Blizz-ABS Bug and Suggestion Compilation

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

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Jonnyfreedom

I REALLY like this abs. I just hope the item/moneybag drops are fix'd soon :(.


KK20

March 28, 2012, 06:52:00 pm #481 Last Edit: March 28, 2012, 07:08:08 pm by KK20
Defending against projectiles fix? (copypasta from other thread)
Spoiler: ShowHide
module BlizzABS
 class Processor
   #--------------------------------------------------------------------------
   # update
   #  Updates Blizz-ABS processes.
   #--------------------------------------------------------------------------
   def update
     # update player battle input
     @controls.update
     # update each projectile and trap
     $BlizzABS.cache.remotes.each {|remote| remote.update}
     # update summons
     update_summons
     # stop if scene is not Scene_Map
     return if !$scene.is_a?(Scene_Map)
     # update killed events
     update_killed
     # remove expired events from the map
     event_removal
     # remove expired summons from the map
     summon_removal
     # check special status effects
     check_special_states
   end
 end
end

Also, while messing around with combos, I found that when I made a simple combo that just moved me forward, it wouldn't process it. I think it was a matter of moving 'update_command' higher like such:
Spoiler: ShowHide
module BlizzABS
 class Combo
   #--------------------------------------------------------------------------
   # update
   #  Updates the combo while it is active
   #--------------------------------------------------------------------------
   def update
     # increase frame counter
     @time += 1
     # update commands
     update_command
     # update movement
     update_move
     # update input
     update_input
     # update character
     update_character
     # end combo if reached end of commands
     @ended = true if @commands.size == 0
   end
 end
end
Forgot about something I found like last year. Traps LAGGED my game. I don't know how I fixed this, but the lag has been significantly reduced with this:
Spoiler: ShowHide
class Map_Remote < Map_Battler
  alias call_orig_init_method initialize
  def initialize(character_name, creator, id, type, target_group, dead_type,
                 explode)
    call_orig_init_method(character_name, creator, id, type, target_group, dead_type, explode)
    #-----------------------------------------------------------
    # KK20 says "I need this here to prevent lag :|
    #-----------------------------------------------------------
    @created = false
  end
 
  def create
    if (!@created)
      # create own sprite
      sprite = Sprite_Character.new($scene.spriteset.viewport1, self)
      # update sprite once
      sprite.update
      # add to spriteset
      $scene.spriteset.character_sprites.push(sprite)
      @created = true
    end
  end
end

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winkio

Thanks, I'll include these in the bugfix update coming soon.

winkio

Two things:

1)  The bugfix is planned coming soon (perhaps as soon as this weekend).  Just going to fix a few of the simple errors giving people trouble in 2.84.

2)  Version 3.0 will happen by the end of the summer.  I have completed a 4-player networked game in C# using my new concept for the foundation of Blizz-ABS, and it handles pixel based collisions quickly without any lag, as well as all the things that are essential to Blizz-ABS (multiplayer, AI, attacks, etc.).  What this means is that I know that all my ideas for the new version will work, all I have to do is rewrite them in RMXP and get everything tested.

Grogy

Desummon won't work properly for me...
These are the settings
Spoiler: ShowHide

The summon will blink like hell and wont move and I can't summon another summon
this only occurs when Actor skill sprites are on...
on an unrelated note... is there a way to fix this? for example turning off the sprites for summons or something... :3
Thanks

KK20

Gonna post this here since I think it's a bug. Skills used in a combo are supposed to be 'forced', but they aren't.

Blizz-ABS Part 2, line 1176, change to this
@ch.use_skill($data_skills[command[1]], true)


I know I've posted this a lot, but I wasn't sure if you seen them.

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Boba Fett Link

Quote from: KK20 on March 28, 2012, 06:52:00 pm
Forgot about something I found like last year. Traps LAGGED my game. I don't know how I fixed this, but the lag has been significantly reduced with this:
Spoiler: ShowHide
class Map_Remote < Map_Battler
  alias call_orig_init_method initialize
  def initialize(character_name, creator, id, type, target_group, dead_type,
                 explode)
    call_orig_init_method(character_name, creator, id, type, target_group, dead_type, explode)
    #-----------------------------------------------------------
    # KK20 says "I need this here to prevent lag :|
    #-----------------------------------------------------------
    @created = false
  end
 
  def create
    if (!@created)
      # create own sprite
      sprite = Sprite_Character.new($scene.spriteset.viewport1, self)
      # update sprite once
      sprite.update
      # add to spriteset
      $scene.spriteset.character_sprites.push(sprite)
      @created = true
    end
  end
end



Could something like that fix homing projectiles? They lag really bad too.
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KK20

Have you tried it out? That edit applies to Map_Remote which is the parent class of Map_Projectile.

Maybe it's the homing projectile's update method to find the quickest path to the target that causes the lag. My edit only ensures that the sprite isn't constantly created.

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Boba Fett Link

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KK20

Really? I went ahead and checked it out. Without the edit, it took only 6-8 homing projectiles out at once to lag me pretty bad. With the edit, I had 30+ out and the lag wasn't anywhere near bad to that without the edit.

This was tested on 20 x 15 map with 15 events on the map and no animated graphics (besides the events walking). Can't really say what the problem is other than the necessary frame updates. Do traps lag your game as much as homing projectiles do, with and without the edit?

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Boba Fett Link

Huh...it took only three homing projectiles to lag my game really bad. And it was a 20 x 15 map with 2 events (This was on my new computer, which, up to this point, I thought ran RPG Maker really well, at least compared to my last computer).

I'm not sure if I got it in the right place, though. I just kept playing around with it until it stopped giving me errors. What line(s) do it replace?
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KK20

It adds a boolean/flag/switch (whatever it's called) to Map_Remote that turns on when the sprite is created. That way, the method create isn't being called constantly. (Upon further investigation, I think I could have just editted requesting?...)

Anyways, the edit is to be placed below the BABS scripts.

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Boba Fett Link

Yeah, that's the problem. Now its fine!
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Stray

September 17, 2012, 12:36:39 pm #493 Last Edit: September 17, 2012, 12:49:51 pm by Stray
How about "running" with twice pressing an arrow-key instead of holding one?
I would need this right now. I think it's less annoying than holding both hands on the keyboard.

EDIT:
And also, the down-looking part of my hero running looks like this:

I think, as creator of the blizz ABS, or someone who knows it very well, you'll understand my problem really fast.
When the hero run's against a wall or another object, which is blocking him, the first sprite of the running-character is shown.
So it looks like he is standing on his one foot and that looks... weird.
I'm very grateful to you all for your great help.

KK20

For the sprite, locate this line in Part 3.
elsif running_sprites? && (self.moving? || Input.dir8 != 0) &&

And make it look like
elsif running_sprites? && self.moving? &&
Didn't test this myself, but I think it should work.

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Stray

Works great. Thanks. <:
I'm also still very interested in the first thing.
I'm very grateful to you all for your great help.

KK20

But that is more of a script request than a suggestion. I mean, if running is handled with double tapping the direction keys, how do you make sneaking possible? It would still have to be processed with holding another key down. Plus, it's not a feature that everyone can universally agree with.

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Stray

Okay, I didn't really know if I had to post it here, or in the script requests, because I thought it belongs to the BABS and isn't really a script, but rather an extension. Sorry about that. ^^'
I think it would be very useful in battles. It's easier to break away from an enemy (if he's not as fast as you or even faster). In a situation like this, it's harder to tap the right key for running, while tapping other keys for fighting.
(Shall I open a new thread in the "Script Requests"?)
I'm very grateful to you all for your great help.

KK20


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Zexion

My suggestion would be something like this.

It is used in mr.mo's abs, and it handles all the graphics basically.. instead of using "_atk01" "_jmp01" etc it uses 1 charset "_custom" and includes all features (atk, jmp, run, magic, etc.) in one file, and includes an optional standing frame and even the ability to chose more frames for animations.