RPGXP Version 1.02a
Ruby Version 1.8.1
Scintilla Version 1.58
libogg/libvorbis Version 1.0
Blizz-ABS Version 1.95
This is a question for anyone who is familiar with the active or action battle system for RMXP by Blizzard. I set it up and can use all the features mentioned in the script documentation commented in the first script.
I had already been asking a similar question to this on other RMXP Forums but now I've figured out one thing I was doing wrong before. I couldn't get enemy action sprites to be used by Blizz though my hero sprites were all working fine. I just found from looking over the ABS script that all the enemy action sprite use settings were set to false! I don't know how I could have mistakenly set the actor's action spriting to on and set the enemys to off but I guess I did somehow.
While I haven't experimented with it yet now that I know what I did wrong I am still left wondering about the documentation which seems to suggest that BABS offers built in support for a complete range of action sprites while it would seem from how it is explained in the comments that critters and enemies do not get the same support. Like separate sprites for different weapons for example. So I am wondering just what can or cannot critters and enemies do at this point? I just don't want to put a whole lot of pixeling work into extra sprite sets if I won't be able to use them.
For each hero, NPC, critter and enemy I have planned/in the works/or already done a sprite set for when it is idle, when it is walking, when it is running/fleeing, when it is attacking, when it is defending, and last but not at all least I have the all important death sprites.
To me the death sprites are the most important of all. Problem is that either Blizz or RMXP one has a nasty habit of assuming I want my enemies [and my heroes for that matter] to disappear when they are dead. Seeing enemies [or the heroes for that matter] just disappear everytime without leaving a corpse the hero can search and loot is just unacceptable. And not nearly as satisfying as actually seeing the enemy knocked clean off its feet and hitting the ground like a wet sack of potatoes or blown apart like a blood sausage.
I tried using the self-switch method to leave a death sprite behind and that almost does it. I can see the death sprite for about a fraction of a second before it fades into nothingness. So I guess what I need to know is how to stop the default fade to transparency behaviour. Thanks in advance for any input I can get.