @text.dispose
        @text = nil   
     end         
     if @viewport != nil
        @viewport.dispose
        @viewport = nil         
     end   
  end
  def refresh
     $game_temp.if_start = false
     @text.bitmap.clear
     $game_temp.if_hud1_opa = 100
     $game_temp.if_hud2_opa = 100
     $game_temp.if_hud3_opa = 100
     $game_temp.if_text_opa = 100
     $game_temp.if_hud1_x = 100
     $game_temp.if_hud2_x = -100
     $game_temp.if_text_zoom_x = 1.50
     $game_temp.if_hud3_y = 0
     @text.bitmap.draw_hemming_text(0, 0, 120, 40, $game_temp.if_text.to_s,1)
   end
  def update
     @hud1.ox = -IFA_HUD_X + $game_temp.if_hud1_x
     @hud1.oy = -IFA_HUD_Y + $game_temp.if_hud1_y
     @hud1.opacity = $game_temp.if_hud1_opa     
     @hud2.ox = -IFA_HUD_X - 50 + $game_temp.if_hud2_x
     @hud2.oy = -IFA_HUD_Y - 20 + $game_temp.if_hud2_y   
     @hud2.opacity = $game_temp.if_hud2_opa     
     @hud3.ox = -IFA_HUD_X - 80 + $game_temp.if_hud3_x
     @hud3.oy = -IFA_HUD_Y + 20 + $game_temp.if_hud3_y
     @hud3.opacity = $game_temp.if_hud3_opa   
     @text.ox = -IFA_HUD_X - 50 + $game_temp.if_text_x
     @text.oy = -IFA_HUD_Y + 5 + $game_temp.if_text_y
     @text.zoom_x = $game_temp.if_text_zoom_x
     @text.zoom_y = $game_temp.if_text_zoom_y   
     @text.opacity = $game_temp.if_text_opa
  $game_temp.if_text_time -= 1 if $game_temp.if_text_time > 0   
  if $game_temp.if_text_time > 0
  if $game_temp.if_hud1_opa < 255   
     $game_temp.if_hud1_opa += 10
     $game_temp.if_hud2_opa += 10
     $game_temp.if_hud3_opa += 10
     $game_temp.if_text_opa += 10
  end
  if $game_temp.if_hud1_x > 0
     $game_temp.if_hud1_x -= 10
     $game_temp.if_hud2_x += 10
  elsif $game_temp.if_hud1_x < 0   
     $game_temp.if_hud1_x = 0
     $game_temp.if_hud2_x = 0         
  end 
  if $game_temp.if_text_zoom_x > 1.00
     $game_temp.if_text_zoom_x -= 0.1
  elsif $game_temp.if_text_zoom_x < 1.00
    $game_temp.if_text_zoom_x = 1.00
    $game_temp.if_text_zoom_y = 1.00
    $game_temp.if_text_x = 0
  end 
  else
    if $game_temp.if_hud1_opa  > 0
     $game_temp.if_hud1_opa -= 10
     $game_temp.if_hud2_opa -= 10
     $game_temp.if_hud3_opa -= 10
     $game_temp.if_text_opa -= 10
   end
  if $game_temp.if_hud1_x < 100
     $game_temp.if_hud1_x -= 10
     $game_temp.if_hud2_x += 10
  elsif $game_temp.if_hud1_x > 100   
     $game_temp.if_hud1_x = 100
     $game_temp.if_hud2_x = 100         
  end       
  end
  if $game_temp.if_start == true
  refresh
  end
  end
end
#==============================================================================
# Scene_Map
#==============================================================================
class Scene_Map   
  alias mog_ifa_main main
  def main 
    @ifa = Ifa.new
    mog_ifa_main
    @ifa.dispose
    @ifa = nil
  end   
  alias mog_ifa_update update
  def update
    mog_ifa_update
    @ifa.update
  end   
end   


If XAS have that feature why Blizz ABS didn't?

The Niche

Because XAS is XAS. The answer isn't animation, it's the combo system's show animation function.
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!

OracleGames

October 21, 2010, 12:58:42 pm #263 Last Edit: October 21, 2010, 01:01:53 pm by OracleGames
QuoteI dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size


Thats why the combo system includes a "show animation" feature, you can make a single skill show up to 1000057 different animations but yeah, it would take much more efford
to chain every skill you want to a combo,  i disagree about the size part as the animations would be plain text or a simple box.


Quote@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  
by the way XAS has one named Active Action Info


In some games you only see the names of the most important skills, not monster skills.
You should take a look in the database, maybe somebody already scripted it, but i doubt it.
XAS lags like hell. O_o

winkio

I would look into adding it, if enough people wanted it, but I don't think it is a good idea.  ABS games are like fighting games, in that they have constant action.  You don't need to know what move is being used, especially if you are using more than one move per second.  Plus, it would cover up important parts of the screen during battles.  XAS would love to fill your entire screen with random images and text, but Blizz-ABS is trying to maximize the game experience.

OracleGames

October 21, 2010, 08:37:40 pm #265 Last Edit: October 21, 2010, 08:41:19 pm by OracleGames
Winkio! When i try to use the name input processing with BABS running the cursor messes up (teleports randomly), but it only happens to my newest projects, i can still use it correctly in my older projects that include the same BABS version. Tried to disable everything but no effects until i removed the entire script, what can i do?

PS: the only difference between the 2 projects is the RPGMKXP version i worked with.

Blizzard

Don't use Input Processing, use a script call.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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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.

LiTTleDRAgo

October 22, 2010, 03:48:49 am #267 Last Edit: October 22, 2010, 03:50:13 am by LiTTleDRAgo
Quote from: OracleGames on October 21, 2010, 12:58:42 pm
QuoteI dont think animation is the answer though
a skill only have 1 animation for battler and the target
and animation template is really taking up the size


Thats why the combo system includes a "show animation" feature, you can make a single skill show up to 1000057 different animations but yeah, it would take much more efford
to chain every skill you want to a combo,  i disagree about the size part as the animations would be plain text or a simple box.


hmm if text probably it's okay, but to make 207...

all of my animation: ShowHide


Quote from: OracleGames on October 21, 2010, 12:58:42 pm
Quote@The Niche :

There are 207 skill, is there are any simple solution with script addon or something like that?  
by the way XAS has one named Active Action Info


In some games you only see the names of the most important skills, not monster skills.
You should take a look in the database, maybe somebody already scripted it, but i doubt it.
XAS lags like hell. O_o

That's why I hate XAS

Quote from: winkio on October 21, 2010, 07:00:45 pm
I would look into adding it, if enough people wanted it, but I don't think it is a good idea.  ABS games are like fighting games, in that they have constant action.  You don't need to know what move is being used, especially if you are using more than one move per second.  Plus, it would cover up important parts of the screen during battles.  XAS would love to fill your entire screen with random images and text, but Blizz-ABS is trying to maximize the game experience.


How if the skill name appeared at above of user?
like he or she shouting name of the skill?

---------

Nevermind, I got it

OracleGames

QuoteDon't use Input Processing, use a script call.


Erm. How do i do that? u_u don't know the syntaxis, something like "$Name.Input.Processing = ???"
Why do i get these glitches anyways? =(

Blizzard

The script calls are actually in the manual.
Check out Daygames and our games:

King of Booze 2      King of Booze: Never Ever
Drinking Game for Android      Never have I ever for Android
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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.

Taiine

So no one answered, is the issue I showed a unknwon yet bug or one that's known? The issue with it wanting the def/item/etc sprite even when such are set to false?

winkio

you set action sprites to true, therefore, you need those sprites.  It's not a bug.

Sacred Nym

To clarify, the "Actor Defend Sprites" option lets you have multiple sprites based on the defender's shield, rather than just a generic sprite. Leaving the option unchecked means you'll only use one defend sprite per actor.
Quote昨日の自分に「さようなら」
Say "Goodbye" to who you were yesterday.

Taiine

Quote from: winkio on October 25, 2010, 01:09:16 pm
you set action sprites to true, therefore, you need those sprites.  It's not a bug.


So then there is no turning off sprites you don't plan on using? That is what I thought the false setting was. So now I have to go in and duplicate my sprites for everything else? joy >.>

think an option to disable the need to use sprites you don't plan on using, so you're not having to duplicate  one player set to follow all the file names. mehhh...

winkio

if you turn action sprites off, then you don't need those sprites.

Taiine

But I want to use the running and attack sprites. >.> But it seems to be able to use just those, I need to duplicate my player sprite for everything else. -.-

Magus

http://xasabs.wordpress.com/environment-interaction/


I've actually noticed a few of things I'm looking for on you "to do list"

Damn.. if only my club wasn't bull-dozing me to start the production on the game. ;_; I'm being forced to use Xas and I'm very unhappy about it. :/

I'm still reading this thing at the moment, but meh.
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

legacyblade

You can do that in blizzABS still. For grass, make a lifeless object with 1 hp and give it a destruction animation of the leaves falling to the ground (like in zelda games). Same for rocks, but you can make only certain items able to damage them. You never will need to use XAS, don't worry :P

Magus

You just made my day. *hands legacyblade the key to infinite gold*  I forgot about life objects.    "Certain items  damaging them"  I can manage this. 

the other features are coming up (such as throwable items)  so, I'm buying time, until Winkio releases version 2.9 etc.   I really hate Xas with a passion.
Blizz-abs >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>^9000 Xas.
LEVEL ME DOWN. THE ANTI-BLIZZ GROUP IS AMONG YOU... Do it for the chick below...She watches..<br />

The Niche

Quote from: Magus on October 30, 2010, 04:02:42 pm
You just made my day. *hands legacyblade the key to infinite gold*  I forgot about life objects.    "Certain items  damaging them"  I can manage this. 

the other features are coming up (such as throwable items)  so, I'm buying time, until Winkio releases version 2.9 etc.   I really hate Xas with a passion.
Blizz-abs >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>^9000 Xas.



So incredibly true.
Level me down, I'm trying to become the anti-blizz!
Quote from: winkio on June 15, 2011, 07:30:23 pm
Ah, excellent.  You liked my amusing sideshow, yes?  I'm just a simple fool, my wit entertains the wise, and my wisdom fools the fools.



I'm like the bible, widely hated and beautifully quotable.

Dropbox is this way, not any other way!